![]() Masculine beliefs, in turn, negatively predicted empathic feelings for female violence victims. Our results supported the prediction that playing violent-sexist video games increases masculine beliefs, which occurred for male (but not female) participants who were highly identified with the game character. We found that participants’ gender and their identification with the violent male video game character moderated the effects of the exposure to sexist-violent video games on masculine beliefs. After gameplay, measures of identification with the game character, traditional masculine beliefs, and empathy for female violence victims were assessed. ![]() Participants ( N = 154) were randomly assigned to play a violent-sexist game, a violent-only game, or a non-violent game. We also hypothesized that the endorsement of masculine beliefs would reduce empathy toward female violence victims. We hypothesized that playing violent-sexist video games would increase endorsement of masculine beliefs, especially among participants who highly identify with dominant and aggressive male game characters. This study investigates how exposure to sexist video games can decrease empathy for female violence victims. However, we still need future research to investigate possible ‘traces’ of the violent video gameplay in adolescent development in a long-term perspective.Empathy-putting oneself in another’s shoes-has been described as the “social glue” that holds society together. The results of my project may help to calm down the media discussions regarding the possible detrimental effects of violent video games on youth. ![]() Miedzobrodzka concludes: “The outcomes of this dissertation may be especially interesting for parents, educators, policymakers, journalists, video game developers, and young gamers. This is why she highlights that parents should pay attention not only to video games but also to other media which may contain violence and impact youth. Miedzobrodzka found that higher exposure to antisocial media content in adolescents was related to less accurate emotion recognition and lower empathetic reactions when viewing others in pain. In her experiment, adolescents who played a violent video game were less accurate in perspective-taking and had lower empathetic reactions in their brains when viewing others in painful situations.Īnd lastly, since violent content can be found in other types of media, she tested the possible relationships with exposure to antisocial content in all media types. Secondly, the impact of violent video game exposure on adolescents was limited to the short-term effects, observed immediately after the game. This skill could be particularly useful in the context of violent video games, where emotional aspects are intense, enabling players to concentrate more on the game's objectives. This ability helps them stay focused and perform well in tasks that require controlling their emotions. One way to explain this finding is that those who play violent games frequently have become skilled at ignoring emotional elements in the games. ![]() On top of this, she also found that those who regularly play violent video games actually seem to have better control over their reactions in emotional context. Firstly and surprisingly, she discovered that frequent violent gaming was not related to recognition of emotions and understanding of others' perspectives, or empathetic reactions towards others' in pain, as many might have expected. Miedzobrodzka drew several conclusions from her research. The project involved over 500 male Dutch participants tested in individual settings. Miedzobrodzka performed correlational and experimental studies with adolescents (aged 12-17) and young adults. If the development of such skills would be disrupted, it may lead to future antisocial behaviour.” These skills are important for good social functioning and they develop through adolescence. “I focused on four social-cognitive skills: emotion recognition, inhibitory control, perspective-taking, and empathy for pain. This is why the media psychologist decided to investigate more subtle and less direct effects of violent games on adolescents. “Previous studies focused on a possible relationship between violent video gaming and aggression, highlighting difficulties in media violence research,” Miedzobrodzka explains.
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