Please use this identifier to cite or link to this item: https://ah.lib.nccu.edu.tw/handle/140.119/79401
DC FieldValueLanguage
dc.contributor傳播學院
dc.creator林日璇zh_TW
dc.creatorLin, Jih-Hsuan
dc.date2013-08
dc.date.accessioned2015-11-10T09:06:35Z-
dc.date.available2015-11-10T09:06:35Z-
dc.date.issued2015-11-10T09:06:35Z-
dc.identifier.urihttp://nccur.lib.nccu.edu.tw/handle/140.119/79401-
dc.description.abstractThis study examined the effects of interactivity in violent video games on aggression and tested identification as the moderated mediating mechanism. A total of 169 male undergraduate students participated in a 2 media interactivity (enactive mediation vs. observational mediation) × 2 violence (violent vs. nonviolent) experiment. Results supported a moderated mediation model in which the effect of media interactivity on aggressive affect through identification was moderated by violence. When violence was present, interactive play resulted in higher short-term aggressive affect through higher character identification than when violence was not present. Additionally, an interaction effect between media interactivity and violence was found for automatic self-concept in which players associated themselves more with the game character`s traits than video viewers.
dc.format.extent100 bytes-
dc.format.mimetypetext/html-
dc.relationJournal of Communication, Vol.64, No.3, pp.682-702
dc.titleIdentification matters: A moderated mediation model of media interactivity, character identification, and video game violence on aggression
dc.typearticleen
dc.identifier.doi10.1111/jcom.12044
dc.doi.urihttp://dx.doi.org/10.1111/jcom.12044
item.fulltextWith Fulltext-
item.grantfulltextrestricted-
item.openairetypearticle-
item.openairecristypehttp://purl.org/coar/resource_type/c_18cf-
item.cerifentitytypePublications-
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