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- Title
Datorspēļu prosociālas vai agresīvas lomas spēlēšanas ietekme uz jauniešu agresīvām izjūtām un prosociālo spriešanu.
- Authors
Limonovs, Mihails; Sebre, Sandra B.
- Abstract
The goal of this study was to examine if youths who engage in videogame playing while taking on a prosocial role would report lower feelings of anger and higher ratings of prosocial reasoning that youths who engage in videogame playing while taking on an aggressive role. In order to reach this goal included in the study were 46 university students who randomly were assigned to one of two groups: participants who engaged in playing a violent video game taking on an aggressive role as a machine gunner (n = 23); and participants who engaged in playing the violent video game taking on a prosocial role as a combat medic (n = 23). Participants were 26 women and 20 men, aged from 19 to 27 years, mean age 22,24 years (SD = 2,11). As a measure of anger the participants completed the The State Trait Anger Expression Inventory (Spielberger, 1999). As a measure of prosocial reasoning they completed the Objective Measure of Prosocial Moral Reasoning (Gustavo, Eisenberg, & Knight, 1992). The study results showed that those participants who played while engaged in the prosocial role of combat medic, directly following the game playing reported lower ratings of anger and aggression than those who had played while engage in the aggressive machine gunner role. Results also showed that engagement in the prosocial role led to higher ratings of prosocial reasoning. The hypotheses of the study were confirmed, and the goal of the research was reached.
- Publication
Baltic Journal of Psychology, 2016, Vol 17, Issue 1/2, p83
- ISSN
1407-768X
- Publication type
Article