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The Relationship Between Cognitive Resource Consumption During Gameplay and Postgame Aggressive Behaviors: Between-Subjects Experiment.
Teng, Huina; Zhu, Lixin; Zhang, Xuanyu; Qiu, Boyu.
Afiliación
  • Teng H; School of Health Management, Guangzhou Medical University, Guangzhou, China.
  • Zhu L; School of Health Management, Guangzhou Medical University, Guangzhou, China.
  • Zhang X; School of Mental Health, Guangzhou Medical University, Guangzhou, China.
  • Qiu B; School of Health Management, Guangzhou Medical University, Guangzhou, China.
JMIR Serious Games ; 11: e48317, 2023 Nov 14.
Article en En | MEDLINE | ID: mdl-37990585
Background: The question of how video games can shape aggressive behaviors has been a focus for many researchers. Previous research has focused on how violent video game content leads to postgame aggressive behaviors. However, video games not only convey violence or prosocial content to players but also require cognitive effort from individuals. Since human cognitive resources are limited, consuming more cognitive resources in a game leads to less cognitive resources to suppress aggressive impulses. Therefore, the depletion of cognitive resources from playing video games may also lead to changes in postgame aggressive behaviors. Objective: This study aimed to examine the relationship between cognitive resources consumed in video games and postgame aggressive behaviors. Methods: A total of 60 participants (age: mean 20.22; range 18-24 y) were randomly assigned to either the high-load group or the low-load group. Participants from both groups played a video game centered around college life. In the low-load group, participants followed the gameplay instructions to complete it. In the high-load group, participants were given an extra digital memory task to complete while playing the game. Participants in both groups played the video game for about 25 minutes. A maze selection task was then conducted to measure the participants' helping and hurting behaviors. Results: The independent samples 2-tailed t tests showed that the high-load group had significantly higher hurting scores (mean 3.13, SD 2.47) than the low-load group (mean 1.90, SD 2.12; t58=-2.07, P=.04; Cohen d=-0.535), whereas helping behaviors were not significantly affected (t58=1.52, P=.13; Cohen d=0.393). Conclusions: As more cognitive resources are consumed in a video game, more hurting behaviors are exhibited after the game. This finding proposes an alternative route by which video games impact aggressive behaviors, adding to previous theories and raising concerns about the popularity of cognitive training games.
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Texto completo: 1 Colección: 01-internacional Base de datos: MEDLINE Idioma: En Revista: JMIR Serious Games Año: 2023 Tipo del documento: Article País de afiliación: China

Texto completo: 1 Colección: 01-internacional Base de datos: MEDLINE Idioma: En Revista: JMIR Serious Games Año: 2023 Tipo del documento: Article País de afiliación: China
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