Browse > Article
http://dx.doi.org/10.5392/IJoC.2015.11.4.007

An Exploration of Players' Aggression: Role of Game and Life Self-Efficacy and Adaptive Game Use Tendency  

Lee, Hye Rim (Department of Digital Culture & Contents Konkuk University)
Jeong, Eui Jun (Department of Digital Culture & Contents Konkuk University)
Publication Information
Abstract
This study examined whether game usage would alleviate players' aggressive tendencies. Other game-related variables, psychological care factors (adaptive game use tendency, game self-efficacy, and life self-efficacy), and psychological problem factors (loneliness and depression) were controlled for determination of the effect. We drew on the catharsis theory from therapeutic psychology literature to explain how game usage contributes to the alleviation of aggressive tendencies. Over two weeks data were collected from 918 participants online. The results indicated that gaming activity had a significant effect on aggression. Higher levels of game and life self-efficacy, as well as adaptive game use tendencies, decreased the degree of aggression. Likewise, higher levels of loneliness and depression reduced the degree of aggression. Results and implications are discussed.
Keywords
Aggression Catharsis; Game and Life Self-efficacy; Adaptive Game Use Tendency;
Citations & Related Records
Times Cited By KSCI : 1  (Citation Analysis)
연도 인용수 순위
1 C. A. Anderson, “An update on the effects of playing violent video game,” Journal of Adolescence, vol. 27, 2004, pp. 113-122.   DOI
2 C. A. Anderson and B. J. Bushman, “Human aggression,” Annual Review of Psychology, vol. 52, 2002, pp. 27-51.   DOI
3 C. A. Anderson and B. J. Bushman, “Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature,” Psychological Science, vol. 12, no. 5, 2001, pp. 353-359.   DOI
4 C. A. Anderson and K. Dill, “Video games and aggressive thoughts, feelings and behavior in the laboratory and in life,” Journal of Personality and Social Psychology, vol. 78, 2000, pp. 772-790.   DOI
5 C. A. Anderson, A. Shibuya, N. Ihori, E. L. Swing, B. J. Bushman, A. Sakamoto, and A. M. Saleem, “Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries,” Psychological Bulletin, vol. 136, 2010, pp. 151-173.   DOI
6 C. N. DeWall and C. A. Anderson, “The General Aggression Model,” American Psychological Association, 2011, pp. 15-33.
7 C. J. Ferguson, “An evolutionary approach to understanding violent antisocial behavior: Diagnostic implications for duel-process etiology,” Journal of Forensic Psychology Practice, vol. 8, no. 4, 2008, pp. 321-343.   DOI
8 C. J. Ferguson and J. Kilburn, “The public health risks of media violence: A meta analytic review,” Journal of Pediatrics, vol. 154, no. 4, 2009, pp. 759-763.   DOI
9 C. J. Ferguson and S. M. Rueda, “Examining the validity of the Modified Taylor Competitive Reaction Time Test of aggression,” Journal of Experimental Criminology, vol. 5, no. 2, 2009, pp. 121-137.   DOI
10 C. J. Ferguson and J. Kilburn, “Much Ado About Nothing: The Misestimation and Overinterpretation of Violent Video Game Effects in Eastern and Western Nations: Comment on Anderson et al. (2010),” Psychological Bulletin, vol. 136, no. 2, 2010, pp. 174-178.   DOI
11 K. Lorenz, On Aggression, London: Methuen & Co. Ltd., 1963.
12 C. J. Ferguson, “Video games and youth violence: A prospective analysis in adolescents,” Journal of Youth and Adolescence, vol. 40, no. 4, 2011, pp. 377-391.   DOI
13 C. J. Ferguson and C. K. Olson, “Friends, fun, frustration and fantasy: Child motivations for video game play,” Motivation and Emotion, vol. 37, no. 1, 2013, pp. 154-164.   DOI
14 C. J. Ferguson and D. Dyck, “Paradigm change in aggression research: The time has come to retire the General Aggression Model,” Aggression and Violent Behavior, vol. 17, no. 3, 2012, pp. 220-228.   DOI
15 H. R. Lee and E. J. Jeong, "Creative Evolution of Digital Leisure Culture, Serious Games," Journal of the Korea Contents Association, vol. 13, no. 12, 2013, pp. 48-61.   DOI
16 H. R. Lee, E. J. Jeong, and M. S. Park, “Do playing games and game self-efficacy decrease user aggression?,” Proc. 2nd SMA, Dec. 10-13, 2014.
17 B. J. Bushman and J. L. Whitaker, “Like a Magnet: Catharsis Beliefs Attract Angry People to Violent Video Games,” Psychological Science, vol. 21, no. 6, 2010, pp. 790-792.   DOI
18 R. A. Desai, S. Krishnan-Sarin, D. Cavallo, and M. N. Potenza, “Video-gaming among high school students: health correlates, gender differences, and problematic gaming,” Pediatrics, vol. 126, no. 6, 2010, pp. e1414-e1424.   DOI
19 R. G. Geen and M. B. Quanty, “The catharsis of aggression: An evaluation of a hypothesis,” Advances in Experimental Social Psychology, vol. 10, 1977, pp. 1-37.   DOI
20 S. Feshbach, “The catharsis hypothesis, aggressive drive, and the reduction of aggression,” Aggressive Behavior, vol. 10, 1984, pp. 91-101.   DOI
21 C. J. Ferguson, “Violent video games and the Supreme Court: Lessons for the scientific community in the wake of Brown v. Entertainment Merchants Association,” American Psychologist, vol. 68, no. 2, 2013, pp. 57-74.   DOI
22 C. J. Ferguson, C. K. Olson, L. A. Kutner, and D. E. Warner, “Violent video games, catharsis seeking, bullying, and delinquency: A multivariate analysis of effects,” Crime and Delinquency, doi:10.1177/0011128710362201, 2010.   DOI
23 C. J. Ferguson, “Evidence for publication bias in video game violence effects literature: A meta-analytic review,” Aggression and Violent Behavior, vol. 12, 2007, pp. 470-482.   DOI
24 C. J. Ferguson, “The good, the bad and the ugly: A metaanalytic review of positive and negative effects of violent video games,” Psychiatric Quarterly, vol. 78, 2007, pp. 309-316.   DOI
25 C. Klimmt, Serious games and social change: Why they (should) work, In U. Ritterfeld, M Cody and P. Vorderer (Eds), Serious Games. Mechanisms and Effects, New York: Routledge, 2009, pp. 248-270.
26 D. R. Johnson, “Trauma-centered developmental transformations,” In N. Sajnani and D. R. Johnson (Eds.), Trauma Informed Drama Therapy: Transforming Clinics, Classrooms, and Communities, Springfield, IL: Charles C Thomas, 2014, pp. 68-92.
27 T. Greitemeyer and S. Osswald, “Prosocial video games reduce aggressive cognitions,” Journal of Experimental Social Psychology, vol. 45, 2009, pp. 896-900.   DOI
28 E. J. Jeong and D. H. Kim, “Social activities, self-efficacy, game attitudes, and game addiction,” Cyberpsychology, Behavior, and Social Networking, vol. 14, 2011, pp. 213-221.   DOI
29 A. Bandura, “Self-efficacy: Toward a unifying theory of behavioral change,” Psychological Review, vol. 84, 1977, pp. 191-215.   DOI
30 D H. Schunk, “Self-efficacy and education and instruction,” In J. E. Maddux (Ed.), Self-efficacy Adaptation and Adjustment: Theory Research and Application, New York: Plenum Press, 1995, pp. 281-303.
31 D. Pavlas, K. Heyne, W. Bedwell, E. Lazzara, and E. Salas, “Game-based learning: The impact of flow state and videogame self-efficacy,” Proceedings of the Human Factors and Ergonomics Society Annual Meeting, vol. 54, no. 28, 2010, pp. 2398-2402.   DOI
32 H. R. Lee, E. J. Jeong, and M. S. Park, “Exploring Aggression in Gaming Context: The Role of Therapeutic Catharsis Seeking, Game Self-Efficacy, and Big 5 Personality,” Proc. IRCSME 2015, Jan. 28-29, 2015.
33 H. R. Lee, E. J. Jeong, and J. W. Kim, “How Do You Blow Off Steam? The Impact of Therapeutic Catharsis Seeking, Self-Construal, and Social Capital In Gaming Context,” Proc. 17th ICPEHSS, Jul. 20-21, 2015.
34 C. V. Russoniello, K. O’Brien, and J. M. Parks, “The effectiveness of casual video games in improving mood and decreasing stress,” Journal of Cybertherapy and Rehabilitation, vol. 2, no. 1, 2009, pp. 53-66.
35 D. Rieger, T. Wulf, J. Kneer, L. Frischlich, and G. Bente, “The winner takes it all: The effect of in-game success and need satisfaction on mood repair and enjoyment,” Computers in Human Behavior, vol. 39, 2014, pp. 281-286.   DOI
36 L. A. Peplau and D. Perlman, “Perspectives on loneliness,” In L. A. Peplau and D. Perlman (Eds.), Loneliness: A Sourcebook of Current Theory, Research and Therapy, New York, NY: Wiley, 1982, pp. 1-18.
37 A. K. Przybylski, C. Rigby, and R. M. Ryan, “A motivational model of video game engagement,” Review of General Psychology, vol. 14, no. 2, 2010, pp. 154-166.   DOI
38 J. W. Pennebaker, Opening Up: The Healing Power of Expressing Emotions, New York: Guilford Press, 1997.
39 D. Zillmann, “Mood management through communication choices,” American Behavioral Scientist, vol. 31, no. 3, 1988, pp. 327-340.   DOI
40 D. Chappell, V. Eatough, M. N. Davies, and M. Griffiths, “EverQuest—It’s just a computer game right? An interpretative phenomenological analysis of online gaming addiction,” International Journal of Mental Health and Addiction, vol. 4, no. 3, 2006, pp. 205-216.   DOI
41 D. A. Gentile, “Catharsis and media violence: A conceptual analysis,” Societies, vol. 3, 2013, pp. 491-510.   DOI
42 J. Breuer and S. Freud, Studien über Hysterie (Studies on hysteria), Leipzig, Germany: Deuticke, 1895.
43 R. A. Chefetz, “Abreaction: baby or bathwater?,” Dissociation, vol.10, no.4, 1997, pp. 203-213.
44 T. Wulf, D. Rieger, and G. Bente, “The winner takes it all: The effect of in-game success on mood-repair,” In 64th Annual Meeting of the International Communication Association (ICA), 2014.
45 S. G. Barsade, “The ripple effect: Emotional contagion and its influence on group behavior,” Administrative Science Quarterly, vol. 47, no. 4, 2002, pp. 644-675.   DOI
46 L. S. Radloff, “The CES-D scale a self-report depression scale for research in the general population,” Applied Psychological Measurement, vol. 1, no. 3, 1977, pp. 385-401.   DOI
47 A. H. Buss and M. Perry, “The aggression questionnaire,” Journal of Personality and Social Psychology, vol. 63, no. 3, 1992, pp. 452-459.   DOI
48 G. G. Chen, S. M. Gully, and D. Eden, “Validation of a new general self-efficacy scale,” Organizational Research Methods, vol. 4, no. 1, 2001, pp. 62-83.   DOI
49 D. W. Russell, “UCLA Loneliness Scale (Version 3): Reliability, validity, and factor structure,” Journal of Personality Assessment, vol. 66, no. 1, 1996, pp. 20-40.   DOI
50 Korea Creative Content Agency, CSG (Comprehensive Scale for Assessing Game Behavior) Manual, Kocca Research Report, 2010.
51 P. Jones, Drama as Therapy: Theatre as Living. London: Routledge, Psychology Press, 1996.
52 S. Trepte and L. Reinecke, “The pleasures of success: Game-related efficacy experiences as a mediator between player performance and game enjoyment,” Cyberpsychology, Behavior, and Social Networking; vol. 14 no. 9, 2011, pp. 555-557.   DOI
53 J. McGonigal, Reality Is Broken: Why Games Make Us Better and How They Can Change the World, New York, NY: Penguin Press, 2011.
54 F. R. Dillman Carpentier, J. D. Brown, M. Bertocci, J. S. Silk, E. E. Forbes, and R. E. Dahl, “Sad kids, sad media? Applying mood management theory to depressed adolescents’ use of media,” Media Psychology, vol. 11, no. 1, 2008, pp. 143-166.   DOI
55 J. D. Frank, “Therapeutic Factors in Psychotherapy,” FOCUS: The Journal of Lifelong Learning in Psychiatry, vol. 4, no. 2, 2006, pp. 306-311.   DOI
56 J. Von Glahn, “Proposed necessary and sufficient conditions for optimal psychotherapeutic change,” Person-Centered & Experiential Psychotherapies, vol. 10, no. 2, 2011, pp. 129-143.   DOI
57 American Psychiatric Association, Diagnostic and statistical manual of mental disorders fourth edition, text revision, Arlington: American Psychiatric Association, 2000.