Video Games and Aggression Chris Quance Bryan Hayes.

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Video Games and Aggression Chris Quance Bryan Hayes

Transcript of Video Games and Aggression Chris Quance Bryan Hayes.

Page 1: Video Games and Aggression Chris Quance Bryan Hayes.

Video Games and Aggression

Chris QuanceBryan Hayes

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General Outline

Why Study Video Games? Research Questions A Predictive Model Method Results Discussion

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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.

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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%

35

43

19

Under 18 18-49 50+

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Why Study Video Games?

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Research Questions

1) Do Violent Video Games Increase Aggression?

2) If So, Does Aggression Dissipate with Time?

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A Predictive Model

Time

Aggression

Violent Video Games

Aggression Aggression

AggressionAggressionAggression

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Method Participants

Students attending Campbell University N=58 Males=36 Female=22 4 groups

Sauls Hall Dorm (HALO Tournament) (two groups)

Intramural Department (John Madden 2007) Dr. Asbury Class (No Game)

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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)

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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

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Procedure Control Group

Psychology students at Campbell U. Administered Word-Completion test Given 3 min. to complete

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Results

Immediate, 30.37

Next Day, 38.38

No Play , 29.69

Neutral, 20.31

10

20

30

40

Mea

n A

ggre

ssiv

e Sc

ores

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Results

0

0.5

1

1.5

2

2.5

3

3.5

20.0 25.0 30.0 35.0 40.0 45.0AGGPER

No. of participants

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Discussion Aggression in Immediate group not

significantly different than control group Was significant difference between Next Day

group and Neutral Game group.

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Discussion The primary limitation of this study was the

number of subjects. Control issues