RESUMO
With the general aggression model (GAM), Anderson and Bushman (2002) provided an integrative framework to explain the complex nature of aggression. Based on the GAM, we examined whether personological and situational factors (interactively) have an impact on the person's internal state (consisting of aggressive cognition, affect, and physiological arousal), which in turn is assumed to lead to aggressive behaviour. In a large-scale experience sampling study, 403 participants answered 7558 questionnaires over a period of 2 weeks. As hypothesized, participants were more likely to exhibit an aggressive internal state the higher they scored on antagonistic personality traits (trait aggression, narcissism, psychopathy, sadism, anger rumination) and the more interpersonal, intrapersonal, and environmental triggers they experienced. Aggressive behaviour was positively related to trait aggression, psychopathy, sadism, anger rumination, and all situational triggers. Furthermore, the impact of antagonistic personality traits and situational triggers on aggressive behaviour was considerably reduced when the aggressive internal state was taken into account. Contrary to predictions, the relationship between antagonistic personality traits and the aggressive internal state was most pronounced when situational triggers were low. Overall, however, the process by which personal and situational variables predict aggression in daily life can be well explained by the GAM.
Assuntos
Agressão , Modelos Psicológicos , Personalidade , Humanos , Agressão/psicologia , Masculino , Feminino , Adulto , Adulto Jovem , Pessoa de Meia-Idade , Adolescente , Ira , Idoso , Sadismo/psicologia , NarcisismoRESUMO
Previous research found that violent video game play leads to increased aggression, but many people (mainly habitual violent video game players) still believe that playing violent games releases aggressive feelings and in turn reduces aggressive behavior. Other research has shown that video game play can have a positive impact on the player's mood. Based on the General Aggression Model and mood management theory, we thus hypothesized that habitual violent video game players misinterpret their better mood after game play as a reduction of aggressive feelings and hence believe in the cathartic effects of violent video games. Two studies examined this reasoning in the player's natural habitat. Habitual video game players were surveyed multiple times for a period of 2 weeks before and after each gaming session. Results showed that playing video games improved the participant's mood, which in turn was positively associated with the belief in the cathartic effect of violent video game play. Importantly, this relation held when controlling for the player's actual level of aggressive feelings. Study 1 further showed that playing a violent game tended to lead to a higher level of reported aggressive feelings after playing. In contrast, in Study 2, level of reported aggressive feelings was not related to the violence of the game. Taken together, habitual violent video game players (erroneously) believe in the cathartic effects of violent video games, because they are in a better mood after playing.