Catharsis or Mood Improvement? The Dual Emotion Mediation Mechanism of Violent Video Games on Aggressive Behavior

在信息化时代,电子游戏是重要的娱乐方式之一,然而关于暴力电子游戏是否会带来现实生活中攻击性上升的风险的争论仍在持续。基于情绪改善和攻击宣泄的双重角度,本研究探讨了暴力电子游戏对攻击性的影响的中介作用机制。从中国西部某大学招募到183名大学生参与完整的生态瞬时评估研究,生态瞬时评估持续16天,包含6个休息日和10个工作日,每天三次收集关于电子游戏接触和攻击行为的一系列问题。结果表明:暴力电子游戏接触导致情绪改善,进而降低了攻击性行为;同时也增加了攻击性情绪进而导致攻击性行为上升。本研究反对了宣泄理论,为暴力电子游戏与攻击性之间的关系提供了新的研究证据和理论视角。In the information age, video games have become one of the most popular forms of entertainment. However, the debate over whether violent video games increase the risk of aggressive behavior in real life continues. This study explores the mechanism of violent video games on aggression from the dual perspectives of mood improvement and aggression catharsis. A total of 183 college students from a university in Western China were recruited to participate in an ecological momentary assessment (EMA) study, which lasted for 16 days, including six rest days and ten working days. Data were collected three times a day regarding exposure to video games and aggressive behaviors. The results show that violent video game exposure leads to improved emotions, which in turn reduces aggressive behavior; however, it also increases aggressive emotions, thereby causing an increase in aggressive behavior. This study refutes the catharsis theory and provides new evidence and theoretical insights into the relationship between violent video games and aggressive behavior.

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Publication Details

Journal
Advances in Psychology
Published
2025-01-01
DOI
https://doi.org/10.12677/ap.2025.154219
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
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article

Catharsis or Mood Improvement? The Dual Emotion Mediation Mechanism of Violent Video Games on Aggressive Behavior

彦汐 蒋
Advances in Psychology
Impact of Technology on Adolescents
article

Catharsis or Mood Improvement? The Dual Emotion Mediation Mechanism of Violent Video Games on Aggressive Behavior

彦汐 蒋
article en

Abstract

在信息化时代,电子游戏是重要的娱乐方式之一,然而关于暴力电子游戏是否会带来现实生活中攻击性上升的风险的争论仍在持续。基于情绪改善和攻击宣泄的双重角度,本研究探讨了暴力电子游戏对攻击性的影响的中介作用机制。从中国西部某大学招募到183名大学生参与完整的生态瞬时评估研究,生态瞬时评估持续16天,包含6个休息日和10个工作日,每天三次收集关于电子游戏接触和攻击行为的一系列问题。结果表明:暴力电子游戏接触导致情绪改善,进而降低了攻击性行为;同时也增加了攻击性情绪进而导致攻击性行为上升。本研究反对了宣泄理论,为暴力电子游戏与攻击性之间的关系提供了新的研究证据和理论视角。In the information age, video games have become one of the most popular forms of entertainment. However, the debate over whether violent video games increase the risk of aggressive behavior in real life continues. This study explores the mechanism of violent video games on aggression from the dual perspectives of mood improvement and aggression catharsis. A total of 183 college students from a university in Western China were recruited to participate in an ecological momentary assessment (EMA) study, which lasted for 16 days, including six rest days and ten working days. Data were collected three times a day regarding exposure to video games and aggressive behaviors. The results show that violent video game exposure leads to improved emotions, which in turn reduces aggressive behavior; however, it also increases aggressive emotions, thereby causing an increase in aggressive behavior. This study refutes the catharsis theory and provides new evidence and theoretical insights into the relationship between violent video games and aggressive behavior.

Advances in PsychologyVol. 15(04)
Openalex Percentile: Top 90%
Impact of Technology on Adolescents
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