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Wiley InterScience | ||
![]() Communication TheoryVolume 15 Issue 3, Pages 219 - 241 Published Online: 10 Jan 2006 © 2010 International Communication Association Published on behalf of the International Communication Association
Abstract | References | Full Text: PDF (Size: 103K) | Related Articles | Citation Tracking The Emotional Appeal of Violent Video Games for Adolescent Males Copyright 2005 International Communication Association ABSTRACTThis 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). |