{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,7,18]],"date-time":"2026-07-18T14:55:56Z","timestamp":1784386556613,"version":"3.55.0"},"reference-count":154,"publisher":"Frontiers Media SA","license":[{"start":{"date-parts":[[2020,11,23]],"date-time":"2020-11-23T00:00:00Z","timestamp":1606089600000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":["frontiersin.org"],"crossmark-restriction":true},"short-container-title":["Front. Commun."],"abstract":"<jats:p>Interactive media such as video games and virtual reality (VR) provide users with lived experiences that may be dangerous or even impossible in daily life. By providing interactive experiences in highly authentic, detail-rich contexts, these technologies have demonstrated measurable success in impacting how people think, feel, and behave in the physical world. At the same time, violent interactive media content has been historically connected with a range of antisocial effects in both popular press and academic research. Extant literature has established a small-but-statistically significant effect of interactive media violence on aggressive thoughts and behaviors, which could serve as a risk factor for interpersonal violence. However, left unexplored is the seemingly paradoxical claim that under some conditions, interactive media experiences might protect against interpersonal violence. Drawing on advances in media theory and research and the evolution of interactive media content and production practices, the current manuscript suggests ways in which interactive media violence may be leveraged to lower the likelihood of real-world violence experiences. For example, research on both violent and non-violent games has found that players can (a) express guilt after committing violent acts, (b) report reflective and introspective emotional reactions during gameplay, and (c) debate the morality of their actions with others. Regarding VR, studies have demonstrated that (a) witnessing physical violence in immersive spaces led participants to take the perspective of victims and better understand their emotional state and (b) controlled exposure to traumatic or violent events can be used for treatment. Broadly, studies into video games and VR demonstrate that the impact of actions in virtual worlds transfer into the physical worlds to influence (later) attitudes and behaviors. Thus, how these experiences may be potentially harnessed for social change is a compelling and open consideration, as are side-effects of such interventions on vulnerable groups. The current manuscript summarizes emerging research perspectives (as well as their limitations) to offer insight into the potential for interactive media violence to protect against real-world violence victimization and perpetration.<\/jats:p>","DOI":"10.3389\/fcomm.2020.580965","type":"journal-article","created":{"date-parts":[[2020,11,23]],"date-time":"2020-11-23T07:52:29Z","timestamp":1606117949000},"update-policy":"https:\/\/doi.org\/10.3389\/crossmark-policy","source":"Crossref","is-referenced-by-count":23,"title":["The Paradox of Interactive Media: The Potential for Video Games and Virtual Reality as Tools for Violence Prevention"],"prefix":"10.3389","volume":"5","author":[{"given":"Nicholas David","family":"Bowman","sequence":"first","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Sun Joo","family":"Ahn","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Laura M.","family":"Mercer Kollar","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"1965","published-online":{"date-parts":[[2020,11,23]]},"reference":[{"key":"B1","doi-asserted-by":"publisher","first-page":"545","DOI":"10.1080\/10410236.2013.869650","article-title":"Incorporating immersive virtual environments in health promotion campaigns: a construal-level theory approach","volume":"30","author":"Ahn","year":"2015","journal-title":"Health Commun."},{"key":"B2","doi-asserted-by":"publisher","first-page":"235","DOI":"10.1016\/j.chb.2014.07.025","article-title":"Short- and long-term effects of embodied experiences in immersive virtual environments on environmental locus of control and behavior","volume":"39","author":"Ahn","year":"2014","journal-title":"Comput. Human Behav"},{"key":"B3","doi-asserted-by":"publisher","first-page":"399","DOI":"10.1111\/jcc4.12173","article-title":"Experiencing nature: embodying animals in immersive virtual environments increases inclusion of nature in self and involvement with nature","volume":"21","author":"Ahn","year":"2016","journal-title":"J. Comput. Mediat. Commun."},{"key":"B4","doi-asserted-by":"publisher","first-page":"839","DOI":"10.1177\/0093650214534973","article-title":"Framing virtual experiences: effects on environmental efficacy and behavior over time","volume":"42","author":"Ahn","year":"2015","journal-title":"Communic. Res."},{"key":"B6","doi-asserted-by":"publisher","first-page":"7","DOI":"10.1080\/15213269.2012.755877","article-title":"The effect of embodied experiences on self-other merging, attitude, and helping behavior","volume":"16","author":"Ahn","year":"2013","journal-title":"Media Psychol."},{"key":"B7","doi-asserted-by":"publisher","first-page":"2377","DOI":"10.1126\/science.1070765","article-title":"The effects of media violence on society","volume":"295","author":"Anderson","year":"2002","journal-title":"Science"},{"key":"B8","doi-asserted-by":"publisher","first-page":"142","DOI":"10.1542\/peds.2016-1758T","article-title":"Screen violence and youth behavior","volume":"140","author":"Anderson","year":"2017","journal-title":"Pediatrics"},{"key":"B9","article-title":"Industry set to issue video game ratings as complaints rise","author":"Andrews","year":"1993","journal-title":"The New York Times"},{"key":"B10","doi-asserted-by":"publisher","first-page":"267","DOI":"10.1177\/0044118X00031003001","article-title":"High hopes in a grim world: emerging adults' views of their futures and \u201cGeneration X\u201d","volume":"31","author":"Arnett","year":"2000","journal-title":"Youth Soc."},{"key":"B11","volume-title":"Social Foundations of Thought and Action: A Social Cognitive Theory","author":"Bandura","year":"1986"},{"key":"B12","doi-asserted-by":"publisher","first-page":"5433","DOI":"10.5210\/fm.v20i2.5433","article-title":"Object, me, symbiote, other: a social typology of player-avatar relationships","volume":"20","author":"Banks","year":"2015","journal-title":"First"},{"key":"B13","unstructured":"Diversion drives and superlative soldiers: gaming as coping practice among military personnel and veterans16 BanksJ. ColeJ. G. Game Stud.2016"},{"key":"B14","doi-asserted-by":"publisher","first-page":"463","DOI":"10.1002\/jcop.20159","article-title":"Sexual violence prevention through bystander education: an experimental evaluation","volume":"35","author":"Banyard","year":"2007","journal-title":"J. Community Psychol"},{"key":"B15","volume-title":"The Altruism Question: Toward a Social-Psychological Answer","author":"Batson","year":"1991"},{"key":"B16","doi-asserted-by":"publisher","first-page":"77","DOI":"10.1037\/bul0000130","article-title":"Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills","volume":"144","author":"Bediou","year":"2018","journal-title":"Psychol. Bull."},{"key":"B17","unstructured":"Video games get real and grow up BenedettiW. MSNBC2010"},{"key":"B18","doi-asserted-by":"publisher","first-page":"3","DOI":"10.1111\/j.1083-6101.1997.tb00070.x","article-title":"The cyborg's dilemma: progressive embodiment in virtual environments","author":"Biocca","year":"1997","journal-title":"J. Comput. Mediat. Commun."},{"key":"B19","article-title":"Infinite reality: avatars, eternal life, new worlds, and the dawn of the virtual revolution","author":"Blascovich","year":"2011"},{"key":"B20","article-title":"\u201cDeath Race\u201d game gains favor, but not with the safety council","author":"Blumenthal","year":"","journal-title":"The New York Times"},{"key":"B21","doi-asserted-by":"crossref","DOI":"10.5749\/minnesota\/9780816676460.001.0001","volume-title":"How to do Things with Video Games","author":"Bogost","year":"2011"},{"key":"B22","first-page":"189","article-title":"Grand Theft Auto","volume-title":"Encyclopedia of Media Violence","author":"Bowman","year":""},{"key":"B23","first-page":"191","article-title":"Grand Theft Auto, social representations","volume-title":"Encyclopedia of Media Violence","author":"Bowman","year":""},{"key":"B24","first-page":"22","article-title":"The rise (and refinement) of moral panic","volume-title":"The Video Game Debate: Unraveling the Physical, Social, and Psychological Effects of Digital Games","author":"Bowman","year":"2016"},{"key":"B25","first-page":"223","article-title":"Media effects: a functional perspective","volume-title":"An Integrated Approach to Communication Theory and Research","author":"Bowman","year":""},{"key":"B26","doi-asserted-by":"publisher","first-page":"2684","DOI":"10.17645\/mac.v7i4.2684","article-title":"Editorial: Video games as demanding technologies","volume":"7","author":"Bowman","year":"","journal-title":"Media Commun."},{"key":"B27","doi-asserted-by":"crossref","first-page":"691","DOI":"10.1093\/oxfordhb\/9780190072216.013.36","article-title":"Player-avatar identification, relationships, and interaction: entertainment through asocial, parasocial, and fully social processes","volume-title":"Oxford Handbook of Media Entertainment","author":"Bowman","year":"2021"},{"key":"B28","unstructured":"The duo is in the details: game genre differences in player-avatar relationships6 BowmanN. D. BanksJ. DownsE. P. Select. Papers Internet Res2016"},{"key":"B29","doi-asserted-by":"publisher","first-page":"169","DOI":"10.1089\/cyber.2011.0311","article-title":"\u201cI'm Attached, And I'm A Good Guy\/Gal!\u201d: how character attachment influences pro- and anti-social motivations to play MMORPGs","volume":"15","author":"Bowman","year":"2012","journal-title":"Cyberpsychol. Behav. Soc. Netw."},{"key":"B30","doi-asserted-by":"crossref","first-page":"208","DOI":"10.4324\/9781351235266-13","article-title":"Development of the video game demand scale","volume-title":"Video Games: A Medium That Demands Our Attention","author":"Bowman","year":"2018"},{"key":"B31","unstructured":"A massively moral game? Mass effect as a case study to understand the influence of players' moral intuitions on adherence to hero or antihero play styles4157 BoyanA. GrizzardM. BowmanN. D. J. Gaming Virtual Worlds72015"},{"key":"B32","doi-asserted-by":"publisher","first-page":"126","DOI":"10.1037\/a0040413","article-title":"The American Psychological Association Task Force assessment of violent video games: science in the service of public interest","volume":"72","author":"Calvert","year":"2017","journal-title":"Am. Psychol."},{"key":"B33","doi-asserted-by":"publisher","first-page":"125","DOI":"10.1016\/0193-3973(94)90009-4","article-title":"Impact of virtual reality on young adults' physiological arousal and aggressive thoughts: interaction versus observation","volume":"15","author":"Calvert","year":"1994","journal-title":"J. Appl. Dev. Psychol."},{"key":"B34","unstructured":"Atlanta, GACenters for Disease Control and PreventionTechnical Packages for Violence Prevention: Using Evidence-Based Strategies in Your Violence Prevention Efforts2018"},{"key":"B35","unstructured":"Atlanta, GANational Center for Injury Prevention and Control, Centers for Disease Control and PreventionPreventing Adverse Childhood Experiences: Leveraging the Best Available Evidence2019"},{"key":"B36","unstructured":"Atlanta, GACenters for Disease Control and PreventionThe Public Health Approach to Violence Prevention"},{"key":"B37","unstructured":"Atlanta, GACenters for Disease Control and PreventionThe Social-Ecological Model"},{"key":"B38","doi-asserted-by":"publisher","first-page":"771","DOI":"10.1037\/0278-7393.22.3.771","article-title":"Temporal discounting and utility for health and money","volume":"22","author":"Chapman","year":"1996","journal-title":"J. Exp. Psychol."},{"key":"B39","doi-asserted-by":"publisher","first-page":"566","DOI":"10.1016\/j.amepre.2017.01.020","article-title":"RCT testing bystander effectiveness to reduce violence","volume":"52","author":"Coker","year":"2017","journal-title":"Am. J. Prev. Med"},{"key":"B40","doi-asserted-by":"publisher","first-page":"124","DOI":"10.1016\/j.socscimed.2018.08.044","article-title":"Connection, meaning, and distraction: a qualitative study of video game play and mental health recovery of veterans treated for mental and\/or behavioral health problems","volume":"216","author":"Colder Carras","year":"2018","journal-title":"Soc. Sci. Med."},{"key":"B41","doi-asserted-by":"publisher","first-page":"939","DOI":"10.1007\/s10508-012-9933-7","article-title":"Love 2.0: a quantitative exploration of sex and relationships in the virtual world Second Live","volume":"41","author":"Craft","year":"2012","journal-title":"Arch. Sex. Behav."},{"key":"B42","doi-asserted-by":"publisher","first-page":"5","DOI":"10.1016\/j.brat.2007.10.003","article-title":"Optimizing inhibitory learning during exposure therapy","volume":"46","author":"Craske","year":"2008","journal-title":"Behav. Res. Ther"},{"key":"B43","doi-asserted-by":"publisher","first-page":"272","DOI":"10.1080\/15213269.2015.1015740","article-title":"How immersive is enough? A meta-analysis of the effect of immersive technology on user presence","volume":"19","author":"Cummings","year":"2016","journal-title":"Media Psychol."},{"key":"B44","doi-asserted-by":"publisher","DOI":"10.1523\/ENEURO.0263-19.2019","article-title":"First person virtual embodiment modulates cortical network that encodes the bodily self and its surrounding space during the experience of domestic violence","volume":"7","author":"de Borst","year":"2020","journal-title":"eNeuro"},{"key":"B45","article-title":"September 18Meta-analyses were supposed to end scientific debates. Often, they only cause more controversy","volume-title":"Science","author":"de Vrieze","year":"2018"},{"key":"B46","doi-asserted-by":"publisher","first-page":"279","DOI":"10.1146\/annurev.psych.59.103006.093625","article-title":"Putting the altruism back into altruism: the evolution of empathy","volume":"59","author":"de Waal","year":"2008","journal-title":"Annual Review of Psychology"},{"key":"B47","doi-asserted-by":"publisher","first-page":"105857","DOI":"10.1016\/j.cct.2019.105857","article-title":"Enhanced exposure therapy for combat-related Posttraumatic Stress Disorder (PTSD): study protocol for a randomized controlled trial","volume":"87","author":"Difede","year":"2019","journal-title":"Contemp. Clin. Trials"},{"key":"B48","doi-asserted-by":"publisher","first-page":"488","DOI":"10.1007\/s11121-019-01000-w","article-title":"Evaluation of a bystander-focused interpersonal violence prevention program with high school students","volume":"20","author":"Edwards","year":"2019","journal-title":"Prevention Sci"},{"key":"B49","doi-asserted-by":"publisher","first-page":"271","DOI":"10.1089\/g4h.2014.0104","article-title":"More than just a game? Combat-themed gaming among recent veterans with posttraumatic stress disorder","volume":"4","author":"Elliott","year":"2015","journal-title":"Games Health"},{"key":"B50","volume-title":"Essential Facts About the Computer and Videogame Industry","year":"2018"},{"key":"B51","doi-asserted-by":"publisher","first-page":"182","DOI":"10.1002\/jts.22172","article-title":"Modern warfare: video game playing and posttraumatic symptoms in veterans","volume":"30","author":"Etter","year":"2017","journal-title":"J. Trauma. Stress"},{"key":"B52","unstructured":"From Ghillied Up to No Russian, the making of Call of Duty's most famous level Evans-ThirlwellE. PCGamer2016"},{"key":"B53","doi-asserted-by":"publisher","first-page":"228","DOI":"10.1111\/j.1467-6494.1978.tb00177.x","article-title":"On the predictive validity of attitudes: the roles of direct experience and confidence","volume":"46","author":"Fazio","year":"1981","journal-title":"J. Pers."},{"key":"B54","doi-asserted-by":"publisher","DOI":"10.1177\/1745691620927666","article-title":"Reexamining the findings of the American Psychological Association's 2015 task force on violent media: a meta-analysis","author":"Ferguson","year":"2020","journal-title":"Perspect. Psychol. Sci"},{"key":"B55","doi-asserted-by":"publisher","first-page":"759","DOI":"10.1016\/j.jpeds.2008.11.033","article-title":"The public health risks of media violence: a meta-analytic review","volume":"154","author":"Ferguson","year":"2009","journal-title":"J. Pediatr."},{"key":"B56","doi-asserted-by":"crossref","DOI":"10.1093\/med:psych\/9780195308501.001.0001","volume-title":"Prolonged Exposure Therapy for PTSD: Emotional Processing of Traumatic Experiences \u2013 Therapist Guide","author":"Foa","year":"2007"},{"key":"B57","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1080\/15213260802669474","article-title":"Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors","volume":"12","author":"Fox","year":"2009","journal-title":"Media Psychol"},{"key":"B58","doi-asserted-by":"publisher","first-page":"297","DOI":"10.1080\/10509200590475788","article-title":"\u201cFighting the good fight:\u201d the real and the moral in the contemporary Hollywood combat film","volume":"22","author":"Gates","year":"2005","journal-title":"Q. Rev. Film Video"},{"key":"B59","doi-asserted-by":"publisher","first-page":"197","DOI":"10.1037\/t39232-000","article-title":"The social perspective taking process: what motivates individuals to take another's perspective?","volume":"114","author":"Gehlbach","year":"2012","journal-title":"Teach. Coll. Rec"},{"key":"B60","doi-asserted-by":"publisher","first-page":"752","DOI":"10.1177\/0146167209333045","article-title":"The effects of prosocial video games in prosocial behaviors. International evidence for correlational, longitudinal, and experimental studies","volume":"35","author":"Gentile","year":"2009","journal-title":"Pers. Soc. Psychol. Bull."},{"key":"B61","doi-asserted-by":"publisher","first-page":"10","DOI":"10.1111\/j.1460-2466.1980.tb01987.x","article-title":"The mainstreaming of America: violence Profile No. 11","volume":"30","author":"Gerbner","year":"1980","journal-title":"J. Commun"},{"key":"B62","doi-asserted-by":"publisher","first-page":"1356","DOI":"10.1016\/j.jesp.2012.07.001","article-title":"Macbeth and the joystick: evidence for moral cleansing after playing a violent video game","volume":"48","author":"Gollwitzer","year":"2012","journal-title":"J. Exp. Soc. Psychol."},{"key":"B63","doi-asserted-by":"publisher","first-page":"e0209704","DOI":"10.1371\/journal.pone.0209704","article-title":"Participant concerns for the learner in a virtual reality replication of the milgram obedience study","volume":"13","author":"Gonzalez-Franco","year":"2018","journal-title":"PLoS ONE"},{"key":"B64","doi-asserted-by":"crossref","DOI":"10.3389\/fpsyg.2020.00820","article-title":"Being the victim of intimate partner violence in virtual reality: first- versus third-person perspective","volume-title":"Frontiers in Psychology","author":"Gonzalez-Liencres","year":"2020"},{"key":"B65","article-title":"The origins of Spacewar!","author":"Graetz","year":"","journal-title":"Creative Computing Magazine"},{"key":"B66","doi-asserted-by":"crossref","first-page":"p.25","DOI":"10.4324\/9781351235266-2","article-title":"Video games and cognitive skills","volume-title":"Video Games: A Medium that Demands our Attention","author":"Green","year":"2018"},{"key":"B67","doi-asserted-by":"publisher","first-page":"578","DOI":"10.1177\/0146167213520459","article-title":"Video games do affect social outcomes: a meta-analytic review of the effects of violent and prosocial video game play","volume":"40","author":"Greitemeyer","year":"2014","journal-title":"Pers. Soc. Psychol. Bull."},{"key":"B68","doi-asserted-by":"publisher","first-page":"499","DOI":"10.1089\/cyber.2013.0658","article-title":"Being bad in a video game can make us morally sensitive","volume":"17","author":"Grizzard","year":"2014","journal-title":"Cyberpsychol. Behav. Soc. Netw"},{"key":"B69","doi-asserted-by":"publisher","first-page":"55","DOI":"10.1162\/0011526042365555","article-title":"Intuitive ethics: how innately prepared intuitions generate culturally variable virtues","volume":"133","author":"Haidt","year":"2004","journal-title":"Daedalus"},{"key":"B70","doi-asserted-by":"publisher","first-page":"339","DOI":"10.1080\/15213269.2010.524912","article-title":"Just a game? Unjustified virtual violence produces guilt in empathetic players","volume":"13","author":"Hartmann","year":"2010","journal-title":"Media Psychol."},{"key":"B71","doi-asserted-by":"publisher","first-page":"125","DOI":"10.1080\/23808985.2018.1442239","article-title":"Video games, emotion, and emotion regulation: bridging the gap","volume":"42","author":"Hemenover","year":"2018","journal-title":"Ann. Int. Commun. Assoc."},{"key":"B72","doi-asserted-by":"publisher","first-page":"e0204494","DOI":"10.1371\/journal.pone.0204494","article-title":"Building long-term empathy: a large-scale comparison of traditional and virtual reality perspective-taking","volume":"13","author":"Herrera","year":"2018","journal-title":"PLoS ONE"},{"key":"B73","doi-asserted-by":"publisher","first-page":"23","DOI":"10.1509\/jmkr.48.SPL.S23","article-title":"Increasing saving behavior through age-progressed renderings of the future self","volume":"48","author":"Hershfield","year":"2011","journal-title":"J. Market. Res"},{"key":"B74","doi-asserted-by":"crossref","DOI":"10.1002\/hbe2.189","article-title":"Moral decision-making in video games: a focus group study on player perceptions","volume-title":"Human Behav. Emerg. Technol","author":"Holl","year":"2020"},{"key":"B75","doi-asserted-by":"publisher","first-page":"356","DOI":"10.1016\/S2468-2667(17)30118-4","article-title":"The effect of multiple adverse childhood experiences on health: a systematic review and meta-analysis","volume":"2","author":"Hughes","year":"2017","journal-title":"Lancet Public Health"},{"key":"B76","doi-asserted-by":"publisher","first-page":"460","DOI":"10.1080\/15213269.2012.727218","article-title":"Gut or game: the influence of moral intuitions on decisions in virtual environments","volume":"15","author":"Joeckel","year":"2012","journal-title":"Media Psychol."},{"key":"B77","doi-asserted-by":"publisher","first-page":"337","DOI":"10.1016\/j.beth.2008.09.002","article-title":"Can virtual reality increase the realism of role plays used to teach college women sexual coercion and rape-resistance skills?","volume":"40","author":"Jouriles","year":"2009","journal-title":"Behav. Ther."},{"key":"B78","doi-asserted-by":"publisher","first-page":"475","DOI":"10.1016\/j.beth.2010.11.005","article-title":"Assessing women's responses to sexual threat: validity of a virtual role-play procedure","volume":"42","author":"Jouriles","year":"2011","journal-title":"Behav. Therapy"},{"key":"B79","article-title":"Putting Grand Theft Auto V's 110 million copies sold into context","author":"Kain","year":"2019","journal-title":"Forbes"},{"key":"B80","doi-asserted-by":"publisher","first-page":"450","DOI":"10.1002\/ab.21833","article-title":"A meta-analysis of the relationship between moral disengagement and bullying roles in youth","volume":"45","author":"Killer","year":"2019","journal-title":"Aggress. Behav."},{"key":"B81","volume-title":"Effects of Mass Communication.","author":"Klapper","year":"1960"},{"key":"B82","doi-asserted-by":"publisher","first-page":"720","DOI":"10.1177\/0146167201276007","article-title":"Gender differences, motivation, and empathic accuracy: when it pays to understand","volume":"27","author":"Klein","year":"2001","journal-title":"Pers. Soc. Psychol. Bull"},{"key":"B83","unstructured":"The agony and the Exidy: a history of video game violence and the legacy of Death Race12 KocurekC. A. Game Stud2012"},{"key":"B84","doi-asserted-by":"publisher","first-page":"2","DOI":"10.1521\/soco.1991.9.1.2","article-title":"Perspective-taking in communication: representations of others' knowledge in reference","volume":"9","author":"Krauss","year":"1991","journal-title":"Soc. Cogn."},{"key":"B85","doi-asserted-by":"crossref","DOI":"10.1016\/S0140-6736(02)11133-0","volume-title":"World Report on Violence and Health.","author":"Krug","year":"2002"},{"key":"B86","doi-asserted-by":"publisher","first-page":"443","DOI":"10.1162\/003355397555253","article-title":"Golden eggs and hyperbolic discounting","volume":"112","author":"Laibson","year":"1997","journal-title":"Q. J. Econ."},{"key":"B87","doi-asserted-by":"publisher","first-page":"60","DOI":"10.1177\/0013916518790590","article-title":"Using episodic future thinking to pre-experience climate change increases pro-environmental behavior","volume":"52","author":"Lee","year":"2020","journal-title":"Environ. Behav."},{"key":"B88","doi-asserted-by":"publisher","first-page":"349","DOI":"10.1080\/23808985.2013.11679155","article-title":"Leveling up: a review of current and emerging areas of interest in video games and future research directions","volume":"37","author":"Limperos","year":"2013","journal-title":"Commun. Yearbook"},{"key":"B89","first-page":"3","article-title":"At the heart of it all: the concept of presence","volume-title":"J. Comput. Mediat. Commun.","author":"Lombard","year":"1997"},{"key":"B90","volume-title":"Milestones in Mass Communication Research. 3rd Edn.","author":"Lowery","year":"1994"},{"key":"B91","doi-asserted-by":"publisher","first-page":"3","DOI":"10.1386\/jgvw.9.1.3_1","article-title":"Digital games and moral packaging: the impacts of in-game decisions on public pedagogical deliberations","volume":"9","author":"Malazita","year":"2017","journal-title":"J. Gaming Virtual Worlds"},{"key":"B92","doi-asserted-by":"crossref","DOI":"10.7551\/mitpress\/9780262034654.001.0001","volume-title":"Social Media Archeology and Poetics","author":"Malloy","year":"2016"},{"key":"B93","doi-asserted-by":"publisher","first-page":"705","DOI":"10.1177\/1745691619850104","article-title":"Finding common ground in meta-analysis \u201cwars\u201d on violent video games","volume":"14","author":"Mathur","year":"2019","journal-title":"Perspect. Psychol. Sci."},{"key":"B94","doi-asserted-by":"publisher","first-page":"4","DOI":"10.1525\/collabra.104","article-title":"A conceptual review of lab-based aggression paradigms","volume":"4","author":"McCarthy","year":"2018","journal-title":"Collabra Psychol."},{"key":"B95","doi-asserted-by":"publisher","first-page":"3","DOI":"10.1111\/j.1460-2466.1999.tb02802.x","article-title":"Framing effects of television news coverage of social protest","volume":"49","author":"McLeod","year":"1999","journal-title":"J. Commun."},{"key":"B96","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1016\/j.jadohealth.2013.06.017","article-title":"Examining the role of safe, stable, and nurturing relationships in the intergenerational continuity of child maltreatment\u2014introduction to the special issue","volume":"53","author":"Merrick","year":"2013","journal-title":"J. Adolesc. Health"},{"key":"B97","doi-asserted-by":"publisher","first-page":"169","DOI":"10.1111\/j.1468-2885.2011.01381.x","article-title":"The evolution of media effects theory: a six-stage model of cumulative research","volume":"21","author":"Neuman","year":"2011","journal-title":"Commun. Theory"},{"key":"B98","unstructured":"Colin Moriarty's top 25 games of all time NixM. IGN.com2020"},{"key":"B99","doi-asserted-by":"publisher","first-page":"1225","DOI":"10.1016\/j.vaccine.2019.11.009","article-title":"Using immersive virtual reality to improve the beliefs and intentions of influenza vaccine avoidant 18-to-49-year-olds: considerations, effects, and lessons learned","volume":"38","author":"Nowak","year":"2020","journal-title":"Vaccine"},{"key":"B100","doi-asserted-by":"publisher","first-page":"390","DOI":"10.1037\/ppm0000066","article-title":"Video games as meaningful entertainment experiences","volume":"5","author":"Oliver","year":"2015","journal-title":"Psychol. Pop. Media. Cult."},{"key":"B101","doi-asserted-by":"publisher","first-page":"984","DOI":"10.1111\/j.1460-2466.2011.01585.x","article-title":"Entertainment as pleasurable and meaningful: identifying hedonic and eudaimonic motivations for entertainment consumption","volume":"61","author":"Oliver","year":"2011","journal-title":"J. Commun"},{"key":"B102","doi-asserted-by":"publisher","first-page":"380","DOI":"10.1093\/joc\/jqx020","article-title":"Self-transcendent media experiences: taking meaningful media to a higher level","volume":"68","author":"Oliver","year":"2018","journal-title":"J. Commun."},{"key":"B103","first-page":"242","article-title":"The appeal of horror and suspense","volume-title":"The Horror Film","author":"Oliver","year":"2004"},{"key":"B104","doi-asserted-by":"publisher","first-page":"31","DOI":"10.1111\/j.1460-2466.2000.tb02862.x","article-title":"Entertainment-education and social change: an analysis of parasocial interaction, social learning, collective efficacy, and paradoxical communication","volume":"50","author":"Papa","year":"2000","journal-title":"J. Commun."},{"key":"B105","first-page":"82","article-title":"Violence, video games, and the serious games movement","volume":"27","author":"Parks","year":"2009","journal-title":"J. Cult. Res. Art Educ."},{"key":"B106","doi-asserted-by":"crossref","DOI":"10.1007\/1-4020-3898-4_8","article-title":"Consequences of playing violent video games in immersive virtual environments","volume-title":"Avatars at Work and Play: Computer Supported Cooperative Work","author":"Persky","year":"2006"},{"key":"B107","unstructured":"Immersive virtual environments versus traditional platforms: effects of violent and nonviolent video game play135156 PerskyS. BlascovichJ. Media Psychol.102007"},{"key":"B108","doi-asserted-by":"publisher","first-page":"677","DOI":"10.1080\/10410230903263982","article-title":"Immersive virtual environment technology: a promising tool for future social and behavioral genomics research and practice","volume":"24","author":"Persky","year":"2009","journal-title":"Health Commun."},{"key":"B108a","doi-asserted-by":"publisher","first-page":"9882","DOI":"10.1073\/pnas.1611617114","article-title":"Metaanalysis of the relationship between violent video game play and physical aggression over time","volume":"115","author":"Prescott","year":"2018","journal-title":"Proc. Natl. Acad. Sci. U.S.A"},{"key":"B109","doi-asserted-by":"publisher","first-page":"197","DOI":"10.1037\/0022-3514.90.2.197","article-title":"Temporal differences in trait self-ascription: when the self is seen as an other","volume":"90","author":"Pronin","year":"2006","journal-title":"J. Pers. Soc. Psychol."},{"key":"B110","doi-asserted-by":"publisher","first-page":"651","DOI":"10.1080\/15213269.2019.1623698","article-title":"Avatar characteristics induce users' behavioral conformity with small-to-medium effect sizes: a meta-analysis of the proteus effect","volume":"24","author":"Ratan","year":"2018","journal-title":"Media Psychol."},{"key":"B111","doi-asserted-by":"publisher","first-page":"199","DOI":"10.1300\/J146v12n01_11","article-title":"Virtual reality exposure for veterans with posttraumatic stress disorder","volume":"12","author":"Ready","year":"2006","journal-title":"J. Aggress. Maltreat. Trauma"},{"key":"B112","doi-asserted-by":"crossref","DOI":"10.4324\/9780203891650","volume-title":"Serious Games: Mechanisms and Effects.","author":"Ritterfeld","year":"2009"},{"key":"B113","unstructured":"Now playing: Spec Ops' most troubling scene RobertsS. PC Gamer2014"},{"key":"B114","doi-asserted-by":"publisher","first-page":"63","DOI":"10.1007\/s40869-016-0029-9","article-title":"Fun vs. Meaningful videogame experiences. A qualitative analysis of user responses","volume":"6","author":"Rogers","year":"2016","journal-title":"Comput. Games J."},{"key":"B115","doi-asserted-by":"publisher","first-page":"263","DOI":"10.1037\/0022-006X.63.2.263","article-title":"Cognitive-behavioral body image therapy for body dysmorphic disorder","volume":"63","author":"Rosen","year":"1995","journal-title":"J. Consult. Clin. Psychol."},{"key":"B116","doi-asserted-by":"publisher","first-page":"e0055003","DOI":"10.1371\/journal.pone.0055003","article-title":"Virtual superheroes: using superpowers in virtual reality to encourage prosocial behavior","volume":"8","author":"Rosenberg","year":"2013","journal-title":"PLoS ONE"},{"key":"B117","doi-asserted-by":"publisher","first-page":"59","DOI":"10.3389\/neuro.08.059.2009","article-title":"The use of virtual reality in the study of people's responses to violent incidents","volume":"3","author":"Rovira","year":"2009","journal-title":"Front. Behav. Neurosci"},{"key":"B118","doi-asserted-by":"crossref","first-page":"43","DOI":"10.1093\/oxfordhb\/9780195398809.013.0003","article-title":"Arguing for media psychology as a distinct field","volume-title":"The Oxford Handbook of Media Psychology","author":"Rutledge","year":"2013"},{"key":"B119","doi-asserted-by":"publisher","first-page":"434","DOI":"10.1162\/105474605774785253","article-title":"Effects of communication mode on social presence, virtual presence, and performance in collaborative virtual environments","volume":"14","author":"Salln\u00e4s","year":"2005","journal-title":"Presence"},{"key":"B120","doi-asserted-by":"publisher","first-page":"191","DOI":"10.3389\/fpsyg.2019.00191","article-title":"Hands up! Atypical defense reactions in heavy players of violent video games when exposed to gun-attack pictures","volume":"10","author":"Santos","year":"2019","journal-title":"Front. Psychol"},{"key":"B121","doi-asserted-by":"publisher","first-page":"178","DOI":"10.1080\/15374416.2018.1504296","article-title":"Using virtual reality to create an observational assessment of adolescent resistance to antisocial peer pressure","volume":"49","author":"Sargent","year":"2020","journal-title":"J. Clin. Child Adolesc. Psychol."},{"key":"B122","doi-asserted-by":"publisher","first-page":"772","DOI":"10.1177\/0093854808316487","article-title":"Effects of media violence exposure on criminal aggression: a meta-analysis","volume":"35","author":"Savage","year":"2008","journal-title":"Crim. Justice Behav."},{"key":"B123","volume-title":"The Future of Storytelling: How Medium Shapes Society","author":"Schell","year":"2013"},{"key":"B124","volume-title":"Ethics, Law, and the Exercise of Self-Command","author":"Schelling","year":"1982"},{"key":"B125","doi-asserted-by":"publisher","first-page":"147","DOI":"10.1080\/19312450802458950","article-title":"Content analysis of video games: challenges and potential solutions","volume":"3","author":"Schmierbach","year":"2009","journal-title":"Commun. Methods Meas."},{"key":"B126","doi-asserted-by":"crossref","DOI":"10.1093\/acprof:oso\/9780195371284.001.0001","volume-title":"Being There Together: Social Interaction in Shared Virtual Environments","author":"Schroeder","year":"2010"},{"key":"B127","doi-asserted-by":"publisher","first-page":"2692","DOI":"10.1038\/s41598-018-19987-7","article-title":"Offenders become the victim in virtual reality: impact of changing perspective in domestic violence","volume":"8","author":"Seinfeld","year":"2018","journal-title":"Sci. Rep."},{"key":"B128","first-page":"213","article-title":"Video game uses and gratifications as predictors of use and game preference","volume-title":"Playing Video Games: Motives, Responses, and Consequences","author":"Sherry","year":"2006"},{"key":"B129","unstructured":"Controversial games SilvermanB. Yahoo! Games2007"},{"key":"B130","doi-asserted-by":"publisher","first-page":"224","DOI":"10.1177\/1461444810370949","article-title":"Mapping the road to fun: natural video game controllers, presence, and game enjoyment","volume":"13","author":"Skalski","year":"2011","journal-title":"New Media Soc."},{"key":"B131","doi-asserted-by":"publisher","first-page":"221","DOI":"10.1162\/pres.1993.2.3.221","article-title":"Representations systems, perceptual position, and presence in immersive virtual environments","volume":"2","author":"Slater","year":"1993","journal-title":"Presence"},{"key":"B132","doi-asserted-by":"publisher","first-page":"885","DOI":"10.1111\/j.1083-6101.2006.00300.x","article-title":"Where everybody knows your (screen) name: online games as \u201cthird places.\u201d","volume":"11","author":"Steinkuehler","year":"2006","journal-title":"J. Comput. Mediat. Commun."},{"key":"B133","doi-asserted-by":"publisher","first-page":"73","DOI":"10.1111\/j.1460-2466.1992.tb00812.x","article-title":"Defining virtual reality: dimensions determining telepresence","volume":"42","author":"Steuer","year":"1992","journal-title":"J. Commun."},{"key":"B133a","doi-asserted-by":"publisher","first-page":"483","DOI":"10.1177\/0267323104049461","article-title":"What media evolution is: a theoretical approach to the history of new media","volume":"19","author":"Stober","year":"2004","journal-title":"Eur. J. Commun"},{"key":"B134","doi-asserted-by":"publisher","first-page":"238","DOI":"10.1007\/s10464-010-9383-0","article-title":"Thinking about the future as a way to succeed in the present: a longitudinal study of future orientation and violent behaviors among African American youth","volume":"48","author":"Stoddard","year":"2011","journal-title":"Am. J. Community Psychol."},{"key":"B135","doi-asserted-by":"publisher","first-page":"478","DOI":"10.1001\/jama.2015.8371","article-title":"Violence in the United States: status, challenges, and opportunities","volume":"314","author":"Sumner","year":"2015","journal-title":"J. Am. Med. Assoc."},{"key":"B136","volume-title":"Serious Games\u2014An Overview","author":"Susi","year":"2007"},{"key":"B137","first-page":"506","article-title":"The ultimate display","volume-title":"Proceedings of IFIP (International Federation for Information Processing) Congress","author":"Sutherland","year":"1965"},{"key":"B138","doi-asserted-by":"publisher","first-page":"564","DOI":"10.1177\/1461444816664356","article-title":"The effect of moral intuitions on decisions in video-game play: temporary and chronic intuition accessibility","volume":"20","author":"Tamborini","year":"2018","journal-title":"New Media Soc."},{"key":"B139","doi-asserted-by":"publisher","first-page":"100","DOI":"10.3167\/proj.2013.070108","article-title":"\u201cViolence is a many-splintered thing:\u201d The importance of realism, justification, and graphicness in understanding perceptions of and preferences for violent films and video games","volume":"7","author":"Tamborini","year":"2013","journal-title":"Projections"},{"key":"B140","unstructured":"The designer of Call of Duty's \u2018No Russian\u2019 massacre wanted you to feel something TotiloS. Kotaku2012"},{"key":"B141","doi-asserted-by":"publisher","first-page":"381","DOI":"10.1080\/00207598308247489","article-title":"Future orientation and socialization","volume":"18","author":"Trommsdorff","year":"1983","journal-title":"Int. J. Psychol."},{"key":"B142","doi-asserted-by":"publisher","first-page":"447","DOI":"10.1177\/0093650214552519","article-title":"Violent video games and reciprocity: the attenuating effects of cooperative gameplay on subsequent aggression","volume":"43","author":"Velez","year":"2016","journal-title":"Communic. Res."},{"key":"B143","doi-asserted-by":"publisher","first-page":"9","DOI":"10.1016\/S0140-6736(10)60809-4","article-title":"Use of mass media campaigns to change health behavior","volume":"376","author":"Wakefield","year":"2010","journal-title":"Lancet"},{"key":"B144","doi-asserted-by":"publisher","first-page":"610","DOI":"10.1089\/cyber.2012.0235","article-title":"Mirrored morality: an exploration of moral choice in video games","volume":"15","author":"Weaver","year":"2012","journal-title":"Cyberpsychol. Behav. Soc. Netw"},{"key":"B145","doi-asserted-by":"publisher","first-page":"343","DOI":"10.1386\/josc.6.3.343_1","article-title":"Screenwriting and authorial control in narrative video games","volume":"6","author":"Wellenreiter","year":"2015","journal-title":"J. Screenwriting"},{"key":"B146","unstructured":"Shakespeare's influence on video game violence: death and gore in Titus Andronicus WellsG. Gamasutra2016"},{"key":"B147","volume-title":"Connecting the Dots: An Overview of the Links Among Multiple Forms of Violence","author":"Wilkins","year":"2014"},{"key":"B148","volume-title":"We are Not Heroes: Contextualizing Violence Through Narrative","author":"Williams","year":"2013"},{"key":"B149","volume-title":"World Report on Violence and Health.","year":"2002"},{"key":"B150","volume-title":"Global Status Report on Violence Prevention","year":"2014"},{"key":"B151","doi-asserted-by":"publisher","first-page":"309","DOI":"10.1162\/pres.15.3.309","article-title":"The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments","volume":"15","author":"Yee","year":"2006","journal-title":"Presence"},{"key":"B152","doi-asserted-by":"publisher","first-page":"271","DOI":"10.1111\/j.1468-2958.2007.00299.x","article-title":"The Proteus effect: the effect of transformed self-representation on Behavior","volume":"33","author":"Yee","year":"2007","journal-title":"Hum. Commun. Res."},{"key":"B153","doi-asserted-by":"publisher","first-page":"866","DOI":"10.1111\/j.1539-6924.2012.01868.x","article-title":"Living behind dikes: mimicking flooding experiences","volume":"33","author":"Zaalberg","year":"2013","journal-title":"Risk Anal."}],"container-title":["Frontiers in Communication"],"original-title":[],"link":[{"URL":"https:\/\/www.frontiersin.org\/articles\/10.3389\/fcomm.2020.580965\/full","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2024,8,17]],"date-time":"2024-08-17T21:42:30Z","timestamp":1723930950000},"score":1,"resource":{"primary":{"URL":"https:\/\/www.frontiersin.org\/articles\/10.3389\/fcomm.2020.580965\/full"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2020,11,23]]},"references-count":154,"alternative-id":["10.3389\/fcomm.2020.580965"],"URL":"https:\/\/doi.org\/10.3389\/fcomm.2020.580965","relation":{},"ISSN":["2297-900X"],"issn-type":[{"value":"2297-900X","type":"electronic"}],"subject":[],"published":{"date-parts":[[2020,11,23]]},"article-number":"580965"}}