
@article{ref1,
title="No game, more pain - examining possible long term effects and underlying mechanisms of habitual violent video gaming on the acquired capability for suicide",
journal="Psychiatry research",
year="2020",
author="Förtsch, E.-M. a. D. and Baumgart, P. and Teismann, T. and Ruscheweyh, R. and Hasenbring, M. I.",
volume="ePub",
number="ePub",
pages="ePub-ePub",
abstract="According to Joiner's interpersonal-psychological theory of suicide repeated engagement in suicidal behavior or so-called painful and provocative events constitutes the acquired capability for suicide (ACS) comprising two facets: enhanced pain tolerance and fearlessness about death (FAD). Recent research showed that single bouts of violent-video-gaming (VVG) increase pain tolerance. It is unknown whether individuals who habitually play VVGs at a high frequency rate show higher signs of ACS in terms of low pain sensitivity, high tolerance and lowered FAD compared to non-gamers. In a cross-sectional case-control study, we compared pain sensitivity and tolerance during a 5-min Cold-Pressor-Test (CPT) besides FAD in young males, playing VVGs highly frequent (n = 18) vs. non-gamers (n = 17). Mood was rated before and after the CPT. We found higher CPT-pain tolerance, lower intensity ratings and higher FAD scores among gamers compared to non-gamers. A significant time x group interaction of pain ratings indicated a process of habituation in the gamers. An increase of positive mood in the gamers emphasizes the role of opponent processes. The results suggest that habitual VVG might reflect a repetitive behavior enhancing the ACS.<p /> <p>Language: en</p>",
language="en",
issn="0165-1781",
doi="10.1016/j.psychres.2020.113512",
url="http://dx.doi.org/10.1016/j.psychres.2020.113512"
}