How players manage moral concerns to make video game violence enjoyable
By Christoph Klimmt, Hannah Schmid, Andreas Nosper, Tilo Hartmann, Peter Vorderer. 2006
98 citations recorded by the source corpus.
Subfields: Literature and Literary Theory, Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/0a968f88892f91afe5d2dfea19af5fbad2f21544
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Literature and Literary Theory
- Tilo Hartmann
- Peter Vorderer
- Erhan Toz
- Marvin Brandon
- Christoph Klimmt
- K. Maja Krakowiak
- Dorothée Hefner
- Kineta Hung
In Social Psychology
- Tilo Hartmann
- Erhan Toz
- Marvin Brandon
- K. Maja Krakowiak
- Mina Tsay-Vogel
- Peter Vorderer
- Christoph Klimmt
- Charlotte Goldhoorn
In Sociology and Political Science
- Peter Vorderer
- Dorothée Hefner
- Christoph Klimmt
- Tilo Hartmann
- Erhan Toz
- Mina Tsay-Vogel
- K. Maja Krakowiak
- Marvin Brandon
Citations in the corpus
- Just a Game? Unjustified Virtual Violence Produces Guilt in Empathetic Players (2010, background): “However, Klimmt et al.'s (2006) study suggests that users may also perceive and judge virtual violence in a moral way.”
- How Violent Video Games Communicate Violence: A Literature Review and Content Analysis of Moral Disengagement Factors (2014, background): “How do violent video games communicate violence? In the context of this question, moral disengagement factors embedded in violent video game play have recently received considerable attention among scholars (Gabbiadini et al., 2012; Gollwitzer & Melzer, 2012; Greitemeyer & McLatchie, 2011; Hartmann ”
- It’s okay to shoot a character: Moral disengagement in violent video games (2010, background): “Research by Ladas (2002) and Klimmt et al. (2006) suggests that players do engage in such processes to minimize unpleasant feelings that may emerge during play.”
- The Video Game Experience as “True” Identification: A Theory of Enjoyable Alterations of Players' Self‐Perception (2009, background): “Research on wishful identification thus combines conceptual similarities with parasocial relationships (Giles, 2002; Klimmt et al., 2006a) and with celebrity worship (Brown, Basil, & Bocarnea, 2003; McCutcheon, Ashe, Houran, & Maltby, 2003).”