The effect of a physically formidable competitor or cooperator on attraction to violent video games

被引:0
|
作者
Denson, Thomas F. [1 ]
Youssef, Hanan [1 ]
Blake, Khandis R. [2 ]
Dixson, Barnaby J. W. [3 ,4 ]
Harmon-Jones, Eddie [1 ]
Kasumovic, Michael M. [5 ]
机构
[1] Univ New South Wales, Sch Psychol, Sydney, NSW 2052, Australia
[2] Univ Melbourne, Sch Psychol Sci, Parkville, Australia
[3] Univ Queensland, Sch Psychol, Brisbane, Australia
[4] Univ Sunshine Coast, Sch Hlth, Sippy Downs, Qld, Australia
[5] Univ New South Wales Sydney, Sch Biol Earth & Environm Sci, Sydney, NSW 2052, Australia
关键词
Violent video games; Physical formidability; Gender differences; Competition; Cooperation; REPRODUCTIVE SUCCESS; MATE VALUE; AGGRESSION; PLAY; MEN; DOMINANCE; COMPETITIVENESS; METAANALYSIS; STRENGTH; BEHAVIOR;
D O I
10.1007/s11031-024-10095-w
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
Typically, men prefer violent video games more than women do. However, little is known about the motivational factors driving this greater preference for violent games in men. The integrative motivational model of violent video games (IMT-VVG) suggests that the pull of violent video games should be strongest in men because men have faced stronger evolutionary pressures to physically compete within an explicit hierarchy relative to women. In two experiments, individuals were led to believe they were competing (Experiment 1; N = 122) or cooperating (Experiment 2; N = 121) with an ostensible same-gender partner to complete a physical strength program. The partner was presented as either high or low in physical formidability. Participants then selected a violent or non-violent video game to play for up to 15 min. In Experiment 1, men showed a stronger preference for violent video games than women when they anticipated facing a stronger opponent in an impending physical strength competition. In Experiment 2, for the physical cooperation task, men also chose the violent game over the non-violent game, but did so independent of the formidability of their cooperation partner. In sum, these data suggest that men may be attracted to violent video games when faced with a competitive task that requires physical strength, but not necessarily a cooperative task. In support of this hypothesis, participants who played the violent games reported greater subjective toughness after game play. These results provide evidence for a new integrative motivational theory of violent video game play.
引用
收藏
页码:729 / 745
页数:17
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