TY - JOUR
T1 - The Thrill Is Gone, but You Might Not Know
T2 - Habituation and Generalization of Biophysiological and Self-reported Arousal Responses to Video Games
AU - Grizzard, Matthew
AU - Tamborini, Ron
AU - Sherry, John L.
AU - Weber, René
AU - Prabhu, Sujay
AU - Hahn, Lindsay
AU - Idzik, Patrick
N1 - Publisher Copyright:
© 2015 National Communication Association.
PY - 2015/1/2
Y1 - 2015/1/2
N2 - Past research on consequences of video game play have conflated two distinct psychological mechanisms, habituation and generalization, into a unified process dubbed “desensitization.” The current paper reports the results of two studies, a repeated exposure study and a single exposure study, which examine habituation and generalization of biophysiological and self-reported arousal responses to violent video games. The findings indicate that repeated play leads to habituation in both biophysiological and self-report responses. Notably, evidence of generalization is more apparent in the biophysiological data. The results are discussed in terms of: (1) implications for game developers and players, (2) implications for game researchers, (3) current conceptual ambiguity between cross-sectional and longitudinal models, and (4) the appropriateness of utilizing self-report measures in longitudinal studies examining arousal.
AB - Past research on consequences of video game play have conflated two distinct psychological mechanisms, habituation and generalization, into a unified process dubbed “desensitization.” The current paper reports the results of two studies, a repeated exposure study and a single exposure study, which examine habituation and generalization of biophysiological and self-reported arousal responses to violent video games. The findings indicate that repeated play leads to habituation in both biophysiological and self-report responses. Notably, evidence of generalization is more apparent in the biophysiological data. The results are discussed in terms of: (1) implications for game developers and players, (2) implications for game researchers, (3) current conceptual ambiguity between cross-sectional and longitudinal models, and (4) the appropriateness of utilizing self-report measures in longitudinal studies examining arousal.
KW - Arousal
KW - Blood Pressure
KW - Cardiovascular Activity
KW - Media Effects
KW - Video Games
UR - http://www.scopus.com/inward/record.url?scp=84921556471&partnerID=8YFLogxK
U2 - 10.1080/03637751.2014.971418
DO - 10.1080/03637751.2014.971418
M3 - Article
AN - SCOPUS:84921556471
SN - 0363-7751
VL - 82
SP - 64
EP - 87
JO - Communication Monographs
JF - Communication Monographs
IS - 1
ER -