56 Citations
The relationship between everyday sadism, violent video game play, and fascination with weapons
- Psychology
- 2018
The longitudinal relationship between everyday sadism and the amount of violent video game play
- Psychology
- 2017
Are everyday sadists specifically attracted to violent video games and do they emotionally benefit from playing those games?
- PsychologyAggressive behavior
- 2019
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
- Psychology
- 2015
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
- Psychology
- 2015
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
- PsychologyInternational Review of Social Psychology
- 2019
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
- Psychology
- 2017
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…
Uncovering the association between strategy video games and self-regulation: A correlational study
- Psychology
- 2017
Sadism, the Intuitive System, and Antisocial Punishment in the Public Goods Game
- PsychologyPersonality & social psychology bulletin
- 2017
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.
- PsychologyJournal of personality
- 2019
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?
- PsychologyCyberpsychology Behav. Soc. Netw.
- 2011
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
- PsychologyPersonality & social psychology bulletin
- 2014
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.
- PsychologyJournal of personality and social psychology
- 2000
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).
Violent video games: Specific effects of violent content on aggressive thoughts and behavior
- Psychology
- 2004
Video Games Do Affect Social Outcomes
- PsychologyPersonality & social psychology bulletin
- 2014
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
- PsychologyPsychological science
- 2009
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
- PsychologyPsychological science
- 2013
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.
- PsychologyPsychological bulletin
- 2010
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
- PsychologyCommun. Res.
- 2003
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
- Psychology
- 2011
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…