Video Games and Aggression Chris Quance Bryan Hayes.
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Transcript of Video Games and Aggression Chris Quance Bryan Hayes.
Video Games and Aggression
Chris QuanceBryan Hayes
General Outline
Why Study Video Games? Research Questions A Predictive Model Method Results Discussion
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.
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+
Why Study Video Games?
Research Questions
1) Do Violent Video Games Increase Aggression?
2) If So, Does Aggression Dissipate with Time?
A Predictive Model
Time
Aggression
Violent Video Games
Aggression Aggression
AggressionAggressionAggression
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)
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)
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
Procedure Control Group
Psychology students at Campbell U. Administered Word-Completion test Given 3 min. to complete
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
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
Discussion Aggression in Immediate group not
significantly different than control group Was significant difference between Next Day
group and Neutral Game group.
Discussion The primary limitation of this study was the
number of subjects. Control issues