The Effects of Profanity in Violent Video Game Content on Players' Hostile Expectations, Accessibility of Aggressive Thoughts, Aggressive Feelings, and Other Responses

dc.contributor.authorIvory, Adrienne Holzen
dc.contributor.committeechairKaestle, Christine E.en
dc.contributor.committeememberMeszaros, Peggy S.en
dc.contributor.committeememberFu, Victoria R.en
dc.contributor.committeememberTedesco, John C.en
dc.contributor.committeememberSmith, Cynthia L.en
dc.contributor.departmentHuman Developmenten
dc.date.accessioned2017-04-06T15:43:42Zen
dc.date.adate2010-10-08en
dc.date.available2017-04-06T15:43:42Zen
dc.date.issued2010-08-30en
dc.date.rdate2016-09-30en
dc.date.sdate2010-09-13en
dc.description.abstractAlthough the effects of violent video games on aggression in users have been researched extensively and the resulting body of research shows that violent video games can increase aggressive behaviors, aggression-related feelings and thoughts, and physiological arousal, no empirical studies to date have examined whether there are similar and parallel effects of verbal aggression (e.g., profanity) in video game content. A 2 X 2 between-subjects factorial experiment (N = 321) tested the effects of profanity used by protagonists (protagonist profanity present versus absent) and antagonists (antagonist profanity present versus absent) on users' hostile expectations, accessibility of aggressive thoughts, aggressive feelings, perceived arousal, use of profanity, enjoyment, presence, and perceived performance while taking into account the potential moderating role of gender and controlling for several individual difference variables. The study's factors were manipulated via the creation of four versions of an original three-dimensional "first-person shooter" video game. Profanity used by both protagonist and antagonist characters was found to have significant effects on players' hostile expectations, an important higher-order aggressive outcome that is the most direct precursor to aggressive behaviors in the process described by the general aggression model. There was limited evidence for effects of profanity in game content on players' accessibility of aggressive thoughts, aggressive feelings, and perceived arousal. Additionally, profanity had little impact on how much players used profanity themselves, how much they enjoyed the game, feelings of presence, and how they rated their performance in the game. These trends were consistent across a range of demographic, personality, and video game experience dimensions that were measured, even though several of these individual difference variables were found to be related to some outcome variables and to each other. Therefore, while this study's findings did not necessarily indicate imitative modeling of profanity, they point to the possibility of more general effects regarding aggressive outcomes. This study's findings emphasize the need for future research investigating the effects of profanity in video games and other media.en
dc.description.degreePh. D.en
dc.identifier.otheretd-09132010-120928en
dc.identifier.sourceurlhttp://scholar.lib.vt.edu/theses/available/etd-09132010-120928/en
dc.identifier.urihttp://hdl.handle.net/10919/77200en
dc.language.isoen_USen
dc.publisherVirginia Techen
dc.rightsIn Copyrighten
dc.rights.urihttp://rightsstatements.org/vocab/InC/1.0/en
dc.subjectProfanityen
dc.subjectAggressionen
dc.subjectComputer Gamesen
dc.subjectVideo Gamesen
dc.subjectMedia Effectsen
dc.titleThe Effects of Profanity in Violent Video Game Content on Players' Hostile Expectations, Accessibility of Aggressive Thoughts, Aggressive Feelings, and Other Responsesen
dc.typeDissertationen
dc.type.dcmitypeTexten
thesis.degree.disciplineHuman Developmenten
thesis.degree.grantorVirginia Polytechnic Institute and State Universityen
thesis.degree.leveldoctoralen
thesis.degree.namePh. D.en

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