No game, more pain - Examining possible long term effects and underlying mechanisms of habitual violent video gaming on the acquired capability for suicide

•Habitual violent video gamers (HVVGs) show less fearlessness about death.•Pain tolerance is higher HVVGs than in non-gamers.•Habituation and opponent processes seem to be underlying mechanisms.•Violent video gaming might affect the acquired capability for suicide. According to Joiner`s interpersona...

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Veröffentlicht in:Psychiatry research 2021-01, Vol.295, p.113512-113512, Article 113512
Hauptverfasser: Förtsch, E.-M.A.D., Baumgart, P., Teismann, T., Ruscheweyh, R., Hasenbring, M.I.
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container_title Psychiatry research
container_volume 295
creator Förtsch, E.-M.A.D.
Baumgart, P.
Teismann, T.
Ruscheweyh, R.
Hasenbring, M.I.
description •Habitual violent video gamers (HVVGs) show less fearlessness about death.•Pain tolerance is higher HVVGs than in non-gamers.•Habituation and opponent processes seem to be underlying mechanisms.•Violent video gaming might affect the acquired capability for suicide. According to Joiner`s interpersonal-psychological theory of suicide repeated engagement in suicidal behavior or so-called painful and provocative events constitutes the acquired capability for suicide (ACS) comprising two facets: enhanced pain tolerance and fearlessness about death (FAD). Recent research showed that single bouts of violent-video-gaming (VVG) increase pain tolerance. It is unknown whether individuals who habitually play VVGs at a high frequency rate show higher signs of ACS in terms of low pain sensitivity, high tolerance and lowered FAD compared to non-gamers. In a cross-sectional case-control study, we compared pain sensitivity and tolerance during a 5-min Cold-Pressor-Test (CPT) besides FAD in young males, playing VVGs highly frequent (n = 18) vs. non-gamers (n = 17). Mood was rated before and after the CPT. We found higher CPT-pain tolerance, lower intensity ratings and higher FAD scores among gamers compared to non-gamers. A significant time x group interaction of pain ratings indicated a process of habituation in the gamers. An increase of positive mood in the gamers emphasizes the role of opponent processes. The results suggest that habitual VVG might reflect a repetitive behavior enhancing the ACS.
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source Elsevier ScienceDirect Journals
subjects Opponent processes
Pain habituation
Pain tolerance
Suicide
Violent video games
title No game, more pain - Examining possible long term effects and underlying mechanisms of habitual violent video gaming on the acquired capability for suicide
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