One of the phenomena that have been highlighted in various media is the violent phenomenon that adolescents welcome with the production of violent movies. Disorders in executive functions make it difficult for a person to perform everyday tasks. Introduction: Brain Functional Performance is a collection of excellent mental processing that provides a framework for achieving goals based on targeted behaviors. This research supports the idea that women acted on their traits more when the situation and the role are more relevant to the trait, because the trait seems like a more valid basis of behavior. Conclusions: Trait aggressiveness was most predictive of aggressive behavior when female participants adopted an agent (perpetrator) role and also played a high-violence video game. Results: Across two studies, playing a highversus low-violence video game moderated the relationship between trait aggressiveness and aggressive behavior only when female participants were cast in a role relevant to the trait (agent) but not when the role was less relevant to trait aggressiveness (victim). Study 2 used a similar design and procedure and was intended to generalize the results to behavioral intentions of aggression using a priming task of the role manipulation through an imagination task. Finally, we assessed a measure of aggression as the dependent variable. Afterward, they were randomly assigned to play a high or low-violence video game. After completing the scale, participants were randomly assigned to a behavioral manipulation of the agent or victim role that required participants to either give or receive noise blasts. In Study 1, female participants first reported their level of trait aggressiveness. Method: Two studies were conducted with female undergraduate students. Objective: The present research examined whether trait aggressiveness was more associated with aggressive behavior in relevant situations (playing a high-violence video game as compared to a lowviolence video game) and when participants had an agent (perpetrator) rather than a victim role. Strengths were the large participant base, generalizability of the study to the video gamer population, and this study providing a basis for personality playing a role in virtual worlds. Limitations observed were some findings becoming statistically significant with small effect sizes and the BFI possibly not being nuanced enough to detect smaller personality traits. As such, evidence is provided for different personalities gravitating towards different genres of play and Carl Jung's (1921) idea of the introversion/extroversion continuum. causal, regular, hardcore) or different genres of video game play did have different personality types playing each genre. Results found four distinct and different personality profiles: Introversive, Extroversive, Secure Ambiversive, and Insecure Ambiversive indicated no support for the different classification of video gamers possessing statistically different personality traits (i.e. Mapping of the BFI elements of video gamers across video game genres was conducted using latent profile analysis (LPA) to identify video gamer personality profiles, personality formations across preferred genres of play, examine the pattern of relationships among the variables, and to determine whether different personalities gravitate to specific genres of play. Different personality profiles were explored by employing t-tests and multivariate analysis of variance (MANOVA). The purpose was to uncover personality differences among the different preferred genres of video gamers. Abstracts: This research explored personality traits of video gamers utilizing the Big Five Inventory (BFI) totaling 19,416 video gamer participants across seven genres of video game play.
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