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A publicação pode ser exportada nos seguintes formatos: referência da APA (American Psychological Association), referência do IEEE (Institute of Electrical and Electronics Engineers), BibTeX e RIS.

Exportar Referência (APA)
Arriaga, P., Esteves, F., Carneiro, M. P. & Monteiro, M. (2008). Are the effects of unreal violent videogames pronounced when playing with a virtual reality system?. Aggressive Behavior. 34 (5), 521-538
Exportar Referência (IEEE)
P. P. Ferreira et al.,  "Are the effects of unreal violent videogames pronounced when playing with a virtual reality system?", in Aggressive Behavior, vol. 34, no. 5, pp. 521-538, 2008
Exportar BibTeX
@article{ferreira2008_1734933055215,
	author = "Arriaga, P. and Esteves, F. and Carneiro, M. P. and Monteiro, M.",
	title = "Are the effects of unreal violent videogames pronounced when playing with a virtual reality system?",
	journal = "Aggressive Behavior",
	year = "2008",
	volume = "34",
	number = "5",
	doi = "10.1002/ab.20272",
	pages = "521-538",
	url = "http://onlinelibrary.wiley.com/doi/10.1002/ab.v34:5/issuetoc"
}
Exportar RIS
TY  - JOUR
TI  - Are the effects of unreal violent videogames pronounced when playing with a virtual reality system?
T2  - Aggressive Behavior
VL  - 34
IS  - 5
AU  - Arriaga, P.
AU  - Esteves, F.
AU  - Carneiro, M. P.
AU  - Monteiro, M.
PY  - 2008
SP  - 521-538
SN  - 0096-140X
DO  - 10.1002/ab.20272
UR  - http://onlinelibrary.wiley.com/doi/10.1002/ab.v34:5/issuetoc
AB  - This study was conducted to analyze the short-term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants—148 undergraduate students—were randomly assigned to four treatment conditions: two groups played a violent computer game (Unreal Tournament), and the other two a non-violent game (Motocross Madness), half with a VR device and the remaining participants on the computer screen. In order to assess the game effects the following instruments were used: a BIOPAC System MP100 to measure HR, an Emotional Stroop task to analyze the priming of aggressive and fear thoughts, a self-report State Hostility Scale to measure hostility, and a competitive reaction-time task to assess aggressive behavior. The main results indicated that the violent computer game had effects on state hostility and aggression. Although no significant mediation effect could be detected, regression analyses showed an indirect effect of state hostility between playing a VG and aggression
ER  -