Cited by 252Digital Games and MediaMedia Influence and HealthBullying, Victimization, and Aggression

The DOI matches its Crossref record; 96 of the 96 references it cites were found in a registry or an index.

It's Okay to Shoot a Character: Moral Disengagement in Violent Video Games

Open access
Hartmann, Tilo, Vorderer, Peter·2010·Journal of Communication

Abstract

What makes virtual violence enjoyable rather than aversive? Two 2×2 experiments tested the assumption that moral disengagement cues provided by a violent video game's narrative and game play lessen users' guilt and negative affect, which would otherwise undermine players' enjoyment of the game. Experiment 1 found that users' familiarity with the violent game reduced guilt and negative affect, and enhanced enjoyment, whereas opponents' nonhuman outer appearance and blameworthiness had no effect. Experiment 2 found that fighting for a just purpose, perceiving less mayhem, and framing the overall situation as “just a game” or “just an experiment” reduced guilt and negative affect, whereas the distorted portrayal of consequences did not. Effects on game enjoyment were mixed and suggest that moral disengagement cues may both foster and diminish game enjoyment.

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Crossref · 10.1111/j.1460-2466.2009.01459.x

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Citations

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Show all 96 references

Research works printed but not linked: 10

  1. Baron, 1994, Human aggression
  2. Cantor, 2002, Media effects, 287
  3. Green, 2004, Blurring the lines: The psychology of entertainment media, 161
  4. Klimmt, 2008, Games without frontiers-wars without tears
  5. Ladas, 2002, Wirkung und Nutzung von Gewalt in Computerspielen [Brutal players? Uses and effects of violent video games]
  6. Morrison, 2005, Proceedings of the Joint Symposium on Virtual Social Agents, 73
  7. Raney, 2006, Playing video games: Motives, responses, and consequences, 165
  8. Shapiro, 2006, Playing computer games: Motives, responses, and consequences, 275
  9. Skalski, 2006, Proceedings of the Ninth Annual International Workshop on Presence
  10. Smith, 2006, Playing video games: Motives, responses, and consequences, 43

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Items 201–252 of 252

Metadata

Authors
Hartmann, T., & Vorderer, P.
Affiliations
Vrije Universiteit Amsterdam (NL)
Venue
Journal of Communication
Published
2010-03
Volume
60
Issue
1
Pages
94-119
ISSN
  • 0021-9916 (ISSN-L)
  • 1460-2466
OpenAlex
W2131583517
Cited by
251
References
96
Citations by year
2026: 7 · 2025: 5 · 2024: 10 · 2023: 10 · 2022: 17 · 2021: 28 · 2020: 16 · 2019: 14 · 2018: 23 · 2017: 15 · 2016: 23 · 2015: 13 · 2014: 22 · 2013: 15 · 2012: 18
FWCI
49.77
Type
journal article
Language
en
Open access
Locations
  • Journal of Communication (publishedVersion)
  • VU Research Portal (publishedVersion, other-oa)
  • MADOC (University of Mannheim) (submittedVersion)
  • Data Archiving and Networked Services (DANS) (submittedVersion, other-oa)
Funders
Annenberg School for Communication and Journalism, University of Southern California
Topics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Communication › Media Influence and Health
  • Social Sciences › Psychology › Social Psychology › Bullying, Victimization, and Aggression
Keywords
moral disengagement, violent video games, game enjoyment, guilt, negative affect, game narrative, culpability, perceived consequences

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