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[journal article]

dc.contributor.authorBluemke, Matthiasde
dc.contributor.authorZumbach, Jörgde
dc.date.accessioned2021-01-04T09:01:21Z
dc.date.available2021-01-04T09:01:21Z
dc.date.issued2019de
dc.identifier.issn2160-4142de
dc.identifier.urihttps://www.ssoar.info/ssoar/handle/document/71078
dc.description.abstractMedia comparisons are only valid within "zones of comparability." Either the level of participants' interactivity (i.e., the "syntactics" of what they do) has to be constant, while the content might vary, or the content of specific media (i.e., the "semantics" of what they encounter) has to be kept constant, while the level of interactivity with the content might vary. The present experiment varied the level of interactivity: Participants watched a violent scene from the movie The Matrix or reenacted the same scene in a Matrix-inspired first-person shooter game. Using the same violent content (shooting at Matrix guards), our results suggest that the higher the level of self-activation while being exposed to violent media content, the stronger the changes in aggressive dispositions as assessed with an aggressive self-concept Implicit Association Test. Ruling out confounders from previous research, unspecific arousal was not responsible for the obtained short-term increases in aggressive dispositions.de
dc.languageende
dc.subject.ddcPsychologyen
dc.subject.ddcNews media, journalism, publishingen
dc.subject.ddcPsychologiede
dc.subject.ddcPublizistische Medien, Journalismus,Verlagswesende
dc.subject.otheraggressive self-concept; Implicit Association Test; self-activationde
dc.titleEnter the Matrix: Does Self-Activation Really Matter for Aggressiveness After Violence Exposure?de
dc.description.reviewbegutachtet (peer reviewed)de
dc.description.reviewpeer revieweden
dc.source.journalPsychology of Popular Media Culture
dc.source.volume8de
dc.publisher.countryUSA
dc.source.issue4de
dc.subject.classozSocial Psychologyen
dc.subject.classozWirkungsforschung, Rezipientenforschungde
dc.subject.classozImpact Research, Recipient Researchen
dc.subject.classozSozialpsychologiede
dc.subject.thesozGewaltde
dc.subject.thesozAggressionde
dc.subject.thesozaggressionen
dc.subject.thesozMediende
dc.subject.thesozpsychische Folgende
dc.subject.thesozcomputer gameen
dc.subject.thesozviolenceen
dc.subject.thesozmediaen
dc.subject.thesozpsychological consequencesen
dc.subject.thesozComputerspielde
dc.identifier.urnurn:nbn:de:0168-ssoar-71078-9
dc.rights.licenceDeposit Licence - Keine Weiterverbreitung, keine Bearbeitungde
dc.rights.licenceDeposit Licence - No Redistribution, No Modificationsen
ssoar.contributor.institutionGESISde
internal.statusformal und inhaltlich fertig erschlossende
internal.identifier.thesoz10035302
internal.identifier.thesoz10034720
internal.identifier.thesoz10034719
internal.identifier.thesoz10043852
internal.identifier.thesoz10058702
dc.type.stockarticlede
dc.type.documentjournal articleen
dc.type.documentZeitschriftenartikelde
dc.source.pageinfo444-453de
internal.identifier.classoz1080407
internal.identifier.classoz10706
internal.identifier.journal1386
internal.identifier.document32
internal.identifier.ddc150
internal.identifier.ddc070
dc.identifier.doihttps://doi.org/10.1037/ppm0000198de
dc.description.pubstatusPostprinten
dc.description.pubstatusPostprintde
internal.identifier.licence3
internal.identifier.pubstatus2
internal.identifier.review1
ssoar.wgl.collectiontruede
internal.pdf.wellformedtrue
internal.pdf.encryptedfalse


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