Everyday sadism predicts violent video game preferences

  title={Everyday sadism predicts violent video game preferences},
  author={Tobias Greitemeyer},
  journal={Personality and Individual Differences},
Are everyday sadists specifically attracted to violent video games and do they emotionally benefit from playing those games?
Overall, these studies show that everyday sadists specifically like to play violent video games and suggest that this tendency is adaptive in that they emotionally benefit from playingviolent video games.
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Psychopathy and sadism are personality traits that share emotional deficits and propensity towards violence. However, sadism should be based on additional affective aberrations: pleasant emotional
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Internet trolling and everyday sadism: Parallel effects on pain perception and moral judgment.
Results confirm that online trolling is motivated (at least in part) by sadistic tendencies, and combined with effective rationalization mechanisms, sadistic pleasure can be consummated in such everyday behaviors as online trolling.


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Based on the uses and gratifications perspective, personality was expected to relate to violent video game play frequency and game preferences. Participants completed measures of personality and
Playing Violent Video Games Increases Intergroup Bias
The present research examined the idea that the effects of violent video game play are stronger when the target is a member of an outgroup rather than an ingroup, and found that violent videogame exposure was positively related to ethnocentrism.
Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.
The results from both studies are consistent with the General Affective Aggression Model, which predicts that exposure to violent video games will increase aggressive behavior in both the short term (e.g., laboratory aggression) and the long term ( e.g, delinquency).
Video Games Do Affect Social Outcomes
Data from 98 independent studies revealed that for both violent video games and prosocial video games, there was a significant association with social outcomes, indicating that video game exposure causally affects social outcomes and that there are both short- and long-term effects.
Pathological Video-Game Use Among Youth Ages 8 to 18
Results confirm that pathological gaming can be measured reliably, that the construct demonstrates validity, and that it is not simply isomorphic with a high amount of play.
Behavioral Confirmation of Everyday Sadism
Findings support the construct validity of everyday sadism and its incorporation into a new “Dark Tetrad” of personality.
Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review.
The evidence strongly suggests that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior.
Violent Media Content and Aggressiveness in Adolescents
Concurrent effects of aggressiveness on violent-media use and concurrent and lagged effects of violent media use on aggressiveness were found.
Effects of Prosocial Media on Social Behavior
Helping and aggression are core topics in social psychology. So far, abundant evidence that violent media decreases helping and increases aggression has been collected. However, recent theoretical