Evidence map›Paper›PMID 36300079›Full record

ArticleFrontiers in psychology2022

The effect of three violent videogame engagement states on aggressive behavior: A partial least squares structural equation modeling approach.

Amir Zaib Abbasi, Umair Rehman, Khalil Hussain, Ding Hooi Ting, Helmut Hlavacs, Hamza Qummar

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In one paragraph

Article in Frontiers in psychology, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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1 · What the graph read from it

What it found

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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

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3 · Its place in the literature

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4 · The record

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5 · Who and what money

Authors and funding

6 authors.

Amir Zaib AbbasiIRC for Finance and Digital Economy, King Fahd University of Petroleum and Minerals, Dhahran, Ash Sharqiyah, Saudi Arabia.
Umair RehmanUser Experience Design, Wilfrid Laurier University, Waterloo, ON, Canada.
Khalil HussainSchool of Hospitality and Service Management, Sunway University, Petaling Jaya, Malaysia.
Ding Hooi TingDepartment of Management and Humanities, Universiti Teknologi PETRONAS, Seri Iskandar, Malaysia.
Helmut HlavacsEntertainment Computing, University of Vienna, Vienna, Austria.
Hamza QummarDepartment of Management Sciences, Shaheed Zulfiqar Ali Bhutto Institute of Science and Technology, Islamabad, Pakistan.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Debate on violent games and their effect on aggressive behavior remains inconclusive. This study aims to study the predicting role of cognitive, affective, and behavioral engagement states in violent videogames on aggressive behavior, which remains nebulous to date. We visited gaming zones and administered the study survey to collect data from violent videogame users. We collected 208 valid responses that were further analyzed. The present study used SmartPLS (3.3.3) software to perform partial least squares structural equation modeling (PLS-SEM) analysis in two stages. In the first stage, the measurement model assessment reported that cognitive, affective, behavioral, and aggressive behavior proved to be reliable reflective-formative composite constructs. Whereas, the second phase illustrated that cognitive engagement in violent videogames fails to impact aggressive behavior. The other two engagement states (affective and behavioral) in violent games showed a positive impact on aggressive behavior. Our study contributes to aggressive behavior literature by understanding how violent videogame engagement states impact aggressive behavior, which is crucial to recognize aggression so that steps can be taken toward addressing it. This study also contributes methodologically by utilizing the hierarchical component model (HCM) approach to estimate, specify, and validate the hierarchical structure of higher-order constructs (i.e., consumer violent videogame engagement dimensions (cognitive, affective, and behavioral) and aggressive behavior) as reflective-formative composite models.

Indexed as

affectiveaggressive behaviorbehavioral engagementcognitiveconsumer violent videogame engagementhierarchical component modelreflective-formative

Identifiers

PMID36300079
PMCPMC9588979

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.