Violent Video Game Play and (De)Sensitization to Threat

This study assesses whether the frequency of violent video game play is associated with attentional desensitization or sensitization to images depicting violence or nonviolent interpersonal conflict. Two hundred and thirty-two participants reported their three most frequently played video games and the amount of time each game was played in a typical week. Next, they completed an assessment of emotion-induced blindness, which refers to a reduction in the correct identification of a neutral target image when it follows an emotionally charged distractor image. The primary findings showed that weekly violent video game play was negatively associated with target identification following nonviolent interpersonal conflict images, but not violent images. Findings are discussed in terms of the saliency of threatening images and attentional processing.

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Publication Details

Journal
Aggressive Behavior
Published
2024-11-01
DOI
https://doi.org/10.1002/ab.70003
Citations
1
Primary Topic
Bullying, Victimization, and Aggression
Type
article
Field-Weighted Citation Impact
0.64
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article

Violent Video Game Play and (De)Sensitization to Threat

Steven J. Kirsh, Jeffrey R. W. Mounts
1 citations
Aggressive Behavior
Bullying, Victimization, and Aggression
0.64
article

Violent Video Game Play and (De)Sensitization to Threat

Steven J. Kirsh, Jeffrey R. W. Mounts
article en
1 citations

Abstract

This study assesses whether the frequency of violent video game play is associated with attentional desensitization or sensitization to images depicting violence or nonviolent interpersonal conflict. Two hundred and thirty-two participants reported their three most frequently played video games and the amount of time each game was played in a typical week. Next, they completed an assessment of emotion-induced blindness, which refers to a reduction in the correct identification of a neutral target image when it follows an emotionally charged distractor image. The primary findings showed that weekly violent video game play was negatively associated with target identification following nonviolent interpersonal conflict images, but not violent images. Findings are discussed in terms of the saliency of threatening images and attentional processing.

Aggressive BehaviorVol. 50(6)
SUNY Geneseo (US)
Openalex Percentile: Top 26%
Bullying, Victimization, and Aggression
0.64
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Violent Video Game Play and (De)Sensitization to Threat — Steven J. Kirsh, Jeffrey R. W. Mounts · Aggressive Behavior (2024) | TGRS Research Map | TGRS