Effects of violent versus nonviolent video games on children's arousal, aggressive mood, and positive mood

Michele J. Fleming, Debra J. Rickwood

    Research output: Contribution to journalArticlepeer-review

    89 Citations (Scopus)

    Abstract

    This study investigated the relationship between violent video games and children's mood. A total of 71 children aged 8 to 12 years played a paper-and-pencil game, a nonviolent video game, and a violent video game. Results indicate that arousal, as measured by heart rate and self-reported arousal, increased significantly after playing the violent video game, as compared with the other two game conditions, with girls reporting more arousal than did boys. There was no significant increase in aggressive mood scores for either boys or girls after playing the violent game. Positive mood, as measured by positive affect, showed no significant increases or decreases after playing either video game. However, positive mood, as measured by general mood, showed a significant increase after playing the violent game for both boys and girls, but only as compared with the paper-and-pencil game. Results are interpreted in terms of social learning and cognitive information processing theories of aggression.

    Original languageEnglish
    Pages (from-to)2047-2071
    Number of pages25
    JournalJournal of Applied Social Psychology
    Volume31
    Issue number10
    DOIs
    Publication statusPublished - 2001

    Fingerprint

    Dive into the research topics of 'Effects of violent versus nonviolent video games on children's arousal, aggressive mood, and positive mood'. Together they form a unique fingerprint.

    Cite this