Violent video game players and non-players differ on facial emotion recognition.

Violent video game playing has been associated with both positive and negative effects on cognition. We examined whether playing two or more hours of violent video games a day, compared to not playing video games, was associated with a different pattern of recognition of five facial emotions, while...

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Publicado en:Aggressive Behavior Vol. 42; no. 1; pp. 16 - 29
Autores principales: Diaz, Ruth L., Wong, Ulric, Hodgins, David C., Chiu, Carina G., Goghari, Vina M.
Formato: research Journal Article
Publicado: Wiley-Blackwell Jan/Feb2016
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Jan/Feb2016
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        10.1002/ab.21602
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        atl: Violent video game players and non-players differ on facial emotion recognition.
      aug:
        au:
          Diaz, Ruth L.
          Wong, Ulric
          Hodgins, David C.
          Chiu, Carina G.
          Goghari, Vina M.
        affil: Department of Psychology, University of Calgary, Calgary Canada
      sug:
        subj:
          Recognition (Psychology)
          Facial Expression
          Emotions
          Video Games Psychosocial Factors
          Violence Psychosocial Factors
          Adult
          Social Behavior
          Perception
          Young Adult
          Male
          Female
          Cognition
          Aggression Psychosocial Factors
          Adolescence
          Human
          Adult: 19-44 years
          Adolescent: 13-18 years
          Male
          Female
      ab: Violent video game playing has been associated with both positive and negative effects on cognition. We examined whether playing two or more hours of violent video games a day, compared to not playing video games, was associated with a different pattern of recognition of five facial emotions, while controlling for general perceptual and cognitive differences that might also occur. Undergraduate students were categorized as violent video game players (n = 83) or non-gamers (n = 69) and completed a facial recognition task, consisting of an emotion recognition condition and a control condition of gender recognition. Additionally, participants completed questionnaires assessing their video game and media consumption, aggression, and mood. Violent video game players recognized fearful faces both more accurately and quickly and disgusted faces less accurately than non-gamers. Desensitization to violence, constant exposure to fear and anxiety during game playing, and the habituation to unpleasant stimuli, are possible mechanisms that could explain these results. Future research should evaluate the effects of violent video game playing on emotion processing and social cognition more broadly.
      pubtype: Academic Journal
      doctype:
        research
        Journal Article
      ougenre: Article
    language: English
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