Seeing the World through "Mortal Kombat" Colored Glasses: Violent Video Games and Hostile Attribution Bias

Although positive effects of children playing video games have been found, recent research suggests that exposure to violent video games may lead to an increase in aggressive behavior. This study investigated the effects of playing violent versus nonviolent video games on the interpretation of ambig...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
1. Verfasser: Kirsh, Steven J
Format: Report
Sprache:eng
Schlagworte:
Online-Zugang:Volltext bestellen
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page
container_issue
container_start_page
container_title
container_volume
creator Kirsh, Steven J
description Although positive effects of children playing video games have been found, recent research suggests that exposure to violent video games may lead to an increase in aggressive behavior. This study investigated the effects of playing violent versus nonviolent video games on the interpretation of ambiguous provocation situations. Participants were 52 third- and fourth-grade children. Children played with either a very violent video game, "Mortal Kombat II," or a relatively nonviolent video game, "NBA Jam: TE," for 13 minutes. Following the video game play, children were read five stories in which a same-sex peer caused a clearly negative event to happen but the intent of the peer causing this negative event was ambiguous. After each story, children were asked a series of questions about the peer's intent, subsequent actions, and whether the peer should be punished and how much. Responses were coded in terms of amount of negative and violent content. Results indicated that children playing the violent video game responded more negatively on three of the six ambiguous provocation story questions than children playing the nonviolent video game. These data suggest that playing violent video games leads to the development of a short-term hostile attribution bias. (Author/HTH)
format Report
fullrecord <record><control><sourceid>eric_GA5</sourceid><recordid>TN_cdi_eric_primary_ED413986</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><ericid>ED413986</ericid><sourcerecordid>ED413986</sourcerecordid><originalsourceid>FETCH-eric_primary_ED4139863</originalsourceid><addsrcrecordid>eNqFyTEPwWAQgOEuBsE_MFy6G6Qi2KhqEzERxubqO-3J157cdx38ewa76XmTdxg9z0Tc1WANwU3Uu2-p9HUD8UnU0MNR2gothlS8KDnIPYZAYQNXFk-dfXUkkGNLAbBzUEgw9gRbM-WqN5YOdoxhHA0e6ANNfo6i6SG7pMWMlO_lS7lFfZfZfjFP1qtl8md_AD6BPRc</addsrcrecordid><sourcetype>Open Access Repository</sourcetype><iscdi>true</iscdi><recordtype>report</recordtype></control><display><type>report</type><title>Seeing the World through "Mortal Kombat" Colored Glasses: Violent Video Games and Hostile Attribution Bias</title><source>ERIC - Full Text Only (Discovery)</source><creator>Kirsh, Steven J</creator><creatorcontrib>Kirsh, Steven J</creatorcontrib><description>Although positive effects of children playing video games have been found, recent research suggests that exposure to violent video games may lead to an increase in aggressive behavior. This study investigated the effects of playing violent versus nonviolent video games on the interpretation of ambiguous provocation situations. Participants were 52 third- and fourth-grade children. Children played with either a very violent video game, "Mortal Kombat II," or a relatively nonviolent video game, "NBA Jam: TE," for 13 minutes. Following the video game play, children were read five stories in which a same-sex peer caused a clearly negative event to happen but the intent of the peer causing this negative event was ambiguous. After each story, children were asked a series of questions about the peer's intent, subsequent actions, and whether the peer should be punished and how much. Responses were coded in terms of amount of negative and violent content. Results indicated that children playing the violent video game responded more negatively on three of the six ambiguous provocation story questions than children playing the nonviolent video game. These data suggest that playing violent video games leads to the development of a short-term hostile attribution bias. (Author/HTH)</description><language>eng</language><subject>Aggression ; Ambiguity ; Attribution Theory ; Grade 4 ; Intermediate Grades ; Mass Media Effects ; Video Games ; Violence ; Young Children</subject><creationdate>1997</creationdate><tpages>6</tpages><format>6</format><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>230,687,776,881,4475</link.rule.ids><linktorsrc>$$Uhttp://eric.ed.gov/ERICWebPortal/detail?accno=ED413986$$EView_record_in_ERIC_Clearinghouse_on_Information_&amp;_Technology$$FView_record_in_$$GERIC_Clearinghouse_on_Information_&amp;_Technology$$Hfree_for_read</linktorsrc><backlink>$$Uhttp://eric.ed.gov/ERICWebPortal/detail?accno=ED413986$$DView record in ERIC$$Hfree_for_read</backlink></links><search><creatorcontrib>Kirsh, Steven J</creatorcontrib><title>Seeing the World through "Mortal Kombat" Colored Glasses: Violent Video Games and Hostile Attribution Bias</title><description>Although positive effects of children playing video games have been found, recent research suggests that exposure to violent video games may lead to an increase in aggressive behavior. This study investigated the effects of playing violent versus nonviolent video games on the interpretation of ambiguous provocation situations. Participants were 52 third- and fourth-grade children. Children played with either a very violent video game, "Mortal Kombat II," or a relatively nonviolent video game, "NBA Jam: TE," for 13 minutes. Following the video game play, children were read five stories in which a same-sex peer caused a clearly negative event to happen but the intent of the peer causing this negative event was ambiguous. After each story, children were asked a series of questions about the peer's intent, subsequent actions, and whether the peer should be punished and how much. Responses were coded in terms of amount of negative and violent content. Results indicated that children playing the violent video game responded more negatively on three of the six ambiguous provocation story questions than children playing the nonviolent video game. These data suggest that playing violent video games leads to the development of a short-term hostile attribution bias. (Author/HTH)</description><subject>Aggression</subject><subject>Ambiguity</subject><subject>Attribution Theory</subject><subject>Grade 4</subject><subject>Intermediate Grades</subject><subject>Mass Media Effects</subject><subject>Video Games</subject><subject>Violence</subject><subject>Young Children</subject><fulltext>true</fulltext><rsrctype>report</rsrctype><creationdate>1997</creationdate><recordtype>report</recordtype><sourceid>GA5</sourceid><recordid>eNqFyTEPwWAQgOEuBsE_MFy6G6Qi2KhqEzERxubqO-3J157cdx38ewa76XmTdxg9z0Tc1WANwU3Uu2-p9HUD8UnU0MNR2gothlS8KDnIPYZAYQNXFk-dfXUkkGNLAbBzUEgw9gRbM-WqN5YOdoxhHA0e6ANNfo6i6SG7pMWMlO_lS7lFfZfZfjFP1qtl8md_AD6BPRc</recordid><startdate>199704</startdate><enddate>199704</enddate><creator>Kirsh, Steven J</creator><scope>ERI</scope><scope>GA5</scope></search><sort><creationdate>199704</creationdate><title>Seeing the World through "Mortal Kombat" Colored Glasses: Violent Video Games and Hostile Attribution Bias</title><author>Kirsh, Steven J</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-eric_primary_ED4139863</frbrgroupid><rsrctype>reports</rsrctype><prefilter>reports</prefilter><language>eng</language><creationdate>1997</creationdate><topic>Aggression</topic><topic>Ambiguity</topic><topic>Attribution Theory</topic><topic>Grade 4</topic><topic>Intermediate Grades</topic><topic>Mass Media Effects</topic><topic>Video Games</topic><topic>Violence</topic><topic>Young Children</topic><toplevel>online_resources</toplevel><creatorcontrib>Kirsh, Steven J</creatorcontrib><collection>ERIC</collection><collection>ERIC - Full Text Only (Discovery)</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>Kirsh, Steven J</au><format>book</format><genre>unknown</genre><ristype>RPRT</ristype><ericid>ED413986</ericid><btitle>Seeing the World through "Mortal Kombat" Colored Glasses: Violent Video Games and Hostile Attribution Bias</btitle><date>1997-04</date><risdate>1997</risdate><abstract>Although positive effects of children playing video games have been found, recent research suggests that exposure to violent video games may lead to an increase in aggressive behavior. This study investigated the effects of playing violent versus nonviolent video games on the interpretation of ambiguous provocation situations. Participants were 52 third- and fourth-grade children. Children played with either a very violent video game, "Mortal Kombat II," or a relatively nonviolent video game, "NBA Jam: TE," for 13 minutes. Following the video game play, children were read five stories in which a same-sex peer caused a clearly negative event to happen but the intent of the peer causing this negative event was ambiguous. After each story, children were asked a series of questions about the peer's intent, subsequent actions, and whether the peer should be punished and how much. Responses were coded in terms of amount of negative and violent content. Results indicated that children playing the violent video game responded more negatively on three of the six ambiguous provocation story questions than children playing the nonviolent video game. These data suggest that playing violent video games leads to the development of a short-term hostile attribution bias. (Author/HTH)</abstract><tpages>6</tpages><oa>free_for_read</oa></addata></record>
fulltext fulltext_linktorsrc
identifier
ispartof
issn
language eng
recordid cdi_eric_primary_ED413986
source ERIC - Full Text Only (Discovery)
subjects Aggression
Ambiguity
Attribution Theory
Grade 4
Intermediate Grades
Mass Media Effects
Video Games
Violence
Young Children
title Seeing the World through "Mortal Kombat" Colored Glasses: Violent Video Games and Hostile Attribution Bias
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-24T14%3A07%3A42IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-eric_GA5&rft_val_fmt=info:ofi/fmt:kev:mtx:book&rft.genre=unknown&rft.btitle=Seeing%20the%20World%20through%20%22Mortal%20Kombat%22%20Colored%20Glasses:%20Violent%20Video%20Games%20and%20Hostile%20Attribution%20Bias&rft.au=Kirsh,%20Steven%20J&rft.date=1997-04&rft_id=info:doi/&rft_dat=%3Ceric_GA5%3EED413986%3C/eric_GA5%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_id=info:pmid/&rft_ericid=ED413986&rfr_iscdi=true