PL EN


Preferences help
enabled [disable] Abstract
Number of results
2012 | XVII | 2 | 381-394
Article title

Agresywność i kontrola emocjonalna użytkowników azjatyckich gier sieciowych MMORPG

Content
Title variants
EN
Aggressiveness and emotional control of Asiatic online MMORPG games’ users
Languages of publication
PL
Abstracts
EN
Using MMORPG computer games, in which users’ strong commitment to the game is connected with the influence of the rules prevailing in the virtual world, can lead to the users’ aggresive reactions, establishing them and transferring into the real world through modification of cognitive constructs as well as changes in the assessment of the situation and the response choices. Studies conducted on a group of 32 people playing MMORPG of Japanese production shows, that players compared with the control group are more aggressive verbally, often reveal anger as well as it is harder for them to suppress it, easier enter into the emotogenic situations, it is harder for them to control their behavior and they are often guided by affection in it.
Publisher

Year
Volume
Issue
2
Pages
381-394
Physical description
Contributors
  • Instytut Psychologii, Uniwersytet Kazimierza Wielkiego w Bydgoszczy Kazimierz Wielki University in Bydgoszcz, pawel@ukw.edu.pl
author
  • Instytut Psychologii, Uniwersytet Kazimierza Wielkiego w Bydgoszczy Kazimierz Wielki University in Bydgoszcz
author
  • Instytut Psychologii, Uniwersytet Kazimierza Wielkiego w Bydgoszczy Kazimierz Wielki University in Bydgoszcz
References
  • Achtman, R.L., Green, C.S, Bavelier, D. (2008). Video games as a tool to train visual skills. Restorative Neurology and Neuroscience, 26, 435-446.
  • Allison, S.E., Wahlde, L., Shockley, T., Gabbard, G.O. (2006). Development of the Self in the era of the Internet and Role-Playing fantasy games. The American Journal of Psychiatry, 163 (3), 381-385.
  • Anderson, C.A., Bushman, B.J. (2001). Effects of violent video games on aggressive behaviour, aggressive cognition, aggressive affect, physiological arousal and prosocial behaviour: A meta-analytic review of the scientific literature. Psychological Science, 12, 353-359.
  • Anderson, C.A., Bushman, B.J. (2002). Human agression. Annual Review of Psychology, 53, 27-51.
  • Anderson, C.A., Dill, K.E. (2000). Video games and aggressive thoughts, feelings and behaviour in the laboratory and in life. Journal of Personality and Social Psychology, 78 (4), 772-790.
  • Anderson, C.A., Gentile, D.A., Buckley, K.E. (2007). Violent Video Game Effects on Children and Adolescents – Theory, Research and Public Policy. New York: Oxford University Press.
  • Anderson, C.A. Huesmann, L.R. (2003). Human aggression. A social-cognitive view. W: M.A. Hogg, J. Cooper (red.), The Sage Handbook of Social Psychology. Thousand Oaks: Sage Publications.
  • Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs, http://www. mud.co.uk/richard/hcds.html (13.01.2010).
  • Brzeziński, J. (1984). Elementy metodologii badań psychologicznych. Warszawa: Państwowe Wydawnictwo Naukowe.
  • Bushman, B.J., Anderson, C.A. (2009). Comfortably numb. Desensitizing effects of violent media on helping others. Psychological Science, 20 (3), 273-277.
  • Caragney, N.L., Anderson, C.A. (2005). The effect on reward and punishment in violent video games on aggressive affect, cognition and behaviour. Psychological Science, 16 (11), 882-889.
  • Caragney, N.L., Anderson, C.A., Bushman, B.J. (2007). The effect of video game violence on psychological desensitization to real-life violence. Journal of Experimental Social Psychology, 43, 489-496.
  • Chiou, W.B., Wan, C.S. (2006). The effects of anxiety and sadness on travelers’ decisions and perceived risk: Mood management as an active process of affectadjustment. W: M.C. Lees, T. Davis, G. Gregory (red.), Asia Pacific Advances in Consumer Research (t. 7, s. 385-392) Sydney, Australia: Association for Consumer Research.
  • Chmielnicka-Kuter, E. (2005). Wyobrażone postacie i ich autorzy: analiza wzajemnych odniesień na przykładzie zjawiska gier fabularnych. Przegląd Psychologiczny, 48, 1, 53-73.
  • Choi, B., Lee, I., Choi, D., Kim, J. (2007). Collaborate and share – an experimental study of the effects of task and reward interdependecies in online games. Journal of CyberPsychology & Behaviour, 4 (10), 591-595.
  • Dye, M.W.G., Green, C.S., Bavelier, D. (2009). Increasing speed of processing with action video games. Current Directions in Psychological Science, 18 (6), 321-326.
  • Filiciak, M. (2006). Wirtualny plac zabaw. Gry sieciowe i przemiany kultury współczesnej. Warszawa: Wydawnictwo Akademickie i Profesjonalne.
  • Gentile, D.A., Lynch, P.J., Linder, J.R., Walsh, D.A. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviours and school performance. Journal od Adolescence, 27, 5-22.
  • Górska, A. (2010). Gry sieciowe a agresywność i kontrola emocjonalna ich użytkowników. Niepublikowana praca magisterska napisana pod kierunkiem prof. Pawła Izdebskiego na Uniwersytecie Kazimierza Wielkiego w Bydgoszczy.
  • Green, C.S., Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423, 534-537.
  • Jansz, J. (2005). The emotional appeal of violent video games on adolescent men. Communication Theory, 15 (5), 219-241.
  • Juczyński, Z. (2001). Narzędzia pomiaru w promocji i psychologii zdrowia. Warszawa: Pracownia Testów Psychologicznych PTP.
  • Laszkowska, J. (2001). Niebezpieczne gry z myszką. Edukacja i Dialog, 4, 37-40.
  • Lim S., Lee J.R. (2009). When playing together feels different: Effects of taks types and social context on physiological arousal in Multiplayer Online gaming contexts. Journal of CyberPsychology & Behaviour, 1 (12), 59-61.
  • Messenger, P.R., Ge, X., Stroulia, E., Lyons, K., Smirnov, K. (2008). On the relationship between my Avatar and Myself. Journal of Virtual Worlds Research, 1 (2), 1-17.
  • Riva, G. (2001). Communicating in CMC: Making order out of miscommunication. W: L. Anolli, R. Ciceri, G. Riva (red.), Say not to Say: New Perspectives on Miscommunication (s. 203-233). Amsterdam: IOS Press.
  • Schroeder, R., Axelsson, A. (red.) (2006). Avatars and work and play: Collaboration and interaction in shared enviroments. New York: Springer.
  • Smith, S.L., Lachlan, K., Tamborini, R. (2003). Popular video games: Quantifying the presentation of violence and its context. Journal of Broadcasting and Electronic Media, 47 (1), 58-76.
  • Steinkuehler, C., Williams, D. (2006). Where everybody knows your (screen) name: Online games as “third places”. Journal of Conputer-Mediated Communication, 11(4), art. 1, http://jcmc.indiana.edu/vol11/issue4/steinkuehler.html (12.01.2010).
  • Swing, E.L., Anderson, C.A. (2007). The unintended negative consequences of exposure to violent video games. Cognitive Technology, 12 (1), 3-13.
  • Swing, E.L., Gentile, D.A., Anderson, C.A. (2009). Learning processes and violent video games. W: R.E. Ferdig (red.), Handbook of Research on Effective Electronic Gaming in Education (s. 876-892). New York: IGI Global.
  • Szymanik, A., Mączyńska, J. (2010). Wykorzystanie gry narracyjnej w diagnozie i terapii – możliwości i ograniczenia. Referat wygłoszony na ogólnopolskiej konferencji metodologicznej „Homo narrator. Badanie opowieści o doświadczeniu”, 4-6 listopada 2010 roku, Spała.
  • Ulfik-Jaworska, I. (2005). Komputerowi mordercy. Tendencje konstruktywne i destruktywne u graczy komputerowych. Lublin: KUL.
  • Van der Valk, F. (2008). Identity, power and representation in virtual enviroments. Journal of Online Learning and Teaching, 4 (2), 205-211.
  • Wan, C., Chiou, W. (2006). Why are adolescents addicted to online gaming? An interview study in Taiwan. Journal of CyberPsychology & Behaviour, 6 (9), 762-766.
  • Weber, R., Ritterfeld, U., Mathiak, K. (2006). Does playing violent video games induce agression? Empirical evidence of a functional magnetic resonance imaging study. Media Psychology, 8, 39-60.
  • Więcek-Janka, E. (2004). Psychologia gier symulacyjnych. Prace Naukowe Instytutu Organizacji i Zarządzania Politechniki Wrocławskiej, Seria: Studia i Materiały, Wrocław.
  • Yee, N. (2003). Identity Projection, http://www.nickyee.com/daedalus/archives/000431. php?page=1 (11.01.2010).
  • Strony internetowe http://www.amity.pl/ (20.04.2010)
Document Type
article
Publication order reference
Identifiers
YADDA identifier
bwmeta1.element.psjd-c3b07d3d-d157-40e5-ba89-a08a10ad034d
JavaScript is turned off in your web browser. Turn it on to take full advantage of this site, then refresh the page.