Abstract: 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.
Abstract: 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.