Title: Examining the psychological influences of playing interactive electronic games
1Examining the psychological influences of playing
interactive electronic games
2Why 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.
3What 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
4What 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.
5What 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
6The influence of violent content in games
7The 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
8The 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
9Social 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
10Priming (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
11The 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
?
12Short-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
13Research 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.)
14Neurological effects (Weber, 2006)
Game players who committed virtual violence
displayed the same kind of brain activity pattern
as those who commit real-life violence!
15The positive influence of games
16(No Transcript)
17Positive 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.
18Positive 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
19Positive 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.
20Online Games
21Online 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
22Stand 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
23LAN 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)
24LAN 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
25MMORPGs (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.)
26MMORPGs
- 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.
27Online 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?
28MMORPGs
- 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?