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...
| Publicado en: | Aggressive Behavior Vol. 42; no. 1; pp. 16 - 29 |
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| Autores principales: | , , , , |
| Formato: | research Journal Article |
| Publicado: |
Wiley-Blackwell
Jan/Feb2016
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=111924041&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 111924041 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 0096140X AGG jtl: Aggressive Behavior issn: 0096140X maglogo: Y pubinfo: dt: Jan/Feb2016 vid: 42 iid: 1 pid: 480 pub: Wiley-Blackwell place: Malden, Massachusetts artinfo: ui: 111924041 111924041 NLM26299393 111924041 10.1002/ab.21602 NLM26299393 111924041 ppf: 16 ppct: 13 formats: tig: 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 refInfo: holdings: @attributes: islocal: N |
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