In: New media & society: an international and interdisciplinary forum for the examination of the social dynamics of media and information change, Band 11, Heft 4, S. 509-531
This article situates the general aggression model within the social structure of gameplay. Testing a mediated model of play, group gaming is examined in order to demonstrate how certain gameplay situations can promote hostile expectation bias or the tendency to predict how others would think, feel and act aggressively during social conflict. Demonstrating the casual structure inherent within complex gameplay, this study presents a needed step forward in the gaming literature. The mediated model presented departs from the typically examined direct effect model. Further, completing the model, this study suggests that when state hostility is heightened, hostile expectation bias increases.
Investigating male game players, this study explores how game interface (virtual reality [VR] and standard console), game content (fighting, shooting, and driving), and game context (human and computer competition) influence levels of presence and hostile expectation bias—the expectation others will think, feel, speak, and act aggressively during social conflict. In addition to game interface and game content influencing hostile expectations, significant interactions were detected for hostile expectations. Presence, although not as predicted, also significantly differed across game interface and game content. Through the development and testing of each gaming experience, this study demonstrates that simply testing violent and nonviolent game situations underestimates the complexity of contemporary video-game play.
Sports often go beyond simple games to something that individuals identify and relate to throughout their lives. Furthermore, passive and active sports consumption (i.e., video games) allows individuals to further create a sense of fanship and identification with their favorite teams. The following study manipulates player saliency to team, saliency to opponent, and competitive outcome to examine those impacts on enjoyment and hostility. A 3 (opponent saliency) × 2 (team identification) × 2 (competitive outcome; win vs. loss) experimental design was invoked to study these effects. Results indicate that competitiveness was significantly related to both enjoyment and hostility. Furthermore, data suggest a significant interaction between identification and competitive outcomes on hostility.