How Do You Blow off Steam - The Impact of Therapeutic Catharsis Seeking, Self-Construal, and Social Capital in Gaming Context

This study will examine how the therapeutic factors (therapeutic catharsis-seeking and game-efficacy of the game player) and self-construal factors (independent and interdependent self-construal of the game player) as well as social capital factors (bonding and bridging social capital of the game player) affect aggression in the game. Results show that both therapeutic catharsis-seeking and game self-efficacy are particularly important to the players since they cause the game players’ aggressive tendencies to be greatly diminished. Independent self-construal reduces the level of the players’ aggression. Interestingly enough, the bonding social capital enhances the level of the players’ aggression, while individuals with bridging social capital did not show any significant effects. The results and implications will be discussed herein.

The Stigma of Mental Illness and the Way of Destigmatization: The Effects of Interactivity and Self-Construal

Some believe that stigma is the worst side effect of the people who have mental illness. Mental illness researchers have focused on the influence of mass media on the stigmatization of the people with mental illness. However, no studies have investigated the effects of the interactive media, such as blogs, on the stigmatization of mentally ill people, even though the media have a significant influence on people in all areas of life. The purpose of this study is to investigate the use of interactivity in destigmatization of the mentally ill and the moderating effect of self-construal (independent versus interdependent self-construal) on the relation between interactivity and destigmatization. The findings suggested that people in the human-human interaction condition had less social distance toward people with mental illness. Additionally, participants with higher independence showed more favorable affection and less social distance toward mentally ill people. Finally, direct contact with mentally ill people increased a person-s positive affect toward people with mental illness. The current study should provide insights for mental health practitioners by suggesting how they can use interactive media to approach the public that stigmatizes the mentally ill.