![]() ![]() These participants may have learned to suppress their empathy response to the painful images. This suggests that, among participants who were not used to playing violent games, the 40 minutes of gameplay lowered their neural response to the painful images. The no VVGE group showed a significantly decreased response to the painful images at the second pain judgment task compared to the first, but the group who frequently played violent video games did not. There was also evidence of a short-term desensitization effect for those who were non-habitual players of violent video games. For example, frequent gamers may down-regulate their empathy response in order to manage their performance in the game. Empathy is cognitively demanding, and people may learn to suppress it in order to continue to perform efficiently. The researchers suggest that this desensitization may indicate that the high VVGE group was down-regulating their emotional arousal to the painful images. ![]() ![]() This finding suggests habitual desensitization to painful images among participants who frequently played violent video games. This was demonstrated by higher P3 amplitudes to the painful images than the non-painful images. Interestingly, at the first pain judgment task, participants in the no VVGE group displayed a pain effect while those in the high VVGE group did not. Fifteen participants played zero hours a week - the no violent video game exposure group (no VVGE). Fourteen participants played more than 8.75 hours per week - the high violent video game exposure group (high VVGE). To compare those who played violent games the most with those who played the least, the researchers divided the sample into two sub-groups. Following the gameplay, participants completed the pain judgment task for a second time.Īccording to the questionnaire responses, the participants spent an average of 6.38 hours per week playing violent video games. The game was Call of Duty: Modern Warfare 3, a first-person shooter game rated 18+ for violence. After completing the task, the participants played a violent video game for 40 minutes. For example, one painful image showed a hand being slammed between a door. The subjects first completed a pain judgment task where they judged the painfulness of a variety of images of hands in either painful or non-painful situations. ![]()
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