Author: Busching Robert Krahé Barbara
Publisher: MDPI
E-ISSN: 2075-4698|3|4|445-456
ISSN: 2075-4698
Source: Societies, Vol.3, Iss.4, 2013-11, pp. : 445-456
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Abstract
When playing violent video games, aggressive actions are performed against the background of an originally neutral environment, and associations are formed between cues related to violence and contextual features. This experiment examined the hypothesis that neutral contextual features of a virtual environment become associated with aggressive meaning and acquire the function of primes for aggressive cognitions. Seventy-six participants were assigned to one of two violent video game conditions that varied in context (ship