TY - JOUR PY - 2020// TI - No game, more pain - examining possible long term effects and underlying mechanisms of habitual violent video gaming on the acquired capability for suicide JO - Psychiatry research A1 - Förtsch, E.-M. a. D. A1 - Baumgart, P. A1 - Teismann, T. A1 - Ruscheweyh, R. A1 - Hasenbring, M. I. SP - ePub EP - ePub VL - ePub IS - ePub N2 - 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.
Language: en
LA - en SN - 0165-1781 UR - http://dx.doi.org/10.1016/j.psychres.2020.113512 ID - ref1 ER -