The relationships between violent content and aggression have not been fully understood and explained in video game research literature. This study sought to determine if video game players" flow experience--a psychological absorption—explains the aggression that can follow video game playing. Employing a survey, this project sought to determine if relationships existed among degrees of violence portrayed in video games, degrees of flow experience, and subsequent aggressive attitudes after gaming. In this study, it was determined that a player's flow experience is more strongly correlated with aggression than is the violent content of video games. Moreover, contradicting the common belief that the video game companies make more profit by increasing the quantity of violent content, there is actually no significant relationship between violence and purchase of video games. However, along the same lines of Hoffman and Novak (1977), this study discovered an increase in purchasing intent related to flow experiences in video games. / Department of Telecommunications
Identifer | oai:union.ndltd.org:BSU/oai:cardinalscholar.bsu.edu:handle/188334 |
Date | January 2007 |
Creators | Kim, Jung K. |
Contributors | Chesebro, James W. |
Source Sets | Ball State University |
Detected Language | English |
Format | 75 leaves : ill. ; 28 cm. |
Source | Virtual Press |
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