Seeking solace, not catharsis: Frustration diminishes the inclination to play violent video games.

Objective: With two experiments (N = 1,576), we examine the causal effect of frustration on the immediate inclination to play violent video games (VVGs) and the moderating role of long-term VVG exposure. Method: Frustration was experimentally manipulated through designated "frustrated" and "not frustrated" conditions with a novel riddle paradigm. Participants' long-term exposure to VVGs was measured to assess its moderating effect on the relationship between frustration and the inclination to play VVGs. We measured the immediate inclination to play VVGs as the outcome variable. Results: Building on the theory that players might seek catharsis in VVGs, particularly when experiencing negative emotions, we hypothesized an interaction effect, predicting a greater inclination towards VVGs among frustrated participants, especially those with higher levels of VVG exposure. In Study 1, contrary to our hypothesis, the results revealed no interaction effect between frustration and VVG exposure on the inclination to play VVGs. Instead, frustration was found to reduce the inclination to engage with VVGs across all participants, regardless of their level of exposure to such games. Hence, to replicate this finding, in Study 2, we hypothesized a negative effect of frustration, with no moderation. This hypothesis was supported by the data. Conclusion: Our findings challenge the notion that frustration might increase the motivation to play VVGs for cathartic purposes. In light of our findings, we provide a critical discussion of the theory. We argue that our findings contribute to the cumulative knowledge about frustration as a specific emotion and offer new perspectives for future VVG research.

Authors

Publication Details

Journal
Psychology of Violence
Published
2024-12-30
DOI
https://doi.org/10.1037/vio0000578
Citations
1
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
1.13
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article

Seeking solace, not catharsis: Frustration diminishes the inclination to play violent video games.

Tobias Greitemeyer, Yashvin Seetahul
1 citations
Psychology of Violence
Impact of Technology on Adolescents
1.13
article

Seeking solace, not catharsis: Frustration diminishes the inclination to play violent video games.

Tobias Greitemeyer, Yashvin Seetahul
article en
1 citations

Abstract

Objective: With two experiments (N = 1,576), we examine the causal effect of frustration on the immediate inclination to play violent video games (VVGs) and the moderating role of long-term VVG exposure. Method: Frustration was experimentally manipulated through designated "frustrated" and "not frustrated" conditions with a novel riddle paradigm. Participants' long-term exposure to VVGs was measured to assess its moderating effect on the relationship between frustration and the inclination to play VVGs. We measured the immediate inclination to play VVGs as the outcome variable. Results: Building on the theory that players might seek catharsis in VVGs, particularly when experiencing negative emotions, we hypothesized an interaction effect, predicting a greater inclination towards VVGs among frustrated participants, especially those with higher levels of VVG exposure. In Study 1, contrary to our hypothesis, the results revealed no interaction effect between frustration and VVG exposure on the inclination to play VVGs. Instead, frustration was found to reduce the inclination to engage with VVGs across all participants, regardless of their level of exposure to such games. Hence, to replicate this finding, in Study 2, we hypothesized a negative effect of frustration, with no moderation. This hypothesis was supported by the data. Conclusion: Our findings challenge the notion that frustration might increase the motivation to play VVGs for cathartic purposes. In light of our findings, we provide a critical discussion of the theory. We argue that our findings contribute to the cumulative knowledge about frustration as a specific emotion and offer new perspectives for future VVG research.

Psychology of ViolenceVol. 15(5)
Gender equality
Openalex Percentile: Top 14%
Impact of Technology on Adolescents
1.13
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