Publication Date
Summer 2012
Degree Type
Thesis
Degree Name
Master of Arts (MA)
Department
Psychology
Advisor
Sean Laraway
Keywords
catharsis, media effects, mood management, stress, user experience, video games
Subject Areas
Experimental psychology; Communication; Mass communication
Abstract
The overall purpose of this thesis was to investigate the psychological effects of video-game play. The two central goals were to (a) compare and contrast three classic media theories (Mood Management Theory, The Catharsis Hypothesis, and Excitation-Transfer Theory) as they apply to the effects of video-game play, and (b) investigate the importance of user-experience variables and gender in predicting psychological outcomes of play. In a two-group mixed experimental design, all participants underwent a frustration/stress mood-induction procedure before playing a violent or nonviolent video-game. Questionnaires were administered both pre- and post-play to assess affect, arousal, and dominance as well as the subjective game play experience. After playing the video-game, participants in both the violent and nonviolent game conditions reported a reduction in hostility, an improvement in affect, and an increase in arousal and dominance. Further, the self-reported user-experience variables (e.g., flow variables, performance, and enjoyment) accounted for more of the variance in post-play affect than did game content (violent vs. nonviolent). These findings demonstrate that both violent and nonviolent video-game play can lead to short-term psychological benefits as long as the player feels focused, competent, and positive about the game play experience.
Recommended Citation
Serrone, Crystine, "Mood Management and Video-Game Engagement: The Importance of User-Experience and Gender in Assessing the Psychological Effects of Video-Game Play" (2012). Master's Theses. 4211.
DOI: https://doi.org/10.31979/etd.rxck-73ut
https://scholarworks.sjsu.edu/etd_theses/4211