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Culture Wars and Video Games: Ethnic

Fighting, Competitiveness, and Aggression


in Head-to-Head Fighting Games
DARNELL COLEMAN This study examined the effects of head-to-head, fighting video games on race
relations, competitiveness, and aggression in adolescents. Twenty-five African
Chicago State University American adolescents participated in this pretest–posttest research. Participants
responded to questionnaires designed from previously tested scales before, immedi-
ately after, and 3 days after playing video games to determine if there were any
effects of video game playing, and if so, whether these effects were temporary or
long term. As hypothesized, most participants tended to pick video game charac-
ters whom they identified with respect to sex. However, African American men did
not choose the African American male character as predicted. There was a signifi-
cant widening in distance between how close participants would allow other
ethnic groups to their ethnic group after playing video games as measured by the
Social Distance Scale. Aggression and competitiveness did not significantly
increase for all participants; however, those participants who were less aggressive
and competitive before playing violent video games experienced significant
increases in the suspicion subsection of the aggression scale and increases on the
competitive scale. Results show that Mortal Kombat 3 causes racial divisions in
adolescents and that adolescents who come to such games with low levels of aggres-
sion or competitiveness may be at risk for being adversely effected.

Most characters are not blood-related except by dint of the much hoopla and were equally helpless in the first
blood that they have all spilled. To that end, the Earth Forces popular fighting games, Double Dragon and Double
are no more virtuous than the Outworlders and still fight Dragon II. In Double Dragon, Billy Lee, a martial arts
each other if no worse enemy is around. expert, is in search of “sweet” Marian who was being
— FROM INSTRUCTION MANUAL TO held captive by the Black Warriors’ Shadow Boss. In
MORTAL KOMBAT 3 Double Dragon II, sweet Marian is supposedly dead,
and Jimmy Lee, one of Marian’s old boyfriends, joins

A
T FIRST GLANCE, THE RECENT TREND TOWARD Billy Lee in his fight to avenge her death.
producing more politically correct video Video games in the past were even less sensitive
games adopted by many manufacturers is to minority groups. Most video games in the 1980s
commendable; not long ago researchers complained
about the games’ sexism and racism (Barmazel, 1993; Author note. Darnell Coleman, Chicago State University, Depart-
Provenzo 1991). In most games, women were por- ment of Psychology.
trayed as victims—being acted on rather than initiat- This experiment was completed during the summer of 1996
while I was a participant in the Summer Research Opportunities
ing action—and many ethnic groups were either Program at the University of Chicago. I would like to thank Dr.
underrepresented or misrepresented. For example, Edgar Epps (faculty advisor), Yvette Adeoshun, and Luz Cazares
in Super Mario Brothers, after Mario (or Luigi de- of the University of Chicago, Julius Jackson of Chicago State
University, Mark King of Howard University, and Diante Gray of
pending on which character was chosen) had Harper High School for their invaluable help. In addition, Dr.
trounced mushrooms, dodged fireballs, swam Stephen Davis and the reviewers were a tremendous help through-
through troubled waters, and endured the stench of out the editing process. I would also like to thank Darvik Martin
for kindly volunteering the use of his equipment and the Project
underground sewage systems, he was rewarded by FAME/Upward Bound students who kindly volunteered to par-
rescuing the helpless princess who had been kid- ticipate in the study.
napped earlier in the game by the infamous King Correspondence concerning this article should be addressed
to Darnell Coleman, Department of Sociology, Northwestern
Koopa. The princess rewarded the victorious plumber University, 1810 Chicago Avenue, Evanston, IL 60201. Electronic
with a kiss. Similarly, women also were the focus of mail may be sent to d-coleman@nwu.edu.

70 PSI CHI JOURNAL OF UNDERGRADUATE RESEARCH ! Summer 1999


Copyright 1999 by Psi Chi, The National Honor Society in Psychology (Vol. 4, No. 2, 70–75 / ISSN 1089-4136). Faculty Supervisor: Edgar Epps
CULTURE WARS AND VIDEO GAMES ! Coleman

and early 1990s portrayed minorities negatively or of video game make games less aggressive, less dis-
simply failed to include them at all. In Double criminatory, and more educational (Provenzo, 1991).
Dragon, the only African Americans in the game are Manufacturers have responded to at least some of the
gang members, and in Legal Enforcer the only Asians researchers’ requests. A rating system was created for
in the game are villains. Many Asians in Canada com- all video games, and many of the video games today
plained about Legal Enforcer, and students in Canada are less discriminatory and more culturally inclusive.
boycotted the game complaining that it depicted Manufacturers of recent video games have con-
Chinese as criminals and reinforced stereotypical sidered research on sex and racial stereotyping. For
views (Barmazel, 1993). example, manufacturers of some contemporary
Researchers complained about the possible ill games try (a) not to depict women as being helpless
effects of violent video games long before such game and (b) to incorporate various ethnic and racial
usage became widespread. For example, Provenzo groups. Head-to-head fighting games such as Street
(1991) states that children are directed by the con- Fighter, Mortal Kombat, Killer Instinct, and Tekken
tent of video games to construct a social reality based all have women and minority fighters who are pivotal
on the games and concludes that games, through the players in the games’ plots. Nevertheless, it remains
process of incorporation, have the potential to am- to be answered whether such multi-ethnic, head-to-
plify certain values (e.g., women as victims, Chinese head, politically correct video games do more harm
as criminals). Research on violent video games sup- than good. Do players make ethnic and racial identi-
ports Provenzo’s claims: Griffiths (1991) suggests that fications? Does head-to-head fighting among people
younger children become more aggressive after ex- of different cultures cause racial tensions or racial
posure to violent video games. In a study of twenty- problems in the people who play these games?
eight 4- to 6-year-olds, aggressive behavior increased The potential still exists for continued negative
following play or observation of violent video games effects of playing these games. Thus, the primary
(Silvern & Williamson, 1987). In another study of 31 purpose of the present study was to determine the
comparable children, the participants tended to imi- effect, if any, that multi-ethnic, head-to-head, fight-
tate aggressive and nonaggressive behaviors of main ing video games have on race relations, competitive-
characters from previously played video games ness, and aggression. This study tested three hypoth-
(Schutte, Malouff, Post-Gorden, & Rodasta, 1988). eses: (a) that members of particular ethnic or sex
According to Huesmann, Lagerspetz, and Eron groups will tend to pick players in the game that they
(1984), if a game player identifies with the charac- most identify with; (b) that there will be significant
ters, the modeling effect is increased. increases in aggression as measured by the aggres-
Besides increasing aggression, video games also sion and competitiveness scales after participants have
create hostile situations by having players compete played the video games; and (c) that playing the game
against each other, behaving in ways that produce ill Mortal Kombat 3 will adversely effect race relations.
feelings, arguments, and occasional physical conflicts With regard to the last hypothesis, it was predicted
(Anderson & Morrow, 1995). Frequent exposure to that participants will perceive race relations as being
video games also decreases empathy and strengthens worse on the Community Race Relations Rating, and
the general perception that the world is a dangerous that social closeness, as measured by the Social Dis-
place (Comstock & Strasburger, 1993). Funk and tance Scale, will widen after video game playing.
Buchman (1996) also found that exposure to video
games influences self-concepts. They reported an in- Method
verse relationship between typical time committed Participants
playing video games and scholastic competence, be- Twenty-five African American high school stu-
havioral conduct, social acceptance, athletic compe- dents (16 girls, 9 boys) who were in a summer pro-
tence, and self-esteem for girls. Griffiths (1991) also gram at a university in Chicago participated in the
raises concerns that video games may have more ad- study. Students were selected to participate in the
verse effects than television because of the active in- summer program from various high schools in and
volvement of the player. Newer versions of old fight- around Chicago with no requirement except recom-
ing games may be even more detrimental to children’s mendations from teachers. Based on the desired age
development because today’s games are more realis- group needed for this study, four classes consisting
tic, graphic, interactive, and have a greater variety of of approximately six students each were selected to
characters. Some researchers recommend a rating participate in the study. Students were told that if they
system to warn parents of the violent content of video completed the experiment they were eligible to par-
games; others have recommended that manufacturers ticipate in a drawing to win newly released compact

PSI CHI JOURNAL OF UNDERGRADUATE RESEARCH ! Summer 1999 71


CULTURE WARS AND VIDEO GAMES ! Coleman

discs. Participants ranged in age from 14 to 17 years Apparatus


old (M = 15.24, SD = .88). All students reported play- A Sony PlayStation with two joysticks was con-
ing video games before. Nine students reported nected to a 13-in. (33-cm) color television set. One
playing video games twice a week or less, whereas five game was used for the experiment: Mortal Kombat 3
girls and five boys reported playing video games three (MK3) by Williams Entertainment, Inc. Mortal
times a week or more. Kombat is considered one of the most violent games
on the market and is rated “M,” for people who are
Testing Instruments 17 or older, because of its graphically violent content.
Social Distance Scale. The Social Distance Scale Players must punch, kick and throw, and shoot
(Bogardus, 1959) attempts to measure the social fireballs at each other to avoid being killed by their
distance that respondents perceive between them- opponents. The winners of the match can also per-
selves and members of different racial or ethnic form a “fatality” on their opponents, which is differ-
groups by reference to the type of interaction with ent for each character. Some characters chop oppo-
the group members the respondents are willing to nents in pieces, some rip opponents in half, and oth-
engage. The scale has 9 items scaled from 1 (would ers rip opponents’ skeletons out of their bodies.
admit to close kinship by marriage) to 7 (would exclude Screams are heard and blood is shown gushing from
from country). characters’ mouths and bodies when they are being
Community Race Relations Rating. The Commu- hit. MK3 was selected because of its violence and
nity Race Relations Rating (Matthews & Prothro, popularity and because it has a variety of human char-
1966) was used to determine the respondents’ per- acters to choose from: there are two White women,
ception about race relations in their community, city, as well as one African American, Native American,
state, and country: how race relations were in the past, Caucasian, Japanese, and Chinese man each repre-
and how race relations will be in the future using as sented in the game.
endpoints the respondents’ own conception of the
“best” and “worst’ in race relations. A picture of a 10- Procedure
step ladder is shown to participants and they must The experiment employed a pretest–posttest ex-
mark the number they feel corresponds to how race perimental design and consisted of three parts. One
relations are in each of the six categories on a scale week before the study, students took consent forms
from 1 (best race relations possible) to 10 (worst race rela- home and had a parent or guardian sign them. Only
tions possible). two students out of the four classes did not return
Buss-Durkee Aggression Inventory. The Buss- consent forms; they were excluded from participat-
Durkee Aggression Inventory (Buss & Durkee, 1957) ing in the study. In the first part, participants simply
was designed to assess different forms of aggression completed the four questionnaires. A 48-hr interim
and hostility such as physical assault against human separated the first and second parts of the experi-
beings, resentment, suspicion, and verbal aggression. ment. The waiting period was implemented to pre-
Two of the subsections (verbal hostility and indirect clude participants simply repeating answers on the
hostility) were eliminated from the questionnaire in questionnaires.
an effort to keep the questionnaire from being too During the second part of the experiment, each
lengthy. The subsections used were physical assault, participant played the video game and then com-
irritability, suspicion, resentment, and negativism, pleted the identical questionnaire from 2 days
which together should adequately measure any previous. Participants played three matches each
changes in aggression. Forty-four items from the ag- consisting of three 99-s rounds against a 15-year-old
gression inventory were included in the question- African American male confederate with previous
naire, and participants stated whether statements experience playing MK3. The person who first wins
applied to them on a 5-point scale: (5 = always, 4 = two rounds wins the match. The confederate always
almost always, 3 = sometimes, 2 = almost never, and 1 = won either Round 1 or Round 2 and subtly lost the
never). other two rounds; thus each participant played exact-
Competitive Preoccupation Scale. The Competi- ly three rounds. Participants chose their characters
tive Preoccupation Scale (CPS; Turner, 1960) consists before playing the game and were instructed that they
of statements ranging from disappointment at doing must always play with the same character throughout
less well than one’s friends to sole preoccupation with the three rounds. Selection of characters was limited
trying to beat others competitively. The eight-item to only human characters. Immediately after partici-
CPS is scaled in the same manner as the Buss-Durkee pants finished, they were escorted to an adjacent
Aggression Inventory. room to complete questionnaires.

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CULTURE WARS AND VIDEO GAMES ! Coleman

The third part of the experiment occurred 72 hr increase in scores on the second CPS, and partici-
after the second part. Participants completed ques- pants who received relatively high scores tended to
tionnaires to determine whether the effects were remain the same. Scores were separated into bottom
“temporary” or “long term.” Participants were de- 50% (N = 15) and top 50% (N = 10). Results show
briefed at the end of the third phase. that means of participants who received low scores
on the first CPS (M = 2.03, SD = .61) significantly in-
Results creased from the mean on the second CPS (M = 2.64,
Hypothesis 1 SD = .77), t(24) = 2.65, p < .04. The means of partici-
Characters chosen to play with were as follows: pants who received high scores on the first CPS did
11 girls and 1 boy chose the woman character; 5 boys not change significantly between the first and second
and 1 girl chose “Sub-Zero,” a Japanese man; 2 boys administrations.
and 1 girl chose the Chinese man; 1 boy and 1 girl No significant differences (t test) were found
chose the African American man; 1 girl chose the between means on overall scores of aggression or any
Native American man; and 1 girl chose the Cauca- subsection for all participants on the Buss-Durkee
sian man. Chi-square statistics revealed a significant Aggression Scale (BDAS). However, when data for the
difference between observed and expected frequen- whole scale and for each subsection were separated
cies for male participants who chose male characters, into participants who received low scores (bottom
"2(1, N = 9) = 5.44, p < .02, but not female partici- 50%) and participants who received high scores (top
pants who chose female characters, "2(1, N = 16) = 50%) on the first BDAS, significant increases were
2.25, p < .13. Of the six people who reported playing found. There was a significant increase, t(7) = 2.59,
Mortal Kombat or Mortal Kombat 3 before, five of p < .04, between the mean on the first suspicion sub-
them chose “Sub-Zero” as their character, "2(1, N = section (M = 2.72, SD = .30) and the mean on the
6) = 2.67, p < .10, and for participants who picked second suspicion subsection (M = 3.10, SD = .46).
“Sub-Zero” and reported playing video games fre- There were no other significant increases or decreases
quently (three times a week or more), marginally sig- in means for participants who received low or high
nificant differences were also found, "2(2, N = 7) = scores on the total or any subsection of the BDAS.
4.57, p < .10.
Hypothesis 3
Hypothesis 2 On the Social Distance Scale (SDS), results re-
Paired t tests were performed on questionnaire vealed a significant increase, t(24) = 2.69, p < .01,
scores to determine if there were any significant dif- between the mean scores on the first SDS (M = 3.18,
ferences between the first and second, the first and SD = 1.48) and scores on the second SDS (M = 3.64,
third, and the second and third questionnaire admin- SD = 1.46) after participants played video games. SDS
istrations. Data were separated by sex, age, and fre- scores decreased slightly from the second question-
quency of game play. Age was separated into two cat- naire administration to the third (M = 3.52, SD =
egories: 14- and 15-year-olds and 16- and 17-year-olds. 1.67); however, the difference was not significant,
Frequency of play was also separated into two catego- t(24) = .516, p < .61. There was no significant differ-
ries: those participants who played video games two ence between scores from the first and third admin-
times a week or less and those participants who played istrations of the SDS, t(24) = 1.53, p < .14.
video games three times a week or more. No signifi- Scores for each individual racial and ethnic group
cant differences were found in any of these specific rated on the SDS were analyzed separately. Results
categories that were not also found in the group as a indicate that means from the first and second admin-
whole. istrations for each individual racial and ethnic group
Means of scores from the CPS showed an increase increased; however, only the increases for Indians
between the first (M = 2.61, SD = .88) and second (from India), t(24) = 3.00, p < .007, was significant
administrations (M = 2.84, SD = .82); however, the (see Table 1). Means for individual groups also tended
difference was not significant, t(24) = 1.63, p < .12. to decrease from the second to the third administra-
Difference between means of the second and third tion but none were significant. There were no sig-
(M = 2.65, SD = 1.07) administrations also were not nificant differences between means from the first and
significant, t(24) = 1.56, p < .13, as was the compari- third administrations.
son from the first and third administrations, t(24) = There were no significant differences between
.262, p < .80. means on the first and second, t(24) = 1.19, p < .24,
Scatter plots revealed that participants who re- the second and third, t(24) = .411, p < .69, or the first
ceived low scores on the first CPS experienced an and third administrations, t(24) = 1.23, p < .17, on

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CULTURE WARS AND VIDEO GAMES ! Coleman

TABLE 1
Means of Participants’ Scores Reported for Individual Groups on Social Distance:
Test Administrations 1 (SDS 1), 2 (SDS 2), and 3 (SDS 3)
SDS 1 SDS 2 SDS 3
Groups M SD M SD M SD

Russians 4.04 2.47 4.32 2.41 4.08 2.38


Japanese 3.96 2.25 4.08 2.18 3.60 2.08
Germans 3.84 2.21 4.48 2.10 4.16 2.19
Caucasians 3.60 2.02 4.00 2.30 3.84 2.27
Spanish 3.28 2.30 3.44 2.10 3.64 2.34
Chinese 3.16 2.17 3.92 2.52 3.76 2.35
Mexicans 2.64 2.04 2.96 1.97 3.40 2.35
Indians (India) 2.16 1.57 3.36 2.40 2.80 2.12
Native Americans 1.92 1.44 2.40 1.35 2.32 1.95

the Community Race Relations Rating (CRRR). On more frequently should be more likely to pick “Sub-
average, participants did not feel good about race Zero.” Out of the six participants who reported play-
relations. On a scale from 1 to 10, with 1 being the ing the game three times a week or more, four of
best race relations possible and 10 being the worst race them picked “Sub-Zero” and one picked the African
relations possible, participants’ mean scores were 6.09 American man. Five of the six participants who picked
on the first (SD = 1.64), 5.82 on the second (SD = “Sub-Zero” indicated that they had played Mortal
1.57), and 5.79 on the third (SD = 1.9). Kombat or Mortal Kombat 3 before. It seems that play-
ers who are less familiar with the game tend to pick
Discussion action figures they identify with in relation to sex,
It was predicted that players of video games would and players who are more familiar with the game pick
pick players in the game they most identified with. action figures who they identify with in some other
This prediction was true for sex but not for race. Boys respect such as perceived toughness.
tended to pick male characters and girls tended to This study also sought to assess the effects of video
pick female characters. Although chi-square statistics games on race relations. The hypothesis that video
did not reveal a significant difference between how games have adverse effects on race relations was par-
many girls were expected to pick women characters tially supported. There was an increase of “closeness”
and how many actually did, this result was probably scores on the SDS; however, there were no adverse
due to the small sample size. effects on how participants perceived race relations
There was no Black female on this particular ver- as measured by the CRRR. When SDS scores were
sion of the game so race could not be analyzed for analyzed individually for each racial or ethnic group,
girls, but African American boys did not tend to pick the mean social distance between the participant and
the African American male character. Over 50% of every other racial and ethnic group increased. Video
the African American boys chose “Sub-Zero,” a popu- games may increase racial and ethnic tensions.
lar Japanese character. “Sub-Zero” is one of the most The greatest increases on the competitiveness
popular and powerful characters on the game—so and suspicion subsection on the aggression scale came
popular that manufacturers put the old “Sub-Zero” from participants who had lower scores before play-
and the new “Sub-Zero” on the sequel to MK3 (Ulti- ing video games. There was a substantial increase in
mate Mortal Kombat 3). Future research can investi- how competitive participants were after playing video
gate if male players do not pick action figures they games for people who received lower scores on the
identify with racially or ethnically but rather pick ac- first administration of questionnaires versus partici-
tion figures who are the most popular or who they pants who received higher scores. Given that the
consider to be the “best” in the game. If this conclu- mean CPS score for participants in Turner’s (1960)
sion is true, then boys who report playing video games original study with college students was 2.53 (SD =

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CULTURE WARS AND VIDEO GAMES ! Coleman

.82), the high school students in the present study children of other ages and ethnic groups. Also, there
(M = 2.61, SD = .88) tended to be slightly more com- is a need to determine whether extended video game
petitive than college students. Competitive scores playing produces effects that differ from limited play.
further increased for high school students after play-
ing the video game. When separated, there was a sub- References
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PSI CHI JOURNAL OF UNDERGRADUATE RESEARCH ! Summer 1999 75

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