Publikationsserver der Universitätsbibliothek Marburg

Titel:Empathy in Video Games and Other Media
Autor:Happ, Christian
Weitere Beteiligte: Wagner, Ulrich (Prof. Dr.)
Veröffentlicht:2013
URI:https://archiv.ub.uni-marburg.de/diss/z2013/0404
DOI: https://doi.org/10.17192/z2013.0404
URN: urn:nbn:de:hebis:04-z2013-04042
DDC: Psychologie
Titel (trans.):Empathy in Video Games and Other Media
Publikationsdatum:2013-08-29
Lizenz:https://rightsstatements.org/vocab/InC-NC/1.0/

Dokument

Schlagwörter:
Gewalt, Empathie, Videospiele, Wirkung, Media, Spiel, Empathy, Einfühlung, Messung, Violence, Medien, Video Games

Summary:
Within this body of research, the current thesis demonstrates that a) inducing empathy before playing a violent video game can have both expected and contradictory effects and that b) a scale of media-based empathy facilitates and revises the measurement of empathy in the media context. Consuming violent media is neither a sufficient nor a necessary factor to explain violent behavior in media users. Instead, it is only one factor among others. However, this thesis claimed to consider empathy not only as a conditional pertinent protective factor when using media (i.e., empathy induction; Manuscript #1 & #2), but also as a general disposition in users (i.e., MBE; Manuscript #3). Contrary to suggestions by other research groups (e.g., Mar, Oatley, & Peterson, 2009), individual differences in media-based empathy may indeed be responsible for empathic reactions to fictional media use. The general pattern of relationships suggests, that even though similar to traditional empathy, MBE is a unique trait variable and reflects independent components of empathy (e.g., immersion in video games). Based on our current understanding, MBE examines a yet underappreciated personality trait in media users and thereby contributes to the research of media use and media effects. Moreover, empathy with a media protagonist is no longer only considered a determinant of the entertainment experience (see Ritterfeld & Jin, 2006; Zillmann, 1991). Instead, a short, modest text- or clip-based empathy induction before game play can influence the effects of playing video games. While this approach has been tested for other factors before (e.g., activated self; Jin, 2011), this thesis explores the impact of experimentally induced empathy in the video game context for the first-time. In other words, focusing on the own character or adding emotional content to the storyline of a video game via pregame narratives can both ameliorate and enhance the deleterious effects of violent video games on prosocial and antisocial behavior. These findings stress the relevance of focusing not only on the content but also on situational and personality factors in users (e.g., MBE; see Gentile & Bushman, 2012) as well as interacting content factors (e.g., empathic storyline for a violent villain character; see Gentile, 2011) when exploring media effects. Even though the findings reported in this dissertation can be theoretically integrated into the structure of the General Aggression Model (GAM; Anderson & Bushman, 2002a), the results are better understood within the newly developed Differential Susceptibility to Media use Model (Valkenburg & Peter, 2013). As mentioned above, our findings regarding state empathy and trait MBE perfectly fit into this model as this model´s central focus is susceptibility factors like the ones identified in the present research. Testing the DSMM model in comparison to other more established theoretical models of media effects is a task for future studies. The appropriateness of applying theoretical frameworks of traditional empathy to empathy in the media context is debatable and should be tested in the future. The results presented in this thesis underline the importance of conceptually separating both constructs. In the media context, the available information, the target, and the form of interaction differ (e.g., Barrett-Lennard, 1993). Media interactions are frequently idealized and empathy is therefore felt more easily (see Westermann, Spies, Stahl & Hesse, 1996). Furthermore, the media user needs imagination, as the characters may be fictional and the available information in the media is regularly presented only in excerpts (see Mar & Oatley, 2008). Batson (2009) advocated eight equally legitimated interpretations of the term empathy in the real world context. As this confusion regarding the term empathy and its interpretation and measurement has not yet been fully solved for traditional empathy, this complexity is expected to be even larger in the media context, due to all potential empathic interactions between real and fictional people in real or fictional contexts. Nonetheless this dissertation broadens the horizon of potential moderators in media effects research. The important question how a specific media user reacts upon specific media content can be predicted more precisely when exploring the empathic potential of the media content and the media-based empathy in the user.

Bibliographie / References

  1. Weaver, A. J., & Lewis, N. (2012). Mirrored morality: An exploration of moral choice in video games. Cyberpsychology, Behavior and Social Networking, 15(11), 610- ‐614.
  2. Zillmann, D. (1996). Sequential dependencies in emotional experience and behavior. In R.
  3. Festinger, L. (1957). A theory of cognitive dissonance. Stanford, CA: Stanford University Press.
  4. Carnagey, N. L., Anderson, C. A., & Bushman, B. J. (2007). The effect of video game violence on physiological desensitization to real- ‐life violence. Journal of Experimental Social Psychology, 43(3), 489–496. Final discussion 170
  5. Haidt, J. (2007). The new synthesis in moral psychology. Science, 316(5827), 998- ‐1002.
  6. Konijn, E. A., Nije Bijvank, M., & Bushman, B. J. (2007). I wish I were a warrior: The role of wishful identification in effects of violent video games on aggression in adolescent boys. Developmental Psychology, 43(4), 1038- ‐1044.
  7. Gentile, D. A., & Gentile, J. R. (2008). Violent video games as exemplary teachers: A conceptual analysis. Journal of Youth and Adolescence, 37(2), 127- ‐141.
  8. Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., … Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta- ‐analytic review. Psychological Bulletin, 136(2), 151- ‐173.
  9. Anderson, C. A., & Bushman, B. J. (2002b). Media violence and the American Public revisited. American Psychologist, 57(6- ‐7), 448- ‐450.
  10. Carnagey, N. L., & Anderson, C. A. (2004). Violent video game exposure and aggression: A literature review. Minerva Psichiatrica, 45(1), 1- ‐18.
  11. Nije Bijvank, M., Konijn, E. A., Bushman, B. J., & Roelofsma, P. H. M. P. (2009). Age and violent- ‐content labels make video games forbidden fruits for youth. Pediatrics, 123(3), 870- ‐876.
  12. Gentile, D. A., Saleem, M., & Anderson, C. A. (2007). Public policy and the effects of media violence on children. Social Issues and Policy Review, 1(1), 15- ‐61.
  13. Media depictions of physical and relational aggression: Connections with aggression in young adults' romantic relationships. Aggressive Behavior, 37(1), 56- ‐62.
  14. Ritter, D., & Eslea, M. (2005). Hot sauce, toy guns and graffiti: A critical account of current laboratory aggression paradigms. Aggressive Behavior, 31(5), 407–419.
  15. Slater, M. D., Henry, K. L., Swaim, R. C., & Anderson, L. L. (2003). Violent media content and aggression in adolescents: A downward- ‐spiral model. Communication Research, 30(6), 713–736. Final discussion 178
  16. Feshbach, N. D., & Feshbach, S. (1982). Empathy training and the regulation of aggression: Potentialities and limitations. Academic Psychology Bulletin, 4(3), 399- ‐413.
  17. Gitter S. A., Ewell P. J., Guadagno R. E., Stillman T. F., & Baumeister R. F. (2013). Virtually justifiable homicide: The effects of prosocial contexts on the link between violent video games, aggression, and prosocial and hostile cognition. Aggressive Behavior. 2013 May 6. doi: 10.1002/ab.21487
  18. Gini, G., Albiero, P., Benelli, B., & Altoè, G. (2007). Does empathy predict adolescents' bullying and defending behavior? Aggressive Behavior, 33(5), 467- ‐476.
  19. Ang, R. P., & Goh, D. H. (2010). Cyberbullying among adolescents: The role of affective and cognitive empathy, and gender. Child Psychiatry & Human Development, 41(4), 387- ‐ 397.
  20. Früh, W., & Wünsch, C. (2009). Empathie und Medienempathie; ein empirischer Konstrukt- ‐ und Methodenvergleich. Publizistik, 54(2), 191- ‐215.
  21. Zillmann, D. (1994). Mechanisms of emotional involvement with drama. Poetics, 23(1- ‐2), 33–51.
  22. Calvert, S. L., Murray, K. J., & Conger, E. E. (2004). Heroic DVD portrayals: What US and Taiwanese adolescents admire and understand. Applied Developmental Psychology, 25(6), 699- ‐716.
  23. Krahé, B., & Möller, I. (2010). Longitudinal effects of media violence on aggression and empathy among German adolescents. Journal of Applied Developmental Psychology, 31(5), 401- ‐409.
  24. Salmivalli, C. (2010). Bullying and the peer group: A review. Aggression and Violent Behavior, 15(2), 112–120.
  25. Hodson, G., Choma, B.L., & Costello, K. (2009). Experiencing Alien- ‐Nation: Effects of a simulation intervention on attitudes toward homosexuals. Journal of Experimental Social Psychology, 45(4), 974- ‐978. Final discussion 173
  26. Anderson, C. A., & Carnagey, N. L. (2009). Causal effects of violent sports video games on aggression: Is it competitiveness or violent content? Journal of Experimental Social Psychology, 45(4), 731- ‐739.
  27. Raney, A. A. (2011). The role of morality in emotional reactions to and enjoyment of media entertainment. Journal of Media Psychology: Theories, Methods, and Applications, 23(1), 18- ‐23. Final discussion 177
  28. Davis, M. H. (1983). Measuring individual differences in empathy: Evidence for a multidimensional approach. Journal of Personality and Social Psychology, 44(1), 113- ‐ 126.
  29. Eisenberg, N., & Miller, P. A. (1987). The relation of empathy to prosocial and related behaviors. Psychological Bulletin, 101(1), 91- ‐119.
  30. Miller, P. A., & Eisenberg, N. (1988). The relation of empathy to aggressive and externalizing/antisocial behavior. Psychological Bulletin, 103(3), 324- ‐344.
  31. Konijn, E. A., Walma van der Molen, J. H., & van Nes, S. (2009). Emotions bias perceptions of realism in audiovisual media: Why we may take fiction for real. Discourse Processes, 46(4), 309- ‐340.
  32. Joeckel, S., Bowman, N. D., & Dogruel, L. (2012). Gut or game? The influence of moral intuitions on decision in video games. Media Psychology, 15(4), 460- ‐485.
  33. Sheese, B. E., & Graziano, W. G. (2005). Deciding to defect: The effects of video- ‐game violence on cooperative behavior. Psychological Science, 16(5), 354- ‐357.
  34. Williams, D., Yee, N., & Caplan, S. E. (2008). Who plays, how much, and why? Debunking the stereotypical gamer profile. Journal of Computer- ‐Mediated Communication, 13(4), 993- ‐1018.
  35. Mar, R. A., & Oatley, K. (2008). The function of fiction is the abstraction and simulation of social experience. Perspectives on Psychological Science, 3(3), 173- ‐192.
  36. Gentile, D. A. (2011). The multiple dimensions of video game effects. Child Development Perspectives, 5(2), 75- ‐81. Final discussion 172
  37. Barrett- ‐Lennard, G. T. (1993). The phases and focus of empathy. British Journal of Medical Psychology, 66(1), 3- ‐14.
  38. Valkenburg, P. M., & Peter, J. (2013). The differential susceptibility to media effects model. Journal of Communication, 63(2), 221- ‐243.
  39. Penner, L. A., Dovidio, J. F., Piliavin, J. A., & Schroeder, D. A. (2005). Prosocial behavior: Multilevel perspectives. Annual Review of Psychology, 56, 365- ‐392.
  40. Peña, J., Hancock, J. T., & Merola, N. A. (2009). The priming effects of avatars in virtual settings. Communication Research, 36(6), 838- ‐856.
  41. Tamborini, R., Stiff, J., & Heidel, C. (1990). Reacting to graphic horror: A model of empathy and emotional behavior. Communication Research, 17(5). 616- ‐640.
  42. Kemp A. H., & Guastella A. J. (2011). The role of oxytocin in human affect: a novel hypothesis. Current Directions in Psychological Science, 20(4), 222–31.
  43. Raney, A. A. (2005). Punishing media criminals and moral judgment: The impact on enjoyment. Media Psychology, 7(2), 145–163.
  44. Baumeister, R. F., & Heatherton, T. F. (1996). Self- ‐regulation failure: An overview. Psychological Inquiry, 7(1), 1- ‐15.
  45. Nathanson, A. I., & Cantor, J. (2000). Reducing the aggression- ‐promoting effect of violent cartoons by increasing children's fictional involvement with the victim: A study of active mediation. Journal of Broadcasting & Electronic Media, 44(1), 125- ‐142.
  46. Smith, S. L., Lachlan, K., & Tamborini, R. (2003). Popular video games: Quantifying the presentation of violence and its context. Journal of Broadcasting & Electronic Media, 47(1), 58- ‐76.
  47. Mar, R. A., Oatley, K., & Peterson, J. B. (2009). Exploring the link between reading fiction and empathy: Ruling out individual differences and examining outcomes. Communications, 34(4), 407- ‐428.
  48. Chalmers, J. B., & Townsend, M. A. R. (1990). The effects of training in social perspective taking on socially maladjusted girls. Child Development, 61(1), 178- ‐190.
  49. Eisenberg, N., Fabes, R. A., Bernzweig, J., Karbon, M., Poulin R., & Hanish L. (1993). The relations of emotionality and regulation to preschoolers' social skills and sociometric status. Child development. 64(5), 1418- ‐1438.
  50. Epley, N., & Caruso, E. M. (2009). Perspective taking: Misstepping into others' shoes. In K. D. Markman, W. M. P. Klein, & J. A. Suhr (Eds.), Handbook of imagination and mental simulation (pp. 295- ‐309). New York: Psychology Press.
  51. D'Aloia, A. (2009). Adamant bodies. The avatar- ‐body and the problem of autoempathy. EIC Serie Speciale, 3(5), 51- ‐56.
  52. Hartmann, T., Toz, E., & Brandon, M. (2010). Just a game? Unjustified virtual violence produces guilt in empathetic players. Media Psychology, 13(4), 339- ‐363.
  53. Nije Bijvank, M., Konijn, E. A., & Bushman, B. J. (2012). " We don't need no education": Video game preferences, video game motivations, and aggressiveness among adolescent boys of different educational ability levels. Journal of Adolescence, 35(1), 153- ‐ 162. Final discussion 176
  54. Gentile, D. A., & Bushman, B. J. (2012). Reassessing media violence effects using a risk and resilience approach to understanding aggression. Psychology of Popular Media Culture, 1(3), 138- ‐151.
  55. Huesmann, L. R. (1998). The role of social information processing and cognitive schema in the acquisition and maintenance of habitual aggressive behavior. In R. G. Geen & E. Donnerstein (Eds.), Human Aggression: Theories, Research, and Implications for Policy (pp. 73- ‐109). New York: Academic Press.
  56. Boxer, P., Huesmann, L. R., Bushman, B. J., O'Brien, M., & Moceri, D. (2009). The role of violent media preference in cumulative developmental risk for violence and general aggression. Journal of Youth and Adolescence, 38, 417–428.
  57. Ritterfeld, U., & Jin, S.- ‐A. (2006). Addressing media stigma for people experiencing mental illness using an entertainment- ‐education strategy. Journal of Health Psychology, 11(2), 247- ‐267.
  58. Langos, C. (2012) Cyberbullying: The challenge to define. Cyberpsychology, Behavior, and Social Networking, 15(6), 285- ‐289.
  59. Pornari, C. D., & Wood, J. (2010). Peer and cyber aggression in secondary school students: The role of moral disengagement, hostile attribution bias, and outcome expectancies. Aggressive Behavior, 36(2), 81–94.
  60. Konijn, E. A., Nije Bijvank, M., van der Heijden, Y. R., Walma van der Molen, J. H., & Hoorn, J. F. (2008, May). Babies against bullets. Empathy as an intervention technique regarding violent video games. Paper presented at the Annual Meeting of the International Communication Association, Montreal, Quebec.
  61. Kirsh, S. J. (2012). Children, adolescents, and media violence: A critical look at the research (2 nd ed.). Thousand Oaks, CA: Sage. Final discussion 174
  62. Molitor, F., & Hirsch, K. W. (1994). Children's toleration of real- ‐life aggression after exposure to media violence: A replication of the Drabman and Thomas studies. Child Study Journal, 24(3), 191–207.
  63. Cantor (Eds.), Communication and emotion: Essays in honor of Dolf Zillmann (pp. 107- ‐ 130). Mahwah, NJ: Erlbaum.
  64. Schneider, E. F., Lang, A., Shin, M., & Bradley, S.D. (2004). Death with a story: How story impacts emotional, motivational, and physiological responses to first- ‐person shooter video games. Human Communication Research, 30(3), 361- ‐75.
  65. Cohen, J. (2001). Defining identification: A theoretical look at the identification of audiences with media characters. Mass Communication and Society, 4(1), 245–264.
  66. Jolliffe, D., & Farrington, D. P. (2006). Development and validation of the Basic Empathy Scale. Journal of adolescence, 29(4), 589- ‐611.
  67. Empathie, das bedeutet die Fähigkeit, die Emotionen anderer Personen sowohl kognitiv zu verstehen als auch emotional nachzufühlen (Cohen & Strayer, 1996; Davis, 1980), wurde im Medienkontext bislang kaum erforscht. Erste Hinweise auf die Bedeutung der Rolle von Empathie bei Medien geben Untersuchungen, die Zusammenhänge zwischen
  68. Empathie und Medienpräferenzen (Funk & Buchman, 1995), sowie Cyberbullying zeigen (Ang & Goh, 2010). Die Erwartungshaltung an die positive Wirkung von Empathie und Perspektivenübernahme spiegelt sich in Programmen zu Gewaltprävention und in Medienkompetenzprogrammen gleichermaßen wider (Berghofer, Gonja, & Oberlechner, 2008; Chalmers & Townsend, 1990; Rosenkoetter, Rosenkoetter, Ozretich, & Acock, 2004).
  69. Zillmann, D. (2006). Dramaturgy for emotions from fictional narration. In P. Vorderer & J. Bryant (Eds.), Psychology of entertainment (pp. 215–238). Mahwah, NJ: Lawrence Erlbaum Associates, Inc.
  70. Walma van der Molen, J. H., & Konijn, E. A. (2007). Dutch children's emotional reactions to news about the second Gulf War: Influence of media exposure, identification, and empathy. In D. Lemish & M. Götz (Eds.), Children, media, and war: The case of the Iraq War (pp. 75–99). Cresskill, NJ: Hampton.
  71. Manger, T., Eikeland, O.- ‐J., & Asbjørnsen, A. (2001). Effects of social- ‐cognitive training on students' empathy. Swiss Journal of Psychology 60(2), 82–88.
  72. Davis, M. H., Hull, J. G., Young, R. D., & Warren, G.G. (1987). Emotional reactions to dramatic film stimuli: The influence of cognitive and emotional empathy. Journal of Personality and Social Psychology, 52(1), 126- ‐133.
  73. D. Kavanaugh, B. Zimmerberg, & S. Fein (Eds.), Emotion: Interdisciplinary perspectives (pp. 243- ‐272). Mahwah, NJ: Lawrence Erlbaum Associates.
  74. Zhou, Q., & Valiente, C., & Eisenberg, N. (2003). Empathy and its measurement. In S.J. Lopez, J. Shane, & C. R. Snyder (Eds.), Positive psychological assessment: A handbook of models and measures (pp. 269- ‐284). Washington, D.C.: American Psychological Association.
  75. Eisenberg, N., Shea, C. L., Carlo, G., & Knight, G. E (1991). Empathy- ‐related responding and cognition: A "chicken and the egg" dilemma. In W. M. Kurtines & J. L. Gewirtz (Eds.), Handbook of moral behavior and development: Vol. 2. Research (pp. 63- ‐88). Hillsdale, NJ: Erlbaum.
  76. Washington, DC: American Psychological Association. Final discussion 171
  77. Bortz, J., & Döring, N. (2006). Forschungsmethoden und Evaluation für Human- ‐ und Sozialwissenschaftler (4 th ed.). Berlin: Springer.
  78. Kunczik, M., & Zipfel, A. (2005). Gewalt und Medien. Ein Studienhandbuch. Köln: Böhlau.
  79. Vorauer, J. D., & Sasaki, S. J. (2009). Helpful only in the abstract? Ironic effects of empathy in intergroup interaction. Psychological Science, 20(2), 191–197.
  80. Identifikation mit dem eigenen Videospielcharakter) verankert sein.
  81. Berghofer, G., Gonja, T., & Oberlechner, T. (2008). Kann Empathie trainiert werden? Ein Review empirischer Studien zur Wirksamkeit von Empathietraining. Person, 12(2), 33- ‐48.
  82. Huesmann L. R., Moise- ‐Titus, J., Podolski, C. L., & Eron, L. D. (2003). Longitudinal relations between children's exposure to television violence and their aggressive and violent behavior in young adulthood: 1977- ‐1992. Developmental Psychology, 39(2), 201- ‐221.
  83. Gentile, D. A., Coyne, S., & Walsh, D. A. (2011). Media violence, physical aggression and relational aggression in school age children: A short- ‐term longitudinal study. Aggressive Behavior, 37(2), 193- ‐206.
  84. Chakroff, J. L., & Nathanson, A. I. (2008). Parent and School Interventions: Mediation and Media Literacy. In S. L. Calvert & B. J. Wilson, The Handbook of children, media, and development (pp. 552- ‐576). Chichester, UK: Wiley- ‐Blackwell.
  85. Abelson, R. P. (1968). Psychological implication. In R. P. Abelson, E. Aronson, W. J. McGuire, T. M. Newcomb, M. J. Rosenberg, & P. H. Tannenbaum (Eds.), Theories of cognitive consistency: A sourcebook (pp. 112- ‐139). Chicago: Rand McNally.
  86. Westermann, R., Spies, K., Stahl, G., & Hesse, F. W. (1996). Relative effectiveness and validity of mood induction procedures: A meta- ‐analysis. European Journal of Social Psychology, 26(4), 557–580. Final discussion 179
  87. Nathanson, A. I. (2003). Rethinking empathy. In J. Bryant, D. R. Roskos- ‐Ewoldsen, & J.
  88. Nathanson, A. (2003). Rethinking empathy. In J. Bryant, D. R. Roskos- ‐Ewoldsen, & J. Cantor (Eds.), Communication and emotion: Essays in honor of Dolf Zillmann (pp. 107- ‐130).
  89. Leibetseder, M., Laireiter, A.- ‐R., & Köller, T. (2007). Structural analysis of the E- ‐scale. Personality and Individual Differences, 42(3), 547- ‐561. Final discussion 175
  90. Strasburger, V. C., & Wilson, B. J. (2003). Television violence. In D. A. Gentile (Ed.), Media violence and children. A complete guide for parents and professionals (pp. 57- ‐86).
  91. Anderson, C. A., & Bushman, B. J. (2002a). The effects of media violence on society. Science, 295(5564), 2377–2379.
  92. Annetta, L. A. (2010). The " I's " have it: A framework for serious educational game design. Review of General Psychology, 14(2), 105–112.
  93. Zillmann, D. (1991). The logic of suspense and mystery. In J. Bryant & D. Zillmann (Eds.), Responding to the screen: Reception and reaction processes (pp. 281- ‐303). Hillsdale, NJ: Lawrence Erlbaum Associates.
  94. Haidt, J. (2003). The moral emotions. In R. J. Davidson, K. R. Scherer, & H. H. Goldsmith (Eds.), Handbook of affective sciences (pp. 852–870). Oxford: Oxford University Press.
  95. Klimmt, C., Hefner, D., & Vorderer, P. (2009). The video game experience as " true " identification: A theory of enjoyable alterations of players' self- ‐perceptions. Communication Theory, 19(4), 351- ‐373.
  96. Bragg, R. (2000). Weaving story telling into breaking news. Nieman Reports, 54(3), 29–30.
  97. Pinker, S. (2011). The better angels of our nature. New York: Viking.
  98. Kärnä, A., Voeten, M., Little, T.D., Poskiparta, E., Kaljonen, A., & Salmivalli, C. (2011). A large- ‐ scale evaluation of the KiVa antibullying program. Child Development, 82(1), 311- ‐330.
  99. Pfetsch, J., Steffgen, G., Gollwitzer, M., & Ittel, A. (2011). Prevention of aggression in schools through a bystander intervention training. International Journal of Developmental Science, 5(1- ‐2), 139- ‐149.
  100. Pfetsch, J., & Steffgen, G. (2007). Gewalthaltige Computerspiele - ‐ Wirkmechanismen und Präventionsansätze. In M. Gollwitzer, J. Pfetsch, V. Schneider, A. Schulz, T. Steffke, & C. Ulrich (Hrsg.), Gewaltprävention bei Kindern und Jugendlichen (S. 104‐122).
  101. Eisenberg, N. (2010). Empathy- ‐related responding: Links with self- ‐regulation, moral judgment, and moral behavior. In M. Mikulincer & P. R. Shaver (Eds.), Prosocial motives, emotions, and behavior: The better angels of our nature (pp. 129- ‐148).
  102. Cohen, D., & Strayer, J. (1996). Empathy in conduct- ‐disordered and comparison youth. Developmental Psychology, 32(6), 988- ‐998.
  103. Cantor, J. (1998). " Mommy, I'm Scared " : How TV and Movies Frighten Children and What We Can Do To Protect Them. San Diego, CA: Harcourt Brace.
  104. Batson, C. D. (2009). These things called empathy: Eight related but distinct phenomena. In J. Decety & W. Ickes (Eds.), The social neuroscience of empathy (pp. 3- ‐15). Cambridge, MA: MIT Press. Final discussion 169
  105. Slonje, R., & Smith, P. K. (2008). Cyberbullying: Another main type of bullying? Scandinavian Journal of Psychology, 49(2), 147–154.
  106. Rigby C. S., & Ryan, R. M. (2011). Glued to games: How video games draw us in and hold us spellbound. Santa Barbara, CA: Praeger.
  107. Beven, J. P., O´Brien- ‐Malone, A., & Hall, G. (2004). Using the Interpersonal Reactivity Index to assess empathy in violent offenders. International Journal of Forensic Psychology, 1(2), 33- ‐41.
  108. Hoffman, M. L. (2000). Empathy and moral development: Implications for caring and justice. New York, NY: Cambridge University Press.
  109. Funk, J. B., & Buchman, D. D. (1995). Video game controversies. Pediatric Annals, 24(2), 91– 94.
  110. Jin, S.- ‐A. N. (2011). " My avatar behaves well and this feels right " : Ideal and ought selves in video gaming. Social Behavior and Personality, 39(9), 1175- ‐1182.
  111. Coutu, W. (1951). Role- ‐playing vs. role- ‐taking: An appeal for clarification. American Sociological Review, 16(2), 180- ‐187.
  112. Zillman, D., & Cantor, J. R. (1977). Affective responses to the emotions of a protagonist. Journal of Experimental Social Psychology, 13(2), 155- ‐165.
  113. Rosenkoetter, L. I., Rosenkoetter, S. E., Ozretich, R. A., & Acock, A. C. (2004). Mitigating the harmful effects of violent television. Journal of Applied Developmental Psychology, 25(1), 25- ‐47.
  114. Calvert, S. L., Strouse, G. A., & Murray, K. J. (2006). Empathy for adolescents' role model selection and learning of DVD content. Journal of Applied Developmental Psychology, 27(5), 444- ‐455.
  115. Jolliffe, D., & Farrington, D. P. (2004). Empathy and offending: A systematic review and meta- ‐analysis. Aggression and Violent Behavior, 9(5), 441- ‐476.
  116. Konijn, E. A., & Hoorn. J. F. (2005). Some like it bad: Testing a model for perceiving and experiencing fictional characters. Media Psychology, 7(2), 107–144.


* Das Dokument ist im Internet frei zugänglich - Hinweise zu den Nutzungsrechten