E-ISSN : 2733-4538
The purpose of this study was to determine the effect of violent online games and aggressive personality traits on aggressive behavior by assessing aggressive feelings, cognition and physiological arousal. The participants were all male university students and the data was collected by using the Aggression Questionnaire (AQ; Buss & Perry, 1992). According to the results of the Questionnaire, these subjects were divided into two groups: the top twenty five percent(n=20, the high aggression group) and the bottom twenty five percent(n=20, low aggression group). The high and the low aggression groups were randomly assigned to play violent or nonviolent online games(“the games”). Aggressive behavior was measured by the mean intensity of white noise, which is the same experimental paradigm that Bushman used for measuring aggressive behavior. Aggressive feelings, cognition and physiological arousal were measured, respectively, by The State-Trait Anger Expression Inventory Korean version (STAXI-K; Jun et al., 1997), by the Anger Thought Scale(ATS; Seo & Kwon, 2005), and by the blood pressure. To observe the change of the subjects' inner state during the games, we measured feelings, cognition and physiological arousal before and after the games, respectively. The results were as follows. Regardless of the outcome-win or lose, or the degree of violence of the games, it's only the aggressive personality traits that affected aggressive behavior. In the case of the change of the subject's inner state during the games, individual aggressive personality traits also influenced the aggressive feelings and cognition, while the degree of violence of the games influenced only aggressive thoughts. Regardless of the aggressive personality traits or the degree of violence of the games, the physiological arousal of both groups increased after the game. These results suggested that aggressive personality traits had an effect on the cognitive path in the GAM model.
게임연구소, (2003) 대한민국 게임백서 2003, 한국게임산업개발원
김유정, (2002) 청소년 인터넷 게임 중독 척도 개발 및 심리사회적 취약성 요인,
김지환, (2005) 폭력적 PC게임의 경험과 공격적 성격특성이 공격행동과 공격의도에 미치는 영향, 한국심리학회지: 문화 및 사회문제
문화일보, (2007) 게임 아이템 현금거래 청소년 성매매ㆍ폭력ㆍ사기로 번진다. http://www.munhwa.com/news/view.html?no=2007010301031027149002,
박은리, (2001) PC 게임과 공격특성이 공격의도에 미치는 영향,
권석만 ; 서수균, (2005) 분노사고 척도 개발과 타당화 연구: 일차적 분노사고와 이차적 분노사고, 한국심리학회지 임상
아이뉴스24, (2003) 온라인 게임 세계로 쏜다. 온라인 게임 세계로 쏜다. http://news. inews24.com/php/news_view.phpg_menu= 029052&g_serial=98478,
어기준, (2000) 청소년의 컴퓨터 중독 유형과 제반 문제점. 한국 청소년 상담원, 제 19회 특수상담사례 연구발표회 발표논문
이지영, (2003) 다 사용자 온라인게임 이용이 청소년 현실 인식에 미치는 영향 연구: 범죄 피해의 두려움, 폭력 및 물질만능주의의 인식 차이,
전겸구, (1997) 한국판 STAXI 척도 개발, 한국심리학회지: 건강
조선일보, (2007) 게임중독 아이들, 손떨고 실어증까지,
한훈희, (2005) 온라인 게임에서의 좌절경험에 의한 공격성 연구,
Anderson, C. A., (2001) Effects of?violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: a meta-analytic review of the scientific literature, Psychological Sc
Anderson, C. A., (2002) Human aggression, Annual Review of Psychology
Anderson, C. A., (2000) Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life, Journal of Personality and Social Psychology
Ballard, M. E., (1999) Video game violence and confederate gender: Effects on reward and punishment given by college males, Sex Roles
Bates, J. E., (1994) Child-care history and kindergarten adjustment, Developmental Psychology
Belson, W., (1978) Television violence and the adolescent boy, Saxon House
Bruce, D. B., (2002) Effect of violent video games on aggressive behavior: Potential sex difference, Journal of Experimental Social Psychology
Brusa, J. A., (1987) Effects of video game playing on children's social behavior: Depaul university,
Bushman, B. J., (1995) Moderating role of trait aggressiveness in the effects of violent media on aggression, Journal of personality and Social Psychology
Buss, A. H., (1992) The Aggression questionnaire, Journal of Applied Social Psychology
Crick, N. R., (1994) A review and reformulation of social information- processing mechanism in children's social adjustment, Psychological Bulletin
Dodge, K. A., (1987) Social- information-processing factors in reactive and proactive aggression in children's peer groups, Journal of Personality and Social Psychology
Kestenbuam, G., (1985) Personality, psychopathology, and developmental issues in male adolescent video game use, Journal of the American Academy of Child and Adolescent Psychiatry
Milavsky, J. R., (1982) Television and aggression: Results of a panel study,
Provenzo, E. F., (1991) Video kids: Making sense of Nintendo: Cambridge, Harvard University press
Underwood, M. K., (1992) Display rules for anger and aggression in school-age children, Children Development
Walker, M. R., (1984) The effect of video games and tv/film violence on subsequent aggression in male adolescents: University of southern mississippi,
Williams, R. B., (2002) Aggression, competition and computer games: computer and human opponents, Computer in Human Behavior
Zhang, Q., (1997) Developmental trends of delinquency attitudes and delinquency: replication and synthesis across time and samples: J. Quant Criminal,