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Video Games and Aggression

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Title: Video Games and Aggression


1
Video Games and Aggression
  • Chris Quance
  • Bryan Hayes

2
(No Transcript)
3
General Outline
  • Why Study Video Games?
  • Research Questions
  • A Predictive Model
  • Method
  • Results
  • Discussion

4
Why Study Video Games?
  • According to the Entertainment Software
    Association
  • In 2004, more than 248 million computer and video
    games were sold, almost two games for every
    household in America.
  • Three of the record twelve games selling more
    than 1 million units were rated M for Mature.
  • The top two best selling games in 2004 by units
    sold were rated M for Mature.

5
Why Study Video Games?
  • Children under 18 comprise 35 of all game
    players.
  • 63 of parents believe video games are a positive
    part of their children's life
  • Since 1996 Video game sale have increased by 150

6
Why Study Video Games?
7
Research Questions
  • Do Violent Video Games Increase Aggression?
  • If So, Does Aggression Dissipate with Time?

8
A Predictive Model

Aggression
Aggression
Violent Video Games
Aggression
Aggression
Aggression
Aggression
Time
9
Method
  • Participants
  • Students attending Campbell University
  • N58
  • Males36 Female22
  • 4 groups
  • Sauls Hall Dorm (HALO Tournament) (two groups)
  • Intramural Department (John Madden 2007)
  • Dr. Asbury Class (No Game)

10
Method
  • Instrument
  • Word Completion task
  • Designed by Craig A. Anderson
  • 98 Incomplete words
  • Three Minutes to Answer as many as Possible
  • XBOX Video Game Console
  • HALO 2 Tournament (Violent Game)
  • John Madden 2007 Tournament (Neutral Game)

11
Procedure
  • HALO 2 Tournament (Violent Game)
  • Posted fliers around Campbell University
  • Held Tourney at Sauls
  • Groups of eight played head-to-head
  • As participants concluded play, they were asked
    to take Word-Completion Test
  • 3 min. Word Completion
  • Followed up next day
  • John Madden 2007 (Neutral Game)
  • Tournament sponsored by Intramural Dept.
  • Held in Natatorium
  • Groups of two played head-to-head
  • As participants concluded play, they were asked
    to take Word-Completion Test.
  • 3 min. Word Completion

12
Procedure
  • Control Group
  • Psychology students at Campbell U.
  • Administered Word-Completion test
  • Given 3 min. to complete

13
Results
14
Results
15
Discussion
  • Aggression in Immediate group not significantly
    different than control group
  • Was significant difference between Next Day group
    and Neutral Game group.

16
Discussion
  • The primary limitation of this study was the
    number of subjects.
  • Control issues
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