Contextual Features of Violent Video Games, Mental Models, and Aggression
By Kirstie M. Farrar, Marina Krcmar, Kristine L. Nowak. 2006
141 citations recorded by the source corpus.
Subfields: Gender Studies, Literature and Literary Theory, Social Psychology
View Paper: https://www.semanticscholar.org/paper/8c005e5a274a142ef08ee1d7553ee08af3b4663a
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In Literature and Literary Theory
In Social Psychology
Citations in the corpus
- The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009, background): “In support of these hypotheses, Farrar, Kercmar, and Nowak (2006) found that players with greater perceived engagement in a violent video game reported more aggressive affect and likelihood to behave aggressively in a hypothetical situation.”
- The effect of the amount of blood in a violent video game on aggression, hostility, and arousal (2008, background): “…& Dill, 2000; Bartholow & Anderson, 2002).3 Further analyses revealed the blood present conditions had a significant increase in arousal and hostility, while those in the blood absent condition did not have such an increase, which replicates past work (Ballard & Wiest, 1996; Farrar et al., 2006).”
- Game object model version II: a theoretical framework for educational game development (2007, background): “Farrar, Krcmar, and Nowak (2006) in a ‘‘2 (third versus first person) · 2 (blood on/off) · 2 (sex [sic])’’ (p. 387 ) experimental design that did not probe or consider prior attitudes to violence or the transference of such intentions, found after 12 min of gameplay the obvious that ‘‘when the blood…”