Playing Violence_PTDC/PSI-PSO/099985/2008
Playing with violence: emotional desensitization, empathy and helping behavior toward victims of violence
Description

The current research project examined theoretical and methodological issues in the field of the video game violence research by integrating the contribution from different lines of research. From a theoretically perspective, the General Aggression Model (GAM) standed as the widely accepted approach to video game violence, integrating several prior theories of aggression. The authors have extended this model to explain desensitization effects, sustaining that playing violent video games (VGs) may desensitize individuals to violence, through both short- and long-term exposures. However, few studies in media violence research examined whether playing VGs affects desensitization and those who investigated this effect relied solely on physiological indicators of arousal. In our view, to clarify the phenomenon of emotional desensitization we must integrate the findings from theoretical approaches of emotions. Based on the Circumplex Model of affect, our previous studies have measured the two dimensions of emotion proposed (arousal and valence) by assessing skin conductance responses (SCR) (a physiological measure of arousal) and self-reported measures of both arousal and valence. In both studies we found that those who previously played the VG, compared to the non-VG condition, felt less displeasure toward real-word violent images. Therefore, in our view, valence (the displeasure-pleasure dimension) showed to be relevant to explain our affective responses toward violence (i.e., emotional desensitization).The possibility that these emotional responses might explain the relation between playing VGs and aggression was further addressed. We found that those who felt less displeased with the real-word violence were more aggressive toward another person; additionally, this dimension partially mediated the effect of playing a VG on aggression. Given those results, it would be relevant to continue evaluating both dimensions of emotions. In the current project we will use several indicators of these emotional dimensions conjointly to assess emotional desensitization, by continuing using physiological indexes (SCR, but evaluate also startle reflex modulation), self-reported measures, and behavioral indicators, such as eye tracking measures. The idea of using different indicators of emotions to measure the same construct (in this case, emotional desensitization) stems from most models on emotion research. Most researchers in this field have highlighted the need for providing additional information about the way our emotional subsystems react (subjective affect, physiological and behavior) when exposed to affective stimuli. On the other hand, it would be important to understand to what extent playing VGs might reduce emphatic responses and the helping behavior toward victims of violence in general. Toward this end, three major studies will be designed. Along with the social relevance of examining the effects of playing VGs on these three dependent variables (emotional desensitization, empathy and helping behavior toward victims), it will be also theoretically important to understand the relationship between these psychological processes and behavior outcomes. In addition to these social and theoretical contributions, our project will also explore new methodological issues concerning the measurement of emotional desensitization using other potential physiological and behavior indicators such as startle reflex modulation and eye tracking measures.

Internal Partners
Research Centre Research Group Role in Project Begin Date End Date
CIS-Iscte Behaviour Emotion and Cognition Partner 2010-01-15 2013-07-14
External Partners

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Project Team
Name Affiliation Role in Project Begin Date End Date
Patrícia Arriaga Professora Associada (com Agregação) (DPSO); Integrated Researcher (CIS-Iscte); Principal Researcher 2013-07-01 2013-07-14
Project Fundings
Reference/Code Funding DOI Funding Type Funding Program Funding Amount (Global) Funding Amount (Local) Begin Date End Date
PTDC/PSI-PSO/099985/2008 -- Award Fundação para a Ciência e Tecnologia - -- - Portugal 77602 77602 2010-01-15 2013-07-14
Publication Outputs
Year Publication Type Full Reference
2018 Talk Arriaga, P. (2018). "Jogar com os trunfos todos na mão”: Ferramentas de investigação e intervenção em Psicologia. V Simpósio “Olhares da Psicologia”.
2016 Book chapter Arriaga, P., Zillmann, D. & Esteves, F. (2016). The promotion of violence by the mainstream media of communication. In Vala, J., Waldzus, S., Calheiros, M (Ed.), The social developmental construction of violence and intergroup conflict. (pp. 171-195).: Springer.
2015 Scientific journal paper Arriaga, P., Adrião, J. G., Madeira. F., Cavaleiro, I., Silva, A. M., Barahona, I....Esteves, F. (2015). A 'dry eye' for victims of violence: effects of playing a violent video game on pupillary dilation to victims and on aggressive behavior. Psychology of Violence. 5 (2), 199-208
2014 Talk Arriaga, P. (2014). Prós e contras / Mulheres nos videojogos. Lisbon Game Conference: Welcome to the world of games.
2013 Publication in conference proceedings Adrião, J., Arriaga, P. & Esteves, F. (2013). Emoções num piscar de olho: Brincar com a violência e reflexo de sobressalto durante a exposição a estímulos afetivos. In Pereira, A., Calheiros, M., Vagos, P., Direito, I., Monteiro, S., Silva, C. F., and Gomes, A. A. (Ed.), Livro de Actas do VIII Simpósio Nacional de Investigação em Psicologia. (pp. 512-522). Aveiro: Associação Portuguesa de Psicologia.
2012 Talk Arriaga, P., Esteves, F., Esteves, F., Adrião, J. G., Madeira, A., Madeira, A....Gaspar, A. (2012). Is it just a game? Emotional and Behavioural outcomes of gaming with violence. Inequality and Violence Workshop 2012: Development, Perpetuation and Change.
2011 Scientific journal paper Arriaga, P., Monteiro, M. & Esteves, F. (2011). Effects of playing violent computer games on emotional desensitization and aggressive behavior. Journal of Applied Social Psychology. 41 (8), 1900-1925
2011 Book chapter Arriaga, Patrícia , Esteves, F. & Gaspar, M. (2011). Playing with violence: An updated review on the effects of playing violent electronic games. In M. M. Cruz-Cunha, V. H. Carvalho, & P. Tavares (Ed.), Business, Technological and Social Dimensions of Computer Games: Multidisciplinary Developments. (pp. 271-292). Hershey, PA: IGI Global.
Related Research Data Records

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Related References in the Media

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Other Outputs

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With the objective to increase the research activity directed towards the achievement of the United Nations 2030 Sustainable Development Goals, the possibility of associating scientific projects with the Sustainable Development Goals is now available in Ciência-IUL. These are the Sustainable Development Goals identified for this project. For more detailed information on the Sustainable Development Goals, click here.

Playing with violence: emotional desensitization, empathy and helping behavior toward victims of violence
2010-01-15
2013-07-14