TY - JOUR
T1 - The role of violent cognition in the relationship between personality and the involvement in violent films and computer games
AU - Sigurdsson, Jon Fridrik
AU - Gudjonsson, Gisli H.
AU - Bragason, Atli Viar
AU - Kristjansdottir, Elsa
AU - Sigfusdottir, Inga Dora
PY - 2006/7
Y1 - 2006/7
N2 - The study investigates the relationship between empathy and attitudes towards violence and real-life exposure to violent films and computer games. It is hypothesised that low empathy and attitudes that predispose people towards violence are more strongly related to exposure to violent films and computer games than to superordinate personality traits (e.g., EPQ psychoticism, extraversion, antisocial personality traits), or subtraits, such as sensation-seeking. Four hundred and thirty-three students in further education completed three personality questionnaires, a questionnaire of attitudes towards violence, and reported on their use of violent computer games, films and videos. Multivariate analyses in the form of ordinary least squares (OLS) models were used to test the primary hypotheses. Acceptance of violence, as measured by the Maudsley Violence Questionnaire (MVQ), was the strongest and most consistent predictor of violent media use. Superordinate personality traits were generally fully mediated by acceptance of violence. The findings emphasise the importance of general acceptance of violence in the consumption of violent games and films. Some gender differences emerged; particularly in relation to the use of violent computer games. Empathy had no significant effects for either males or females.
AB - The study investigates the relationship between empathy and attitudes towards violence and real-life exposure to violent films and computer games. It is hypothesised that low empathy and attitudes that predispose people towards violence are more strongly related to exposure to violent films and computer games than to superordinate personality traits (e.g., EPQ psychoticism, extraversion, antisocial personality traits), or subtraits, such as sensation-seeking. Four hundred and thirty-three students in further education completed three personality questionnaires, a questionnaire of attitudes towards violence, and reported on their use of violent computer games, films and videos. Multivariate analyses in the form of ordinary least squares (OLS) models were used to test the primary hypotheses. Acceptance of violence, as measured by the Maudsley Violence Questionnaire (MVQ), was the strongest and most consistent predictor of violent media use. Superordinate personality traits were generally fully mediated by acceptance of violence. The findings emphasise the importance of general acceptance of violence in the consumption of violent games and films. Some gender differences emerged; particularly in relation to the use of violent computer games. Empathy had no significant effects for either males or females.
KW - Antisocial personality traits
KW - Empathy
KW - Gender differences
KW - Maudsley Violence Questionnaire
KW - Proviolence attitudes
UR - https://www.scopus.com/pages/publications/33646598630
U2 - 10.1016/j.paid.2006.02.006
DO - 10.1016/j.paid.2006.02.006
M3 - Article
SN - 0191-8869
VL - 41
SP - 381
EP - 392
JO - Personality and Individual Differences
JF - Personality and Individual Differences
IS - 2
ER -