The DOI matches its Crossref record; 2 of the 2 references it cites were found in a registry or an index.
I wish I were a warrior: The role of wishful identification in the effects of violent video games on aggression in adolescent boys.
Open accessAbstract
This study tested the hypothesis that violent video games are especially likely to increase aggression when players identify with violent game characters. Dutch adolescent boys with low education ability (N=112) were randomly assigned to play a realistic or fantasy violent or nonviolent video game. Next, they competed with an ostensible partner on a reaction time task in which the winner could blast the loser with loud noise through headphones (the aggression measure). Participants were told that high noise levels could cause permanent hearing damage. Habitual video game exposure, trait aggressiveness, and sensation seeking were controlled for. As expected, the most aggressive participants were those who played a violent game and wished they were like a violent character in the game. These participants used noise levels loud enough to cause permanent hearing damage to their partners, even though their partners had not provoked them. These results show that identifying with violent video game characters makes players more aggressive. Players were especially likely to identify with violent characters in realistic games and with games they felt immersed in.
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Citations
Cites
Adolescence-limited and life-course-persistent antisocial behavior: a developmental taxonomy
Moffitt, T. E. (1993) · Psychological Review · doi:10.1037/0033-295x.100.4.674 · Cited by 9,987
Bushman, B. J., & Baumeister, R. F. (1998) · Journal of Personality and Social Psychology · doi:10.1037/0022-3514.75.1.219 · Cited by 2,113
Self-citation
Cited by
Ferguson, C. J. (2015) · Perspectives on Psychological Science · doi:10.1177/1745691615592234 · Cited by 524
Media use and brain development during adolescence
Crone, E. A., & Konijn, E. A. (2018) · Nature Communications · doi:10.1038/s41467-018-03126-x · Cited by 464
Self-citationBalmas, M. (2014) · Communication Research · doi:10.1177/0093650212453600 · Cited by 325
Ferguson, C. J., & Kilburn, J. (2010) · Psychological Bulletin · doi:10.1037/a0018566 · Cited by 311
When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being
Halbrook, Y. J., O’Donnell, A. T., & Msetfi, R. M. (2019) · Perspectives on Psychological Science · doi:10.1177/1745691619863807 · Cited by 263
Metadata
- Authors
- Konijn, E. A., Nije Bijvank, M., & Bushman, B. J.
- Venue
- Developmental Psychology
- Published
- 2007-07
- Volume
- 43
- Issue
- 4
- Pages
- 1038-1044
- ISSN
- 0012-1649 (ISSN-L)
- 1939-0599
- OpenAlex
- W2141010201
- Cited by
- 372
- References
- 2
- FWCI
- 21.33
- Type
- journal article
- Language
- en
- Open access
- green
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- Konijn, E. A., Nije Bijvank, M., & Bushman, B. J. (2007). I wish I were a warrior: The role of wishful identification in the effects of violent video games on aggression in adolescent boys. Developmental Psychology. https://doi.org/10.1037/0012-1649.43.4.1038
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.