ArticleJMIR serious games2023
The Relationship Between Cognitive Resource Consumption During Gameplay and Postgame Aggressive Behaviors: Between-Subjects Experiment.
Article in JMIR serious games, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 4 papers.
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Who cites it
4 citing papers in PubMed.
- Associations Among Cyberbullying Victimization, Inhibitory Control, Neural Activation of Error Processing, and Mental Health Problems in Adolescents: Neuroimaging, Retrospective Longitudinal Cohort Study Using the Adolescent Brain Cognitive Development Data.Journal of medical Internet research · 2026Article
- Gender-Specific Transmission of Depressive Symptoms in Chinese Families: A Cross-Lagged Panel Network Analysis Based on the China Family Panel Studies.Behavioral sciences (Basel, Switzerland) · 2025Article
- Short-term exposure to aggressive card game: releasing emotion without escalating post-game aggression.Frontiers in psychology · 2025Article
- Mechanism, contributing factors, and coping strategies of alarm fatigue in intensive care nursing: a qualitative study.Frontiers in public health · 2025Article
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4 authors.
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Abstract
Background: The question of how video games can shape aggressive behaviors has been a focus for many researchers. Previous research has focused on how violent video game content leads to postgame aggressive behaviors. However, video games not only convey violence or prosocial content to players but also require cognitive effort from individuals. Since human cognitive resources are limited, consuming more cognitive resources in a game leads to less cognitive resources to suppress aggressive impulses. Therefore, the depletion of cognitive resources from playing video games may also lead to changes in postgame aggressive behaviors. Objective: This study aimed to examine the relationship between cognitive resources consumed in video games and postgame aggressive behaviors. Methods: A total of 60 participants (age: mean 20.22; range 18-24 y) were randomly assigned to either the high-load group or the low-load group. Participants from both groups played a video game centered around college life. In the low-load group, participants followed the gameplay instructions to complete it. In the high-load group, participants were given an extra digital memory task to complete while playing the game. Participants in both groups played the video game for about 25 minutes. A maze selection task was then conducted to measure the participants' helping and hurting behaviors. Results: The independent samples 2-tailed t tests showed that the high-load group had significantly higher hurting scores (mean 3.13, SD 2.47) than the low-load group (mean 1.90, SD 2.12; t58=-2.07, P=.04; Cohen d=-0.535), whereas helping behaviors were not significantly affected (t58=1.52, P=.13; Cohen d=0.393). Conclusions: As more cognitive resources are consumed in a video game, more hurting behaviors are exhibited after the game. This finding proposes an alternative route by which video games impact aggressive behaviors, adding to previous theories and raising concerns about the popularity of cognitive training games.
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