Psychology

The Influence of Self-efficacy Towards Aggression in Violent Competitive Multiplayer Video-gaming

Presenter Information

Eulalio Hernandez, Hanover College

Document Type

Oral Presentation

Location

Indianapolis, IN

Subject Area

Psychology

Start Date

13-4-2018 2:15 PM

End Date

13-4-2018 2:45 PM

Description

Video games have revolutionized in many aspects. You can join party chatrooms, play online games with anyone around the world, and compete in online and local video game competitions. the current study was designed to challenge the claim that violent video game content is influential in negative emotional responses. This study examines how frustration from playing a competitive video game may lead people to be aggressive, specifically focusing on the self-efficacy of the individual at the competitive video game. Participants were asked to complete a series of measures that assessed their self-efficacy concerning video games, trait aggressiveness, and trait competitiveness. Participants’ aggressive behavior was then measured using Lieberman et al.’s (1999) the Hot Sauce Paradigm. The expected results reveal that participants with high self-efficacy will experience more negative emotional response in a malfunctioning controller condition, thus allocating more hot sauce than those in the low frustration condition. These results demonstrate that self-efficacious beliefs play an important role in a competitive video game setting.

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Apr 13th, 2:15 PM Apr 13th, 2:45 PM

The Influence of Self-efficacy Towards Aggression in Violent Competitive Multiplayer Video-gaming

Indianapolis, IN

Video games have revolutionized in many aspects. You can join party chatrooms, play online games with anyone around the world, and compete in online and local video game competitions. the current study was designed to challenge the claim that violent video game content is influential in negative emotional responses. This study examines how frustration from playing a competitive video game may lead people to be aggressive, specifically focusing on the self-efficacy of the individual at the competitive video game. Participants were asked to complete a series of measures that assessed their self-efficacy concerning video games, trait aggressiveness, and trait competitiveness. Participants’ aggressive behavior was then measured using Lieberman et al.’s (1999) the Hot Sauce Paradigm. The expected results reveal that participants with high self-efficacy will experience more negative emotional response in a malfunctioning controller condition, thus allocating more hot sauce than those in the low frustration condition. These results demonstrate that self-efficacious beliefs play an important role in a competitive video game setting.