Everyday sadism predicts violent video game preferences

@article{Greitemeyer2015EverydaySP,
  title={Everyday sadism predicts violent video game preferences},
  author={Tobias Greitemeyer},
  journal={Personality and Individual Differences},
  year={2015},
  volume={75},
  pages={19-23}
}
Are everyday sadists specifically attracted to violent video games and do they emotionally benefit from playing those games?
TLDR
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.
Violent Video Games and Children’s Aggressive Behaviors: An Italian Study
The literature provides some evidence that the use of violent video games increases the risk for young people to develop aggressive cognitions and even behaviors. We aimed to verify whether exposure
Violent Video Games and Children’s Aggressive Behaviors
The literature provides some evidence that the use of violent video games increases the risk for young people to develop aggressive cognitions and even behaviors. We aimed to verify whether exposure
Can Violent Video Game-Related Aggression Spread to Others? Effects on Retaliatory and Displaced Aggression
Exposure to violent video games (VVE) has been shown to increase aggression in the player. In the present two experiments, we tested whether this effect spreads within a social network. In Experiment
Aberrations in emotional processing of violence-dependent stimuli are the core features of sadism
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
Sadism, the Intuitive System, and Antisocial Punishment in the Public Goods Game
TLDR
The present research suggests that sadistic tendencies executed intuitively play a crucial role regarding antisocial punishment in public goods situations.
Internet trolling and everyday sadism: Parallel effects on pain perception and moral judgment.
TLDR
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.
...
...

References

SHOWING 1-10 OF 23 REFERENCES
Is Basic Personality Related to Violent and Non-Violent Video Game Play and Preferences?
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
TLDR
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.
TLDR
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
TLDR
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
TLDR
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
TLDR
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.
TLDR
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
TLDR
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
...
...