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Wiley InterScience

Communication Theory

Communication Theory

Volume 15 Issue 3, Pages 219 - 241

Published Online: 10 Jan 2006

© 2010 International Communication Association



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The Emotional Appeal of Violent Video Games for Adolescent Males
Jeroen Jansz 1
  1 Jeroen Jansz teaches at The Amsterdam School of Communications Research (ASCoR), University of Amsterdam, The Netherlands
Correspondence to  Jeroen Jansz, ASCoR, University of Amsterdam, Kloveniersburgwal 48, 1012 CX, Amsterdam, The Netherlands; email: j.jansz@uva.nl.
Copyright 2005 International Communication Association

ABSTRACT

This article proposes a theoretical explanation for the popularity of violent video games among adolescent male gamers. The author uses theories about media and emotion as well as theories about emotion as a process to develop a model for the unfolding of emotion in violent video games. It is argued that violent video games provide a gratifying context for the experience of emotions. The fact that gamers are largely in control of the game implies that they can voluntarily select the emotional situations they confront. This freedom is attractive for adolescents who are in the midst of constructing an identity. For them, the violent game is a safe, private laboratory where they can experience different emotions, including those that are controversial in ordinary life. Gamers may deliberately select emotions that sustain dominant masculine identity (e.g., anger), as well as emotions that are at odds with dominant masculinity (e.g., fear).


DIGITAL OBJECT IDENTIFIER (DOI)
10.1111/j.1468-2885.2005.tb00334.x About DOI

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