ArticleFrontiers in psychology2025
Short-term exposure to aggressive card game: releasing emotion without escalating post-game aggression.
Article in Frontiers in psychology, 2025. 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.
- Coloring-Based Serious Game in Chinese College Students With Alexithymia: Prospective Longitudinal Exploratory Mixed Methods Study.JMIR serious games · 2026Article
- 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
- Association of playing cards/mahjong with all-cause mortality in older adults: a cohort study.BMC geriatrics · 2025Article
- 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
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Authors and funding
4 authors.
Funding
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Abstract
Introduction: Competitive card games, a widespread hobby, often contain aggressive or violent elements. According to the general aggression model, such card games may increase players' aggressive cognition, emotions, and behaviors. Therefore, this study recruited 168 participants aiming to examine the specific impacts of short-term aggressive card game exposure on post-game aggression. Method: Post-game cognition, emotions, and behaviors were assessed by spatial cueing task, positive and negative affect schedule, and maze selection task, respectively. Furthermore, the Penn emotion recognition test was employed to explore the emotional cognitive bias after short-term exhibiting aggressive behaviors in the card game. Results: Results revealed that short-term exposure to the aggressive card game did not significantly increase aggressive cognition or behaviors. Conversely, in-game aggressive behaviors reduced negative emotions, increased positive emotions, and trended to perceive neutral emotions as happiness. Discussion: These findings suggest that aggressive elements in card games could enhance emotional well-being without escalating postgame aggression. Future studies are needed to examine the long-term effects of aggressive card games, providing deeper insights into their development and application.
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