EconPapers    
Economics at your fingertips  
 

Violent Videogames, Telepresence, Presumed Influence, and Support for Taking Restrictive and Protective Actions

Xudong Liu, Ven-hwei Lo and Ran Wei

SAGE Open, 2020, vol. 10, issue 2, 2158244020919524

Abstract: This study examines the perceived impact of violent videogames from an influence of presumed influence perspective. The role of perceived telepresence and the amount of time spent playing violent videogames in influencing people’s beliefs about the effects of such games were hypothesized and tested. Results of data collected from a random sample of 528 respondents in China showed that playing violent videogames was significantly related to perceived telepresence. Furthermore, perceived telepresence was found to be the strongest predictor of the presumed influence of violent videogames on others. Finally, the presumed influence of violent videogames was positively correlated with the intention to take actions to protect others from the harms of such games.

Keywords: videogames; telepresence; perceptual realism; influence of presumed influence (search for similar items in EconPapers)
Date: 2020
References: View references in EconPapers View complete reference list from CitEc
Citations: View citations in EconPapers (1)

Downloads: (external link)
https://journals.sagepub.com/doi/10.1177/2158244020919524 (text/html)

Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.

Export reference: BibTeX RIS (EndNote, ProCite, RefMan) HTML/Text

Persistent link: https://EconPapers.repec.org/RePEc:sae:sagope:v:10:y:2020:i:2:p:2158244020919524

DOI: 10.1177/2158244020919524

Access Statistics for this article

More articles in SAGE Open
Bibliographic data for series maintained by SAGE Publications ().

 
Page updated 2025-03-19
Handle: RePEc:sae:sagope:v:10:y:2020:i:2:p:2158244020919524