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Examining the psychological influences of playing interactive electronic games

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Title: Examining the psychological influences of playing interactive electronic games


1
Examining the psychological influences of playing
interactive electronic games
2
Why study interactive games?
  • The game industry is quickly surpassing movie,
    and even television, in terms of profitability
    and market reach.
  • The generation born after the birth of
    interactive games are now entering adulthood.
    However, we know very little about what it meant
    to grow up with this new medium.
  • The need for producing better and more profitable
    electronic games is often the driving force
    behind many innovations in IT.
  • Recent incidents in the U.S. and China have
    attracted a lot of public concern and media
    attention on various negative influences of
    electronic games.
  • Politicians and lawmakers (in the U.S.) are
    starting to pay close attention to possible
    negative social influences of Interactive
    electronic game. Yet their efforts are hindered
    by the lack of scientific evidence.

3
What do we know about interactive games?
  • What is interactive electronic game?
  • This question is not as easy to answer as it
    seems.
  • Should we group computer games and video games
    together?
  • Are online games the same as PC games?
  • What about handheld games?
  • What about Interactive TV?
  • What about online gambling?
  • Are we talking about software or hardware?
  • Thus far, the research community has been
    treating these different formats of electronic
    game separately.
  • Lack of consistent approach
  • Lack of theoretical utility
  • No theoretical framework to examine all
    electronic games as a whole

4
What do we know about interactive games?
  • Who are studying interactive games?
  • Computer engineers/Industry
  • Economists
  • Psychologists/Communication scholars
  • Medical Doctors
  • Cultural observers/Social commentators
  • Historians
  • The Military
  • but
  • There is very little, if not no, communication
    and integration among researchers from these
    different fields.

5
What do we know about interactive games?
  • The most cited studies in game research (also the
    most relevant to communication scholars) are
    deeply rooted in the traditional media effects
    paradigm. They can be roughly organized along two
    dimensions
  • Content
  • Violence
  • Sex
  • Violence sex
  • Health information
  • Narratives
  • Types of effect
  • Cognitive
  • Affective
  • Developmental
  • Physiological neurological

6
The influence of violent content in games
7
The content of video games is mostly violent
  • Most popular arcade games force the player to
    perform violent acts to meet the goals of the
    game
  • 85 Bowman Rotter, 1983
  • Most video arcade games contain violent
    portrayals
  • 71 Braun Giroux, 1989
  • Most home-console video games contain violent
    portrayals
  • 85 Provenzo, 1991
  • More recent findings
  • Most popular home-console video games feature one
    or more instance of violence
  • 68 Smith, Lachlan Tamborini, 2003
  • Half of popular home-console video games involve
    violence or aggression directed specifically at
    other characters
  • 50 Dietz, 1998, p. 437

8
The Effects of Video Game Violence
  • Three psychological theories support the view
    that repeated exposure to video game violence may
    lead to real life aggression
  • Social cognitive theory
  • Priming theory
  • GAM

9
Social Cognitive Theory (Bandura)
  • Individuals model the aggressive acts portrayed
    in media
  • They see aggressors that are not punished for
    their crimes
  • This creates disinhibition, individuals believe
    that if they commit aggression they will not be
    punished
  • The process
  • attention ? retention ? production ? motivation
  • Limitation Social Cognitive Theory only explains
    long-term aggression

10
Priming (Berkowitz)
  • Memory is a collection of networks consisting of
    nodes representing thoughts and feelings


jail

criminals

action

crime

strategy

thief

Video games

violent

death

entertaining

killer

murder

relaxing

aggression

11
The General Aggression Model (GAM)
  • A basic overview (Anderson and Bushman, 2002)

Short-term Effects
Long-term Effects
Aggressive thoughts ?
Aggressive thoughts
Media Violence
?
Increase in Aggressive personality
Aggressive feelings ?
Repeated Exposures
Aggressive feelings
Media Violence
?
?
?
?
Aggressive behaviors ?
Aggressive behaviors
Media Violence
?
12
Short-term effects of VG violence as predicted by
GAM(Revised by Mahood Yao, 2005)
Previous Gaming Experience
Trait Aggression
Gender
Exposure to Violence
Inputs
Person
Amount of violence
The Game Play Experience
Moderators
Provocation
Frustration
Affect
Internal State
Routes
Cognition
Arousal
13
Research on the Aggressive Effects of Video Game
Violence
  • Meta-Analysis Findings
  • Anderson et al. (2004)
  • 35 studies examined
  • Found that video game violence exposure is
    related to
  • increases in aggressive affect, cognition and
    behavior
  • increases in physiological arousal
  • decreases in helping behavior
  • Recent laboratory studies focusing on the role of
    individual differences (Yao Mahood, 2005, 2006,
    etc.)

14
Neurological effects (Weber, 2006)
Game players who committed virtual violence
displayed the same kind of brain activity pattern
as those who commit real-life violence!
15
The positive influence of games
16
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17
Positive Effects of Video Game Play
  • Positive Effects Survey
  • Durkin Barber, 2002
  • Examined 10th graders
  • Results Video game play is positively related
    to
  • family closeness
  • E.g., family enjoys doing things together
  • activity involvement
  • E.g., school clubs
  • positive school engagement
  • E.g., GPA
  • positive self-concept
  • E.g., confidence in ones intelligence,
    leadership abilities, etc.

18
Positive Effects of Video Game Play
  • Positive Effects Experiment
  • Green Bavelier, 2003
  • Teenagers randomly assigned to play either
  • violent games (action) or non-violent games
    (puzzle)
  • Results
  • Violent game players experienced more increases
    in visual skills than did non-violent players
  • E.g., ability to identify objects in their
    peripheral vision
  • E.g., track multiple items at once
  • Discussion
  • The story elements in the action games allowed
    for increased visual skills
  • E.g., finding hidden bad guys to shoot in a
    1st-person shooter

19
Positive Effects of Video Game Play
  • Lieberman and Yao (2006)
  • Cancer education game
  • Students learned about cancer treatment and
    prevention after playing the game for only 45
    minutes.

20
Online Games
21
Online Gaming
  • Online games differ in terms of social immersion
  • Social immersion
  • the extent to which an online game allows player
    to (a) engage in communication and (b) change the
    overall game narrative based on their cooperative
    actions

Immersive
vs.
Non-Immersive
  • Stand Alone Games
  • LAN and WAN Games
  • MMORPGs

22
Stand Alone Games
  • Single player oriented games with the option to
    go online to seek a human opponent
  • Example games Diablo II Dungeon Siege II
  • Low social immersion
  • player can text message
  • each other but the game
  • narrative is fixed
  • online players cannot work
  • together to change the
  • overall game narrative

23
LAN or WAN Games
  • These games focus on tactical game play
  • Example games Halo 2 Doom 3
  • Medium social immersion
  • Text messaging allows players to form teams or
    clans, which meet online to play out scenarios
    against other clans
  • Can exchange email addresses and communicate
    outside the game to schedule game play times
  • Latest games are voice compatible
  • But players do not contribute to a complex game
    narrative (the usual plot is simply us vs. them)

24
LAN Parties
  • Typically, a large room or warehouse is rented
    out, people bring their own computers, hook them
    together, and play tournaments
  • LAN parties have also become popular at a few
    universities
  • Student organizations are formed use computer
    labs
  • In fact, they have tried to have them here at OSU

25
MMORPGs (Massively Multiplayer Online Role
Playing Games )
  • An online game with a large, sophisticated,
    detailed and evolving world
  • Example games EverQuest World of Warcraft
  • High Social Immersion
  • Players engage in text messaging
  • to form teams and complete quests
  • Player can also emote by kneeling,
  • saluting, waving, etc.
  • The overall game narrative is based
  • on what the players do
  • (e.g., players can become leaders, form guilds,
  • guilds can go to war, etc.)

26
MMORPGs
  • It generates a lot of public debate
  • It is a perfect medium for studying video games,
    because to understand this medium, we must
    integrate the following three areas of research
  • Media effects (influence of content)
  • Human Computer Interaction (HCI)
  • Computer-mediated communication (CMC)
  • these areas of research were traditionally
    segregated.
  • Very little empirical research has been done in
    this area.

27
Online Aggression Study
  • Williams Skoric (2005)
  • Game a violent MMORPG, Asherons Call 2
  • Subjects
  • 213 video gamers with no prior MMORPG experience
  • Random Assignment
  • Treatment group played game at home for 1 month
    (avg. 56 hrs)
  • Control group no game
  • Results
  • At the end of the month the treatment group was
    no more aggressive than the control group
  • Problems
  • This was a field study done at home
  • No control, therefore a potential for 3rd
    variable problems
  • E.g., What other violent games were the control
    group playing?

28
MMORPGs
  • Some unanswered questions
  • Will it lead to addiction? How?
  • Why do some get addicted but others dont?
  • Game addiction vs. Internet addiction?
  • Is it therapeutic?
  • Does it have positive social influence?
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