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Behavioral Attitudinal and Decision-Altering Effects of Aggress PDF
Behavioral Attitudinal and Decision-Altering Effects of Aggress PDF
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Dissertations Graduate College
12-2007
Recommended Citation
Smallwood, Kent, "Behavioral, Attitudinal, and Decision-Altering Effects of Aggressive Video Games on Young Adults" (2007).
Dissertations. 918.
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BEHAVIORAL, ATTITUDINAL, AND DECISION-ALTERING EFFECTS OF
AGGRESSIVE VIDEO GAMES ON YOUNG ADULTS
by
Kent Smallwood
A Dissertation
Submitted to the
Faculty of The Graduate College
in partial fulfillment of the
requirements for the
Degree of Doctor of Philosophy
Department o f Psychology
Dr. R. Wayne Fuqua, Advisor
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UMI N um ber: 3295563
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Copyright by
Kent Smallwood
2007
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ACKNOWLEDGMENTS
I would like to thank, first and foremost, my wife Hilary, for her continued efforts at
realm (ironic, given the subject of the study). I would also like to thank all three of my
research assistants, listed as co-authors in the study, for the many hours they spent
recruiting and running participants. I would especially like to thank Scott Latour, who
kept things running smoothly organizationally while I was out of the state on internship. I
would obviously like to thank my dissertation committee, for agreeing to take on the
immensely in the statistical analysis of this study. My ability to design research far
exceeds my ability to statistically analyze it, and so without him, I would likely have been
left with a compelling research question, a conceptually tight and elegant experimental
design, and then a mess of data that I wasn’t sure what to do with.
Thanks to all my friends and family for their support throughout the years. You
know who you are. Thanks to Monster Energy Drink, for keeping me awake during
painful AM therapy groups on internship, and to Anti-Flag, Thursday, and Boy Sets Fire,
the best bands out there. Thanks to Oberon, for being my best friend in the world.
Kent Smallwood
ii
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TABLE OF CONTENTS
ACKNOWLEDGMENTS......................................................................................... ii
LIST OF TABLES...................................................................................................... vi
INTRODUCTION...................................................................................................... 1
Topic Background.......................................................................................... 1
Industry Scope................................................................................................. 3
Experimental Research................................................................................... 6
Summary.......................................................................................................... 14
METHODS.................................................................................................................. 16
Overview......................................................................................................... 16
Participants...................................................................................................... 16
Setting.............................................................................................................. 21
Equipment....................................................................................................... 22
Experimental Procedure................................................................................. 22
RESULTS.................................................................................................................... 32
Game Matching............................................................................................... 32
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Table of Contents - Continued
DISCUSSION............................................................................................................. 51
Summary......................................................................................................... 51
Pretest Differences......................................................................................... 52
Posttest Differences....................................................................................... 53
Responder Analysis........................................................................................ 56
Limitations...................................................................................................... 59
Future Research............................................................................................... 61
REFERENCES........................................................................................................... 63
APPENDICES
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Table of Contents - Continued
I. Aggression Questionnaire............................................................................... 90
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LIST OF TABLES
vi
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LIST OF FIGURES
vii
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1
INTRODUCTION
Topic Background
With each passing year, the influence on contemporary culture of all types of media,
both old and new, continues to increase. As of 1998, television sets had penetrated into
ubiquitous, concerns inevitably arose about potentially undesirable side effects that might
accompany media exposure, particularly the effects on youth. For example, research has
estimated that by the time an American child graduates from elementary school, he or she
will have watched 8,000 murders and over 100,000 other assorted illegal acts on network
Wilcox, & Zuckerman, 1992). This statistic was reported before the widespread adoption
and revenue during the past decade. With television, dozens of studies suggest some
correlation between time spent watching violent acts on television and subsequent
effects from videogame violence is relatively limited, with the first methodologically
controlled experimental studies not being published until the early 2000’s (Anderson &
Dill, 2000, Sheese & Graziano, 2005, Deselms & Altman, 2004, Uhlman & Swanson,
2004). The difference between the amount of research done on the two mediums is
understandable, given the many decades television has been widely adopted as a
consumer media outlet, whereas videogames are a relatively new technology, with
modem, highly graphic games only a decade or so old. Another explanation for the
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base on television and the assumption that results can be extrapolated from televised
violence to videogame violence. Unfortunately, this extrapolation has not been subject to
videogames and watching television that raise questions about the generalizability of
research findings from television to videogames, thus justifying the need for videogames
videogames require active role adoption in which the player engages in a variety of in
game acts, including violent acts that are rewarded on variable ratio schedules with
points, progression to different levels of a game and other types of sensory reinforcement
that is programmed into the game. Additionally, the stream of input the games require
from the player necessitates a consistent attentional focus, as opposed to the passive
experience of watching television. A viewer can “tune out” while watching television,
and attend to other stimuli, temporarily mitigating its effects; this is not possible with
videogames, because doing so will result in some form of losing in the game.
Despite an increasing amount of research on the effects of videogame play over the
last five to seven years, the results are still far from conclusive, due in part to the modest
published research. Despite the lack of conclusive results in the literature, a variety of
bills designed to restrict the sale of violent games have been passed into law in the last
four years. Most notably, in December 2005, Senator Hillary Clinton proposed Federal
legislation, the Family Entertainment Protection Act (FEPA), designed to 1) levy fines
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for selling violent games to minors, 2) create an annual review of the Electronic Software
Ratings Board (ESRB), a voluntary industry organization designed to rate games, and 3)
install a system o f undercover audits to test retailer compliance with the act (Thorsen,
2005).
A number of state and local regulations that were predecessors to the aforementioned
FEPA have been overturned in the courts on First Amendment grounds. Most of these
bills proposed fines for retailers who sell M rated games to minors, or force them to stock
violent games in an area separate from the other games (e.g., Varanini, 2003: Gamespot,
2005; Associated Press, 2005). This tug of war between lawmakers and the videogame
industry came to the forefront in August 2006, when the state of Illinois was ordered to
pay various organizations within the videogame industry over $500,000 in attorney fees
they incurred while challenging a law designed to restrict the sales of certain types of
games (Wade, 2006). It would seem logical to conclude that these types of new
legislation and subsequent legal challenges from the industry will continue in the future,
Industry Scope
The videogame industry has increased exponentially in the last decade, transforming
itself from a niche market catering to a small group of avid gamers, to a legitimate media
powerhouse rivaling the movie industry. For example, computer and video game
software sales in the United States reached $7.1 billion in 2005, which represents a near
2006). Clearly, videogames are on the rise in popular culture and seem poised to become
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Figure 1, published by the Entertainment Software Association (ESA), the main trade
organization for the industry, shows annual industry sales since 1996. Preliminary
estimates of industry revenue for 2006 rose to $12.5 billion, and expectations for 2007
are $15 billion (Sinclair, 2006). $12.5 billion would represent just under 9% of the
overall consumer electronics market in this country, including music players, televisions,
Prior to the mid 1990s, research on potential effects of violent videogames was
limited in scope and in the types of questions posed due to the relatively primitive nature
of the games. Games of this era were largely symbolic in their aggression, such as “Pac-
Man” eating pellets and ghosts in a maze. As games became more advanced through the
late 1990s and into the next millennium, the level of realism with which violent actions
were depicted increased dramatically. It wasn’t until the release of “Mortal Kombat” in
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1993, a game which featured graphically realistic (for the time) fighters killing each other
in gruesome ways, that society began paying attention to this issue. This led to
Congressional hearings, widespread social concern, increased research on the topic, and
More recent research investigating the effects of violent videogames on behavior can
generally be placed into two main categories, correlational and cognitively interpreted
experimental work. Researchers have shown correlations, some weak and some fairly
compelling, between extended videogame play and a variety of variables. Some of these
correlations are predictable, such as a negative correlation between time spent playing
games and grade point average (Gentile, Lynch, Linder, & Walsh, 2004), as any activity
Other correlations are less predictable and possibly more troubling from a clinical or
societal perspective. For example, playing violent video games has been positively
correlated with a history of ‘delinquent behavior’ (Anderson & Dill, 2000), and
arguments with teachers and trait hostility (Gentile et al., 2004). Videogame playing has
also been negatively correlated with empathy (Funk et al., 2003). Unfortunately, this
body of descriptive research suffers from limitations that pertain to all correlational
research. One cannot draw conclusions about a causal relationship between videogame
impossible to determine the direction of causal relationship, if one exists, on the basis of
correlations do not rule out the possibility that one or more unidentified third variables
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both the video game play and aggressive behavior, thus causing the correlation between
these two variables. Unless conducted in a controlled setting, it is difficult for research of
this type to demonstrate that videogame playing is the key variable at work with regards
Experimental Research
video games by conducting studies that involved experimental designs and the
exist between violent gameplay and a variety of variables. Anderson and Dill (2000), in
what remains the most comprehensive study on this topic, concluded that participants
who were randomly assigned to a group that played violent video games had more easily
accessible hostile thoughts and chose to deliver more punitive blasts of noise to
However, as is common with new lines of research, the results of this study must be
this study (Anderson & Dill, 2000). Because of ethical considerations, most
experimental research on aggression with any population or setting must rely on analog
analog measures sample behavioral or cognitive effects (e.g. self reports of attitudes,
intentions, and interpretations) that may not be correlated with actual aggressive actions.
This raises concerns about the validity of these analog measures. In other instances,
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determine if the more distal independent variable of interest (e.g., prior exposure to
violent video games) is in fact causing changes in aggressive behaviors, or the more
proximal provoking conditions built into the dependent variable were the cause of any
designed to provoke aggression are not frequently encountered in daily living (e.g.,
violence (e.g., aggressive driving, social conflicts, alcohol consumption) thus raising
further questions about the validity of conclusions drawn from such measures. These
problems are not unique to this literature, but they require some effort to enhance the
Anderson and Dill (2000) also argue that violent game play makes violent thoughts
more cognitively accessible, as evidenced by the use of a reading time reaction test. In
this measure, words with different types of connotations (anxiety words, escape words,
and control words) were flashed on a computer screen, and participants were asked to say
individual words as quickly as possible. Those who played the violent game showed a
larger difference in average reaction time between aggressive and control words than
those who played the nonviolent game. These results were interpreted as support for the
contention that violent game play may have primed certain thematic related words and
cognitions. Unfortunately, tasks such as these are of questionable validity, with several
notable concerns. First, due to how priming was measured, in the form o f average
latency between the two groups, large individual differences may account for much of the
demonstrated effect size. Even though outliers were discarded, a few participants
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responding with consistently large differences in reaction times would account for much
of the aggregate difference, which was not large to begin with (a difference of slightly
over 11 milliseconds).
was increased as a function of hearing violent themed language that was part of the
programmed audio for the violent video game. Alternatively, participants may engage in
covert verbal behavior while playing a video game that may differ across violent and
non-violent games. The recency of this covert verbal behavior may have an influence on
reading reaction time. In either case, there is little evidence that increased cognitive
Third, the violent game used in this study required fast-paced active participation in
contrast to the nonviolent game which was a fairly passive “point and click” experience.
Thus, differences in the pace of the two games, which was not systematically controlled,
rather than the violent content, might account for the cognitive priming effect, simply as a
active game. This admittedly does not fully explain the difference in effect between
videogame play and various analog measures of aggression. For example, Sheese and
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Graziano (2005) measured aggression with the “Prisoner’s Dilemma,” a classic 2x2 cell
decision matrix whereby the highest level of reward is gained by exploiting the opponent,
causing them to lose points. Mutual cooperation ensures a slightly lower level of reward
for both players, although larger in total, and mutual exploitation results in both players
measure of aggression, these authors also used the same video game (“Doom”) for both
groups, but altered the amount of violent content by modifying the game code. This
methodological refinement (using the same game with different content for each
experimental condition) eliminates a major confound that plagues much of the research in
this area but requires significant programming skill to alter the game code as well as
permission from those who own patent rights for the game. The results of the study
showed that those who played the violent version of “Doom” exhibited more exploitative
behavior in the Prisoner’s Dilemma simulation than did those who played the nonviolent
version of the game. While this study has much to commend, it did use a dated video
game (the PC version of Doom was released in 1993) that did not contain the graphic
realism o f more recent video games. It was also modified to be intentionally easy for the
player, possibly decreasing the motor demands required for play. Thus there is a need to
replicate the effects of more contemporary video game play on aggressive behavior using
comparison games that differ in the amount of violent content but are matched on most
other potentially active game characteristics (e.g., pace of the game, difficulty of the
game). It is also not clear what the relationship is between exploitative and aggressive
behaviors.
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Deselms and Altman (2004) found a statistically significant difference between two
were read immediately after playing a violent or nonviolent game, or (in a second
experiment) one hour later, and participants playing the violent game chose longer prison
sentences for the same criminals. These kinds of attitudinal dependent variables have not
received enough attention in the experimental literature. It is possible that violent video
game play does not have immediately obvious or observable short-term effects. Instead,
such gameplay may produce subtle changes on the player’s worldview, (e.g. the ease with
possible reason for this lack of inquiry using dependent measures of this type is likely
questionnaire, in favor of strictly observing overt behaviors. However, the study had
several methodological limitations. The games used were from different genres, with one
being a fighting game (Mortal Kombat) and the other a basketball game (NBA Jam), and
are both almost 15 years old, and thus not as graphically violent as some modem games.
Therefore, the games differed on many dimensions beyond violent content. While this
does not render the study obsolete, it does indicate that a replication of the study with
Related to the above issue, potential confounds associated with highly divergent game
content are common to research on video game violence. For example, studies have used
pairs of games that bear little resemblance to each other in terms of pace (Uhlman &
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Swanson, 2004), difficulty, or genre of game (Deselms & Altman, 2004). Even
Anderson and Dill (2000) acknowledged this methodological flaw, noting “However,
none o f these studies can rule out the possibility that key variables such as excitement,
difficulty, or the enjoyment created the observed increase in aggression” (p. 775).
reviews o f the effects that violent videogames have on aggressive behavior, aggressive
2004). Simply stated, studies must be replicated with games matched on everything other
than violent content in order to draw conclusions about the contribution of violent video
that playing violent video games cannot in and o f itself be sufficiently powerful to
provoke aggressive behavior by most game players. After all, millions of people play
violent video games, often on a daily basis and for many hours per week. Only a small
proportion of those game players engage in aggressive behavior that rises to clinical or
criminal significance levels after playing these games. Thus, if violent video games
increase the probability o f aggressive behavior, they do so for only a small proportion of
the game players. Presumably some other factors interact with the violent game playing
Researchers have recently attempted to identify risk factors that might be associated
with increases in aggressive behavior and its correlates that might result from playing
violent video games. Brady and Matthews (2006) recruited 100 male college students
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age 18-21, and had them play either a violent game (Grand Theft Auto III) or a
nonviolent game (The Simpsons: Hit and Run), and examined blood pressure and
attitudinal variables related to violence. Participants were yoked into matched pairs
questionnaire measures after game play assessing negative affect, endorsement of risk
Results showed that participants who played Grand Theft Auto III showed a
significant increase in blood pressure, more negative affect, more hostile social
information processing, and were more competitive than those who played The
Simpsons. More telling was the fact that participants who had been exposed to greater
levels of community violence had a larger change in blood pressure and negative
information processing than those who witnessed less community violence. This is the
first study to postulate a third variable that might make certain individuals more “at risk”
Despite the significant results, there were several methodological issues worth
mentioning. The games were not matched on difficulty nor presence of realistic violence
(The Simpsons features cartoon characters, while Grand Theft Auto III features realistic
characters and violence). Furthermore, each participant played only one of the two
games, and that game for only 10 minutes. Thus there was no opportunity for within
Although participants who played Grand Theft Auto III demonstrated more
competitive choices on the simulation, it is not known how competitive measures relate
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to aggressive behavior, and no clearly aggressive choice was available. Finally, the
absence of baseline measures of competitive behavior greatly limits conclusions that can
be drawn regarding predictors of adverse effects of playing violent video games. More
specifically, those participants with a history of observing violence might have had much
higher pre-existing dispositions toward violence than those participants without a history
of observing violence. Thus the higher post-game scores on aggression measures could
reflect a more general predisposition towards aggression rather than a specific reaction to
the video game content itself. Collection of pre and post game measures and calculation
of change scores are needed to reflect the extent to which video game play provoked
aggression. The degree of realism in the violent content is one variable that was not
systematically controlled for, but the between group differences in this study suggest
To date, this study remains unique in its focus on the participant’s history of
observing violence in the community or at home. This third variable might have been a
predictor of the more extreme reactions to playing violent video games. It would be
function of playing violent video games and to understand the mechanisms by which
other factors mediate and potentiate aggressive reactions to playing violent video games.
examined effects of twenty minutes of play on one of two different types of games
matched on as many variables as possible other than the amount o f violent content, one
violent (Grand Theft Auto 3) and one nonviolent (Need for Speed: Hot Pursuit 2), on
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main strength o f this study was that it was the first to systematically match the games on
other variables such as the pace and difficulty of the games. The study found no
significant change in physiology (measured by heart rate and blood pressure) from
playing either type of game, contradicting the results reported by Brady & Matthews
(2006). The study examined a comparable participant demographic (18-21 year old male
college students), but a smaller sample size (N=27 versus N=100 in Brady & Matthews).
more aggressive choices were made by participants who played the nonviolent game
compared to the violent game. Regardless of the small, homogenous sample, it was a
methodological step forward from the aforementioned studies in the way it controlled for
Summary
Recent efforts to regulate video games with violent content have been predicated on
the assumption that playing such games produces detrimental short and long-term effects
on the behaviors and attitudes of the game players. Preliminary research suggests that
between violent content and other correlated characteristics of the violent video game
(e.g., level of action, challenge and frustration). More specifically, many studies involve
a comparison between a violent, fast-paced and challenging video game and a non
violent but slow-paced game, as well as games with little in common with regards to
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content. The multiple differences between game content presents an obvious confound
that needs to be resolved before any increases in aggressive behavior and attitudes can be
attributed specifically to the violent video content. Furthermore, many of the published
studies have relied on single dependent measures of questionable validity as their index
of aggression. Moreover, much of the research is based on dated video games that do not
reflect recent advances in game graphics, game speed, or game content. Finally, few
studies have attempted to identify and understand those participants who display
games.
The purpose of this research project was to expand this line of research by comparing
the pre to post-test impact of playing violent versus non-violent videogames on measures
might relate to the arousal or frustration level produced by each game (e.g., difficulty,
speed of play) so that the games were similar in all dimensions other than violent content.
This study also identified “responders,” similar to Brady & Matthews (2006)
identification o f variables that differentiate certain participants from others. In this case,
common predictors (e.g., gender, prior game experience, medication use, and others) of
significant reactions to violent video game exposure. In other words, rather than relying
solely on aggregate group data, we were more concerned with which secondary variables
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METHODS
Overview
The experiment described herein was designed to determine what effect playing
different types of video games has on attitudes and behavior commonly associated with
aggression. The independent variable was exposure to two different video games with
different amounts and types of aggressive content, but otherwise similar game
characteristics. All participants played both games, (divided into two groups, based on
the order they played the two games) and completed measures at pretest, after the first
game, and after the second game. The dependent variables were behavioral and
questionnaire based measures. A secondary goal of this study was to identify participants
who might be at risk of displaying aggressive reactions to video game violence and
compare those individuals to other participants who did not display the same risk factors.
Participants
Michigan University. Males and females between the ages of 18-29 were eligible to
participate. This age range was selected because it captures a sample of the most avid
video game players (Entertainment Software Association, 2006). Females were included
in the sample because there is currently no research indicating a differential gender effect
although females as a group are fewer in number than males (Anderson and Murphy,
2003).
Prior to participant recruitment, the experimenter, an avid game player, selected two
video games that appeared from casual observation to be matched on as many game play
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and graphical variables as possible, except for the amount of violent content. The game
that was tentatively identified as the non-violent game was “Midnight Club 3: DUB
Edition” henceforth referred to as ‘MC’, while the violent game was “Grand Theft Auto:
San Andreas”, henceforth referred to as ‘GTA.’ The comparability of these games was
then verified by scoring the games using the Game Matching Tool, Appendix B-l and B-
2. Using this tool, the lead experimenter spent three hours playing each game, to
determine the game’s pace, difficulty, and genre. Doing this demonstrated that MC and
GTA were similar enough in these categories to warrant further, more in-depth
comparison. This was accomplished by videotaping the lead experimenter playing each
game for twenty minutes, with the television and controller visible in the recording. The
data were then reviewed and analyzed by the lead experimenter to determine two
variables. First, the number of cartoonish versus realistic aggressive behaviors were
counted and categorized. For the purposes of this study, “cartoonish” aggressive
behaviors were defined as “intentional or accidental actions the player performs in the
were defined as “intentional or accidental actions the player performs in the game that
cause some form of realistic damage to the environment or the player.” Second, the
games were compared with regards to how physically and mentally demanding they are
play each game. Faster paced, more complex games require a higher number of
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The results of the game matching process (see Appendix B-l and B-2) show that the
games were equivalent on many key dimensions, including difficulty, genre of game, and
pace of the games but differed significantly on the amount of video violence. For
example, the games were similarly demanding with regards to motor skills, as defined by
the number of inputs required on the controller per minute (188.4 inputs/minute for MC
and 184.4 for GTA). The games differed in overall content and goal with MC being a
global street racing game, with players racing against computer drivers to earn money
which can be used to upgrade and customize their cars. Additionally, the aggressive
content in MC is implicitly punished by the game, because running into objects or other
cars slows the player down, resulting in a worse finish in the race. GTA has the player
assume the role of a paroled murderer named “CJ” who returns to his crime-ridden
hometown in order to reassert his authority over the local gang infrastructure. GTA
includes graphic depictions of violence against police, civilians, and women. Many of
the females in the game are prostitutes. In contrast to MC, GTA rewards violent acts
with in-game monetary bonuses, additional weapons, and advancement of the main
plotline of the game. The game is also completely nonlinear, allowing the player to do
Most importantly, the games differed in the frequency and nature of violent content,
with MC averaging 7.16 violent acts per minute, and GTA 8.7 per minute. While this
does not appear to be a large difference, examining the types of violence in each is
important; all of MC’s violence is of the cartoonish variety, consisting almost entirely of
cars bouncing off each other and street signs flying away when struck. The violence in
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MC was also implicitly punished, in the form of the car slowing down when colliding
with things, thereby causing a worse finish in the race. By contrast, all of GTAs violent
actions were realistic, consisting of a variety of graphic acts, including carjackings, drive
by shootings, and the murder of police officers, all of which were reinforced, either in the
form of game progress, or straightforward sensory stimulation via explosions and related
Ratings Board (ESRB) indicating it is appropriate for individuals age 10 and up. GTA is
rated “M” by the ESRB, indicating it is appropriate for individuals age 17 and up. All
games rated by the ESRB also contain “content descriptors,” which are supplementary
descriptive words or phrases designed to inform the consumer why a game may have
received a particular rating. The content descriptors for each game are listed below:
The games are similar in that much of the response topography needed to perform
them well is the same. Both contain a considerable amount of time spent operating
vehicles of various kinds. Driving vehicles quickly towards an objective while avoiding
various obstacles involves similar response topographies in both games (i.e. a button to
accelerate, the directional pad or analog joystick to steer, etc). The two games do not
require vastly different repertoires to play, and the controller for each is the standard
Playstation 2 controller. Even though GTA has more opportunities for violence, and
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there is a wider variety of inputs that the player can perform, the two games are virtually
identical in terms of time spent doing fundamentally similar things. This is important so
controller) required to play the two games, or what could be called a game content
confound such as would occur in comparing a racing game to a game with no car content.
Two other researchers collected IOA on the game matching for both inputs on the
controller (a measure of how arousing the game is to play) and violent content, in order to
ensure the games were in fact as equivalent as possible. This was done by watching the
videotape o f the main experimenter playing the games, described previously, and
counting both controller inputs and violent actions, after being trained to fluency by the
lead experimenter. Although in some of these sessions more than one experimenter at a
time was present, results were collected independently. IOA scores, which were
calculated by separately comparing each assistant’s results from watching the videotaped
game playing session, indicate a very high agreement between experimenters in both
number o f inputs per minute for both games, and the violent content for both games.
Every IOA check between the three researchers exceeded 90%, with many in the high
90% range. IOA was calculated by comparing each experimenter’s total number of
inputs counted during the 20 m recorded play session, and dividing one into the other.
The same was done with aggressive acts. It is possible that high scores and subsequent
agreement may occur even if observers are not recording the same behaviors, but this was
determined to be the most feasible way to calculate IOA given the several thousand
controller inputs. The following tables illustrate the IOA collected on the two games
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Setting
table and chairs, a dry erase board, a computer, a television with attached Playstation 2,
and several bookshelves. Only one participant performed the study at a time in the room,
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Equipment
(explained in the session protocol below), a 19” television, and a Playstation 2 brand
Participants were 18-29 year old males and females from undergraduate college-level
psychology courses at a Midwestern University, split into two groups of 40 each. After
hearing the general premise and age restrictions of the study, participants were recruited
from these classes after expressing an interest in the study by filling out a Declaration of
Interest Form (see Appendix C). The experimenter then contacted those students who
orientation session. At the orientation session potential participants were given a more
detailed overview of the experiment including the risks, benefits and confidentiality
document. All 80 participants who came for an orientation session agreed to the
experiment.
Experimental Procedure
GTA-MC, to denote the order they played the games) and Group B (henceforth referred
to as MC-GTA) participants, other than the order MC and GTA were played, and as a
result, when the posttest Aggression Provocation Questionnaire (described later) was
taken. Participants were not assigned to Group GTA-MC or MC-GTA until step five of
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23
Eligible participants read the consent form, and had a chance to ask questions, the
Participants were then instructed that they were going to read a series of twelve short
stories about real life situations. Within each story, participants were asked to describe
how they felt about the situation, and select a choice from the list that most closely
The vignettes used in this study were taken from the Aggressive Provocation
Questionnaire (APQ) (O’Connor, Archer & Wu, 2001). The APQ was designed as an
update to the Anger Situation Questionnaire, (ASQ) (Van Goozen, 1994), as a state-based
measure of aggression, (the Likert scales of how the participant feels), along with
were used at pretest and posttest are listed in Appendix E. Even though the APQ was
normed against a male sample, the creator of the APQ felt that it could be easily applied
to the female population, with no discemable loss in utility. It was slightly altered to an
American-English dialect, as opposed to a British one, with the creator’s permission. The
APQ consists of 12 scenarios, each with a set of three Likert-style ratings (“angry,”
“frustrated,” and “irritated,”) along with a behavioral decision about how to resolve the
situation. The specific scenarios are listed in Appendix E. For the Likert scores, the Y-
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24
axis on the visual displays of the data spans from 0-48 to represent the 0-4 score that
participant that he needed to go upstairs for a short time in order to check on the status of
the other part of the experiment being conducted upstairs simultaneously, although in
reality there was no simultaneous session being conducted. This was done to enhance the
Following this, participants were told they were going to engage in a brief computer
simulation in which they could earn points toward a prize drawing to be conducted after
the experiment. It was imperative that the points earned in the simulation translated into
something tangible and reinforcing to the participant, thus providing some motivation for
non-arbitrary responding. This simulation was similar in design and identical in function
to that used by Smallwood, Fuqua, & Dagen (2005), although several modifications were
made, described below. It has similarities to both the Point Subtraction Aggression
aggression (Cherek, Schnapp, Moeller, & Dougherty, 1996) and the Prisoner’s Dilemma,
between the simulation and the Prisoner’s Dilemma were the redeemable nature of the
points as opposed to fictional prison sentences, and the option to emit competitive
responses, as opposed to just cooperative and aggressive (the exploitative choice in the
Prisoner’s Dilemma).
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25
In this simulation, participants were told that they were playing against another
student at the same time; this “opponent” was actually a pre-programmed computer
generated opponent. This deception was necessary to convince the participant that his or
her performance during the simulation was significant and to provide some opportunity
for cooperation or aggression with respect to the “opponent.” Numerous small details
were included in the simulation to make the presence of another human participant as
believable as possible. As expected, none of the participants in this study expressed any
doubt as to the legitimacy of the simulation or its purpose. Questions from participants
were straightforward and clarification seeking, such as asking if the opponent could see
them via webcam (answered ‘no), and if they were in the same class as them (answered
‘possibly’). The three choices they could select from for each trial of the simulation were
Each simulation session consisted o f fifteen brief independent trials. In each trial, 10
points were at stake, and were divided between the participant and the opponent based on
the decision the participant made for each trial. Participants had one of three choices in
each trial:
l)They could choose to “Go for all the points”, in which case they engaged in a brief
competitive game. In this game, the participant was told he or she was competing against
the opponent to clear the screen of falling ‘missiles.’ The participant pressed the mouse
to fire intercepting ‘missiles’ from his turret on the bottom. The person who cleared
more missiles during the trial won the game and earned all the points for that trial. The
performance of the opponent was adjusted so that the participant won the game on 50%
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26
2)They could choose to “share the points”, in which case a cooperation-based game
was played. This game was identical to the competitive one, except that the participant
and computer were working together to intercept missiles. To add to the believability of
this game, the computer randomly assisted in destroying 25%-75% of the missiles on
each trial where this sub-simulation was chosen. Regardless of the percentage of missiles
destroyed by the computer on any given trial, the points were evenly split between the
3)They could choose to “take their points”, in which case a game was played that was
similar to the competitive and cooperative ones, except that the participant was placed in
an aggressive role in which he or she fired ‘missiles’ at the opponent who was placed in a
defensive role. It was important for the aggressor to earn no points when this decision
was made so that the end result, a point loss for the opponent, was unique and both
qualitatively and quantitatively different from the other two choices. This would be the
response most like actual aggression, which usually is directed towards harming another
rather than gaining something by the aggressor. If both players chose to aggress, both
were punished.
For the first two trials, the opponent cooperated both times. This was to detect if
there were systematic differences between proactive and reactive aggression (which can
be considered similar to provoked versus unprovoked), since the first two trials were
unprovoked. Other studies examining potential effects of violent videogames have not
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27
interest. On trial # 3, the opponent aggressed, so that participants were ensured to have
some provocation in the simulation, to measure reactive aggression. This had the
additional benefit of ensuring that the participant likely would not simply cooperate
through the entire simulation, thus avoiding any other stimuli from the “opponent” while
playing.
For trial #s 4-13, the opponent made the selection that the player chose on the
previous trial. For trial #s 14 and 15, the opponent cooperated both times, again as an
assessment of unprovoked aggression, this time also incorporating the passage of time
The following table helps illustrate what would happen depending on the decision of
both the participant and the opponent for the trials. The participant received this table
The results of each trial were visible via a spreadsheet at the bottom of the screen, so
the participants were consistently aware of the results of their decisions. The simulation
was designed to minimize the likelihood that the points may have interfered in measuring
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28
aggression, becoming the more proximal cause of aggressive responding, described in the
introduction. This was at least partially controlled for as a function of the design of the
simulation. The participant earned points during the simulation no matter what, but how
many was entirely up to his or her own decision making. Even aggressive behavior was
purposeful, as its primary purpose was to reduce the number of points the opponent
earned, thereby reducing his or her total number of raffle entries, making the participant’s
chances in the raffle statistically better. However, this was the least directly beneficial
route for participants to take, comparable to the difference between adding one’s own
Participants then were assigned to play the video games in a quasi-random manner,
with participants put into the smaller group if the smaller group had a greater than 2
After assignment to experimental groups, each participant was given the instructions
regarding game play, the fact that how they progress in the game is up to them, that the
experimenter will be recording various details of game play, and the availability of
controller handouts and cheat codes. These are listed in their entirety in Appendix F-l
and F-2 (controller handouts for the two different games) and Appendix G-l and G-2
(codes for the two different games). Participants could stop play prior to 25 m if they
wished, although none chose to do so. Potential unfamiliarity with the specific game was
not a concern in making sure participants came into contact with each game’s built in
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29
because most of them require fairly homogenous repertoires. Additionally, in the case of
GTA, violent actions were required to make any sort of progress in the game. The
dependent measure during game play was the number and type of aggressive behaviors
done in the game, recorded in an ongoing fashion by the experimenter. The data sheet for
At the conclusion of game play, participants were asked to estimate how many violent
actions they participated in during the game. This was done to assess if game players
were actually aware of the quantity of violent actions they performed while playing, a
variable that has never been assessed before in literature on this topic.
Participants who had completed the violent game (GTA) then completed the APQ
(Appendix E), using the same set of vignettes as were used in the pre test of APQ. Note
that the APQ was administered only after playing the violent video in this step for GTA-
MC, and in Step 10 for MC-GTA. This was done in an effort to limit the session length
and because there was little reason to think APQ measures would show any change after
instructions for administration of the APQ were the same as in the previous
administration. During completion of the APQ, the experimenter again excused himself
to check on the status of the fictitious competitor for the Decision Making Simulation.
Note that if participants were in Group B, this step came after step 9, when they played
GTA.
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30
This was identical to Step Six, using the game not previously played.
Hostility Inventory, “a long-time standard for assessing anger and aggression” (Western
Psychological Services, 2006). This was done in order to get a self-report, questionnaire-
administer once at posttest. Thus administering this tool after the independent variable
decreased the likelihood of participant reactivity to the purpose of the study. Scores on
the AQ were subsequently used to identify responders based on their history of, and
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31
(VEQ), (see Appendix J). This questionnaire was designed to assess important subjective
characteristics of videogames. The VEQ provided a self report measure of how game
play may have affected the participants. It also provided a self report measure of the
game play experience (e.g., difficulty, character identification) used to determine how
well matched the games were. Participants provided ratings on a 10 point scale for
twelve questions for GTA. Because MC lacked a main character, this game was only
scored on the first eight questions. Table 4 summarizes the sequence of events
GTA-MC MC-GTA
Step One Consent/Orientation Consent/Orientation
Step Two Gameplay Habits Questionnaire Gameplay Habits Questionnaire
Step Three A PQ # 1 A PQ # 1
Step Four Decision-Making Simulation # 1 Decision-Making Simulation # 1
Step Five Quasi-Random Assignment Quasi-Random Assignment
Step Six GTA Play MC Play
Step Seven APQ # 2 Decision-Making Simulation # 2
Step Eight Decision-Making Simulation # 2 GTA Play
Step Nine MC Play APQ # 2
Step 10 Decision-Making Simulation # 3 Decision-Making Simulation # 3
Step 11 AQ AQ
Step 12 Game Evaluation Game Evaluation
Table 4. Experimental Session Order
Group B was included in the study to prevent a potential sequence effect that might
have arisen from all participants playing the games in the same order. Having
participants play both games in one combined session was likely not a concern, because
there is little reason to think a carryover effect might exist; no research has found one,
and 25 minutes of exposure to the first game is unlikely to carryover into the second
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32
portion of the experiment, because of the age and corresponding previous exposure to
violent media of various types that participants presumably have already had.
RESULTS
Game Matching
yielded highly similar frequencies of inputs, a measure of the level of demand placed on
the player for each game. These observations of game playing also documented higher
levels of realistic violent acts in GTA than in MC. Furthermore, game play observations
also documented vast differences in the nature of the violent content with MC containing
exclusively cartoonish violence. The violence in GTA was uniformly realistic and very
graphic.
With regard to the subjective ratings of the game players, all participants played
both games and rated each game on eight different subjective dimensions using a 10
point Likert scale (see VEQ in the Methods section). Data were combined across all 80
participants in both groups and displayed in Figure 2. Paired sample t-tests were
conducted on the ratings for each game. As can be seen from these data, players rated
both games similarly on four dimensions (action packed, absorbing, frustrating and
arousing). MC was rated more favorably that GTA on three evaluative dimensions: “I
liked the game” (t = -3.11, p=.003), “the game was entertaining” (t = -2.55, p=.013), and
“the game was exciting” (t = -3.36, p=.001). GTA was rated higher than MC on one
across the two groups (MC-GTA versus GTA-MC) did not yield significant differences
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33
10.00
9.00
8.00
** * **
7.00 — 6t7 4 - ^73----------
6.39.6.25
5.91
6.00 -5J-5
5.49
5.19
4.84__ 4^90 □Avg GTA
H 5.00
□Avg MC
oc 4.39
3.98 *=Sig at .05
4.00 !**=Sig at .01
3.00
2.00
1.00
0.00
1-Like gm 2-Action pack 3-Arousing 4-Entertaining 5-Exciting 6-Frustrating 7-Absorbing 8-Violent
Question #
(entertaining, likeability and exciting) were somewhat surprising given the similarity of
the game in terms of the demands placed on the players. Had these differences been in
favor o f GTA, then any aggressive behavior increments that occurred as a function of
playing GTA might be difficult to attribute to the violent content of GTA (because of
confounds with higher levels of excitement, entertainment value, and/or likeability that
might also have had an impact on post game aggressive behavior). Fortunately, GTA
was rated as much more violent than MC and either similar to MC or less favorable on
other dimensions. This pattern o f differences, while not optimal, does not pose a major
threat to attributing higher levels of post-game aggression that might be detected with
Finally, it is interesting that, despite the high visibility for GTA in the media, that all
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34
three of the significant differences between games for all 80 participants had MC rated
differences existed between the groups at pretest, and if there were changes over time
within each group as a function of playing either game. Statistical analyses were
to either game had some effect on one or more of the measures of aggression, and if any
observed effects were unique to just one of the two games, or one of the two sequences of
playing the two games. It is important to point out that all participants played both
games, and that the groups were counterbalanced in order to detect and control for the
possibility of a sequence effect, in this case the playing of the games in a particular order.
measures for both groups can reasonably be assumed to be because of one or both of the
Participant Demographics
The two variables from the Gameplay Habits Questionnaire that may be of
interest when determining group equivalence at pretest are age, and hours per week spent
groups on these two measures. Mean age for GTA-MC, 20.10 (SD=2.01, range 18-27),
was similar to the mean age for MC-GTA, 20.73 (SD=2.80, range 18-28). Hours per
week spent playing games were also similar, with GTA-MC’s mean 4.60 hrs/wk
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35
(SD=6.96, range 0-35), and MC-GTA’s mean 4.40 hrs/wk (SD=6.16, range 0-30).
Additionally, the two main groups did not differ at pretest with regards to the
number of violent actions they reported witnessing in the last month, as assessed by the
Gameplay Habits Questionnaire. Analysis of real life violence between groups required
giving a ranking of each range in order to analyze, where zero incidents =1,1-2 incidents
=2, 3-5 incidents=3, 6-8 incidents=4, and greater than or equal to 9 incidents = 5.
The difference between groups for the amount of violent content they report
seeing in videogames was nonsignificant, but significance was found between groups for
the amount of violent content participants they report observing on television, with GTA-
MC reporting higher levels (df(l,63) f=5.4, p=.023). Both of these sets of data were
taken from the Game Playing Habits Questionnaire, Appendix D, which was taken as part
of the pretest portion of the session. It is unlikely the difference in television violence
content would be confound any subsequent analysis due to the focus of the study being
AQ.
the AQ, a standardized measure of trait aggression administered at the posttest for all
participants. N=40 in both groups, standardized T=50, SD=10. Mean for GTA-MC=
52.03 (SD=9.29), mean for MC-GTA=52.10 (SD=7.44). Visual display of this data is
available in Appendix M.
APQ.
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36
APQ Pretest. The pretest mean Likert scores for the two groups for the three
significance between groups for any of the three measures. Each attitudinal measure is
rated 0-4 for each of the twelve scenarios, resulting in a range of 0-48 for each measure.
The mean scores for GTA-MC were 29.18 for “angry,” (SD=9.62) 31.36 for “frustrated”
(SD=8.70), and 34.21 for “irritated,” (SD=8.94). The mean scores for MC-GTA were
27.36 for “angry,” (SD=7.44) 29.51 for “frustrated” (SD=8.13), and 33.15 for “irritated,”
The pretest mean for number of aggressive choices selected out of the twelve
scenarios for GTA-MC was 0.76 (SD=1.21). The pretest mean for the number of
aggressive choices selected out of the twelve scenarios for MC-GTA was 0.41(SD=0.79).
suggests that the GTA-MC may have had greater preexisting aggressive behavioral
tendencies. Despite the statistical significance, however, both groups selected on average
APQ Between Groups. The posttest Likert ratings means for GTA-MC were 29.26
(SD-11.39) for “angry,” 32.08 (SD=11.04) for “frustrated,” and 34.18 (SD=10.39) for
“irritated.” The posttest Likert ratings means for MC-GTA were 28.59 (SD=8.38) for
“angry,” 30.51 (SD=9.49) for “frustrated,” and 34.05 (SD=7.87) for “irritated.” These
were not statistically significant differences. These data are available in appendix M.
The posttest mean for number of aggressive choices selected out of the twelve
scenarios for GTA-MC was 1.33 (SD=1.99). The posttest mean for the number of
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37
aggressive choices selected out of the twelve scenarios for MC-GTA was 0.79
48
44
40
36 34.21 34 . 1834.05
31.36
32 130^ 1-
29.26 0
27.20
c™28
oi
re 24 □ GTA-MC
O'
3
□ MC-GTA
o
20
16
12
APQ Within Groups. T-tests were used to examine any differential effects from
playing either of the two games over time. To prevent a practice effect, the APQ was
only taken at pretest, and after GTA, regardless of group assignment. It is unlikely that
the APQ responses would have been influenced by MC due to its nonviolent nature.
statistically significant greater frequency of aggressive choices on the APQ at pretest, this
finding is not surprising. It suggests that participants who are more likely to select
aggressive choices on the APQ at pretest are also more likely to select a greater number
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38
differences were observed within either group on the 3 Likert scales for ‘angry,’
groups at pretest for cooperate, compete, or for aggress on the fifteen trials constituting
the first simulation session. The total number of choices for cooperate, compete, and
aggress at pretest out o f the fifteen total trials is visually summarized in Appendix M.
The particular sequence that individual participants selected among the three
simulation choices is not reported here, in favor of reporting aggregate group changes
from pretest to posttest, between and within groups. Individual participant differences
between groups on the fifteen total simulation trials at pretest, after playing the first game
(GTA for GTA-MC, MC for MC-GTA) as well as the second game (MC for GTA-MC,
GTA for MC-GTA). These data are visually summarized and available in Appendix M.
order to determine any differential effects from playing either of the two games over time
on the simulation choices. No statistically significant effects were found. Data for both
Game Play. The two groups did not have significant differences between them
with regards to the number of violent acts committed in GTA, nor the number of violent
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39
VEQ. Finally, the statements on the VEQ “I became the character during game
play,” and “I would like to be the main character” revealed nonsignificant between group
immersion the player experienced while playing GTA. Note that MC did not have an
identifiable main character, so these questions were omitted from the MC evaluation.
of interest, as well as AQ, APQ, and simulation results indicates that the groups were
reasonably equivalent, and thus any posttest or repeated measurement differences can be
assumed to be the result of exposure to one or both independent variables. The between
group difference on the APQ aggressive decision making at pretest, a difference that
became larger at posttest, is statistically noteworthy, but likely not significant enough on
Introduction
participants who might be more at risk of responding to violent video game content with
analysis was conducted to identify responders and to determine how responders differed
variables were used to categorize participants into two groups: a responder group that
showed some evidence of increased aggression as a function of playing the video games
aggression. Dependent measures that were not used for classification purposes were
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40
then analyzed between the two groups in order to discover possible predictive measures
between responders and non-responders. For the sake of this analysis responders were
defined as any participants who displayed any of the following three changes from pretest
to posttest:
• An increase of one standard deviation on any of the three 48-point APQ Likert
scales, ‘angry,’ ‘frustrated,’ and ‘irritated’. Based on the normative data from
the APQ’s development, one standard deviation above the normed sample for
out of 48.
already within one standard deviation of the maximum for that scale
(48 points), then any increase, even if less than one standard
selected from the list of five possible decisions for each scenario on the APQ
at posttest. Based on the normative data from the APQ’s development, this
Note that meeting criteria for any of the three responder dimensions classifies a
participant as a responder.
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41
“responders.” O f the 22 “responders,” one meet all three criteria, six met two of the three
The table below illustrates summary data for the 22 responders, with classification
criteria, if met, noted with an ‘X’, and outcome data listed in the appropriate cells.
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42
responders, analysis revealed the following. In order to keep statistical power as high as
possible, all responders were examined together as one group when compared to non
graph below displays the mean differences in APQ Likert scores between responders and
non-responders at pretest and posttest. Statistical significant was reached for each pretest
and posttest Likert score, as well as the change in the number of aggressive decisions
made on the 12 APQ scenarios (df for all (1,68), with APQ Likert scales as follows:
Angry, pretest f=l 1.74, p=.001, Frustrated, pretest f=8.53, p=.005, Irriatated, pretest
f=12.75, p=.001, Angry, posttest f=23.99, p=.0009, Frustrated, posttest f=13.60, p=.0009,
Irritated, posttest f==13.23, p=.0009). APQ aggressive choices were significant as follows
aggressive choices at pretest (SD=0.53) and 0.44 at posttest (SD=0.73). All of these are
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43
48
44
40.64
40 39.18
38.45
37.45
35.64
36 34.41
31.7
28.53 28.54
25.86 25.47
□ Responders
□ Nonresponders
20
16
12
0
Angry | Frustrated Irritated Angry Frustrated Irritated
Pretest Posttest
Simulation Between Groups. The figure below represents the mean number of
aggressive choices the participants in each group chose on the fifteen total trials at
pretest, after playing the first game as well as the second game. Aggressive responses,
and the change in aggression over repeated administrations of the simulation, were not
included in the statistical analysis of outcome variables due to its status as a preexisting
classification variable. Visual inspection of the graph below illustrates the large
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44
12.00
□ Responders
o 6.00
□ Nonresponders
Demographic. The mean age of responders was 20.90 years (SD=2.84). The
mean age o f non-responders was 20.25 years (SD=2.29). This was not a statistically
significant difference. The mean number of hours per week that responders reported
playing videogames was 4.04 (SD=4.09). The mean number of hours per week that non
responders reported playing videogames was 4.18 (SD=6.51). This was not a statistically
significant difference.
psychological care of some sort, with four of them reporting currently taking
psychotropic medication of some sort (two listed Wellibutrin, one Zoloft, one Seroquel).
psychological care of some sort, with two of them reporting currently taking some form
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45
difference.
videogames alone as opposed to with friends, while eighteen of the fifty-seven (31.58%)
difference.
Ten of the twenty-two (45.45%) responders endorsed the statement “Have you
ever felt unable to stop playing a videogame, or neglected other obligations such as
school or peer interactions, in order to play it more?” while fifteen of the fifty-seven
(26.32%) of the non-responders endorsed the same statement. This was a non-significant
difference.
The difference between responders and non-responders for the amount of violent
content they report seeing in videogames and television was nonsignificant. The two
groups showed no significant differences between them with regards to the number of
violent acts committed in GTA, nor were differences noted in the number of violent acts
they reported believing they had committed. Responders did not report a significantly
higher number of real life violent/aggressive instances in the last month. Due to the
mean of 1.94 (SD=1.15) in the last month, while non-responders reported a mean of 1.23
VEQ. Responders endorsed the statement “I became the main character during
game play” for GTA higher than non-responders (mean=3.77, SD=3.64 for responders,
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46
was a statistically significant difference, although at p=.06, slightly higher than the usual
the statement “I would like to be the main character” for GTA higher than non
AQ. The figure below displays the mean T scores at posttest for all responders
the groups revealed statistically significant differences between the two groups (df(l,68),
M 7.437, p=.0009).
58 57.68
56
54
50.07 □ Responders
' ■ "1 □ Nonresponders
46
42
40
AQ T Mean
aggression, and hostility) were also examined in order to examine if the significance
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47
found between groups on the AQ overall score was largely couched within one of the AQ
subscales. The graph below displays these data, and all three subscales are statistically
significant between groups. These results indicate that differences between responders
58.00
57.05
56.18
56.00
52.00 '5TT26
49.81 □ Responders
□ Non Responders
48.00 47.62
46.00
42.00
40.00
Physical Anger Hostility
Subscale
for levels of cooperation and competition on the first set of simulation trials (df (1,68)
f=4.96, p=..036 for cooperation), (df(l,68), f=5.62, p=.021 for competition). Statistically
significant differences between responders and non-responders were also noted on post-
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48
10.00
3.00
8.00
7.48
□ Responders
2 5.00
□ Nonresponders
0.00
# Coop | # Compete | # Aggr # Coop | # Compete | # Aggr # Coop | # Compete | # Aggr
Pretest Post MC Post GTA
order to determine any differential effects from playing either of the two games over time
on the simulation choices. No statistically significant effects were found. The graphs
below summarize the changes over time for both responders and non-responders. Note
the aggressive measure is a classification variable, and thus not tied to this statistical
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49
10.00
9.00
8.00
7.00
□ Pretest
5.00 □ Post NV
P o stv
4.00
3.00
2.00
1.00
0.00
Compete
Responders
10.00
8.00
6.00
□ Pretest
□ Post NV
PostV
4.00
3.00
2.00
1.00
0.00
Cooperate Compete Aggress
Nonresponders
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50
against the participant on trials three and fourteen each time the simulation was played.
This provided a probe to measure response to provocation (in this case the provocation
was a programmed aggression from the simulated competitor). These data were
quantified by assigning a cooperate choice on the post provocation trial a value of zero, a
compete choice a value o f one and an aggress choice a value of two. Figure 20
summarizes the choices responders and non-responders made for trials one and two,
labeled” unprovoked” (where the computer cooperates on the previous trials) and on
trials four, and fifteen (the trials immediately after the computer aggresses to assess
1.80
1.60
"T32-
O
1.18 * !
c 1-20 —fr+4 -
0
a
□ Responders
1 100 & 7 0S -
□ Nonresponders
55 0 . 8&86
0.77 ‘^Statistically
2 0.80 rrn " o .7 2 | significant
«
>
c 0.62 0.62).61 between groups
o 0.59
° 0.60
0.47 0.47 °-5Q)48
0 .4 ^
0.40
0.20
0.00
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51
Statistical significance was noted for the pretest simulation, trial 4, in which the
(1,68) f=5.48 at p=.022, and f=4.55 at p=.037). With regards to visual inspection, it
would appear that responders are more likely to respond aggressively to both unprovoked
and provoked aggression than non-responders at pretest, but that game playing did not
DISCUSSION
Summary
The purpose of this study was to select two video games matched on as many
variables as possible other than violent content, and expose participants to both games in
goal of the study was to identify a subset of individuals who responded to games with
violent content in a qualitatively different way than other participants, and then to analyze
how this subset of responders differed from the non responders. Two groups of 40
participants each played each game for 20m in a counterbalanced order (GTA-MC and
format. In general, few significant differences between the two experimental groups
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52
Gender Differences
No systematic differences between males and females were observed. There were
subsequent research. In general, males found both GTA and MC more enjoyable to play
than females, while females found them more frustrating. These differences were likely
not a confound, as the groups were equally mixed in gender, thereby controlling for
Pretest Differences
The two main groups (GTA-MC and MC-GTA) showed no consistent pretest
Nonsignificance was found for all the demographic variables of interest (age, time spent
playing games, exposure to real life violence). Similarly, AQ-assessed trait hostility
(though technically a posttest-measure because it was taken after the IV exposure, but
in and estimated in GTA, and evaluative statements about the engrossing nature of the
gameplay experience in GTA showed no significant group differences. The only findings
of significance at pretest between groups were the APQ measures of aggressive decision
making (higher for the GTA-MC group), and the between group estimation of the amount
of violent television content. While both of these are interesting in their own right,
neither is likely not a confounding variable to the experimental design of the study nor to
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53
decision making, while statistically significant, was small with regards to the total
decisions. The other significant preexisting difference, between group estimation o f the
Posttest Differences
No significant between group differences were observed on the APQ Likert scales or
the simulation decisions to cooperate, compete, or aggress. This indicates that there were
no strong sequence effects as a result of playing the games in a particular order. The data
strongly suggest that it did not matter in which order participants played the games. The
sole exception was the one finding of significance, that GTA-MC participants, (who
played GTA first), were more likely to endorse aggressive decision making choices on
the APQ scenarios. Because both groups played GTA, albeit in a different order, and
both groups took the APQ for the second time after playing GTA, it is difficult to
interpret this finding. It could be pure statistical chance. Possibly GTA-MC participants
were reporting greater aggressive decision making as a function o f when in the course of
the experiment the APQ was administered the second time. Because MC-GTA
participants played GTA second, they took the second APQ approximately 40 minutes
than GTA-MC participants. Why this might have had an effect on subsequent responding
is not clear. Most likely, this difference is a function of the preexisting difference
between groups, discussed on page 41, manifesting as a posttest difference. This may be
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54
due to greater sensitivity to violent content by the GTA-MC group related to their greater
state-aggressiveness at pretest.
differences, indicating that there was not a significant effect from playing either of the
Overall, the main group analysis was highly consistent in demonstrating a lack of
findings between or within groups. This absence of evidence for the effects of violent
function of playing violent video games (e.g., Anderson and Dill, 2000, Sheese and
Graziano, 2005, Deselms and Altman, 2003, Brady and Matthews, 2006). Why then, do
other studies seem to indicate more consistently significant, though still generally mixed,
interactions between violent game play and aggressive behavior, thoughts, or attitudes?
First, it is possible that some studies found significant results due to the very different
nature of the games in terms of how arousing they are to play. As mentioned in the
introduction, failing to match the games in terms of graphics, difficulty, and other
significant game play variables introduces a confound to the results that cannot be
overlooked. Studies with this methodological limitation that found results may be
measuring some kind of change from game play related to differences in content.
Additionally, other studies also tend to interpret findings in the cognitive (Anderson
& Dill, 2000) or attitudinal (Deselms & Altman, 2004) domain, appealing to theoretical
constructs as the backbone from which to interpret data. As discussed in the methods
section on pages 7-9, the relationship between inferred cognitive constructs such as
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55
attitudes is largely theoretical at this point. That is not to say there is not a potential
relationship, but because this study focused primarily on observable behavioral indices of
aggressive acts or choices, it is possible that the disparity in results between research in
the cognitive domain and this study is a function o f examining different mechanisms of
causal action. Research utilizing dependent measures of this type, and combining them
By contrast, one strength of this study lies in the simplicity of its analysis. A
results via changes in motivative operations. In this behavioral analysis, aggressive game
play might make subsequent aggression a more reinforcing behavior, and evoke behavior
that in the past had been consequated by opportunities for aggression (Laraway,
Snycerski, Michael, & Poling, 2003). With regards to the results found in this study,
motivative operation changes might lead participants to choose more aggressively on the
APQ scenarios, as a result of aggression temporarily becoming a more valued option for
conflict resolution. Data for GTA-MC validates this as a possible interpretation for the
observed significant effect size, although the lack o f differences at posttest for the MC-
studies demonstrated effects, as well as any possible effects in future research. This is
assuming, of course, that said studies were methodologically controlled for, with matched
games, along with valid and reliable analog measures of aggression. Other than the
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56
aforementioned MO changes that might make aggression more reinforcing in the short
whereby players of violent games might directly imitate the content observed in games,
although because of the negative correlation between age and effect size of viewing
violence (Paik and Comstock, 1994), this effect would likely be the most apparent with
younger individuals.
Verbal aggression may be reinforced by violent game play that has aggressive
verbal content via combinatorial entailment effects within relational frames related to
aggression (Hayes, Bames-Holmes, and Roche, 2001). Within this line of thought, an
discriminative stimuli, via various derived relationships with other aggressive game
words.
Responder Analysis
One of the unique aspects of the current study is the focus on responders versus non
responders. It is apparent that millions of teens and adults play violent video games,
often times on a daily basis, without seriously elevating the level of aggressive behavior
in their daily life, as evidenced by the greater number of game players compared to the
number of violent crimes committed, and then blamed on video games. If violent video
games are a serious risk factor for aggressive behavior, the effects are surely limited to a
participants in this study who showed the largest increase in measures of aggressive
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57
behavior to determine if there are any predictors of high levels of increase in aggression.
dependent variables that is different from that of the non-responder, summarized in detail
caution, because they were used as benchmarks to categorize participants into one of the
two categories, as discussed prior. However, the pattern of differences across such a
deviation higher on the APQ Likert scales at pretest, and more than one standard
deviation on each of the three APQ Likert scales at posttest (although not quite enough to
more likely to endorse aggressive decision making on the APQ at pretest and posttest,
with the posttest difference between groups greater, but not large enough to show a
within group effect for responders. Responders chose more aggressive choices at pretest
on the simulation, and the difference between the groups increased after playing. The
consistent significance achieved on these measures indicates that all three measures, the
APQ Likert scales, the APQ behavioral decision making selections, and the simulation,
simulation was not a sensitive measure in this capacity, few participants would have been
significance between responders and non-responders would likely not have been reached
on this measure.
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58
responding that future research will have to address. On the simulation, responders
function of playing GTA. They also emitted more competitive responses, although this
difference did not seem to be exacerbated as a function of gameplay, but rather was a
with responders staying roughly the same with regard to their choices. However, non
after playing GTA. Two ways to interpret this finding are that either the simulation was
because non-responders committed fewer violent acts in the game is difficult to say with
authority.
Surprisingly, responders did not commit significantly more violent actions in GTA,
nor did they have better awareness of how many violent actions they committed.
Responders did not report witnessing more real life violence than non-responders.
Responders were not more likely to report being unable to stop playing a game,
neglecting real life obligations in the process. Research on this form of gaming addiction
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59
is in its infancy. Studies specifically targeted to this topic are needed, something beyond
Finally, and most importantly, responders were more likely to endorse statements like
"I became the main character during gameplay" referring to GTA. This suggests that one
of the qualitative differences distinguishing these two groups may be the degree to which
responders identify with, and ultimately adopt the role of, the protagonist in violent
videogames. The extent to which this may generalize to other media is not yet known.
mechanisms that might mediate these effects. Even the most logical sounding effects,
such as the negative correlational relationship between play time and grades, needs to be
examined further. After all, time spent playing games is only wasted time if it cuts into
more functional behavior, such as studying or socializing (Gentile et al., 2004). If a child
is playing games instead of getting into trouble on the streets, then this relationship is not
as straightforward.
However, this study is far from the conclusive piece of research on this topic. In
responders with non-responders, in the interest of better predicting individuals who might
Limitations
The most obvious limitation of the study is the choice of dependent measures.
Although great care was taken to select measures that would be most likely to yield
results, it is difficult to conclude that these measures were the best currently available.
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60
Related to this issue is the difficulty in studying sensitive topics such as aggression, and
how to measure them. Short of provoking a participant and seeing if they somehow
aggress toward you (admittedly ignoring the ethical issues that would make that
impossible), measures of aggression are at best educated guesswork, building upon other
The second limitation is the relatively small N. While a study of this size is
people worldwide who regularly play videogames. Related, and even more troubling, is
the demographically homogenous participant sample used in this study with regard to
educational status. Because all the participants were college students, generalizability of
the findings is limited. To the credit of the researchers, it was a fairly representative
group in terms of who actually spends the most time playing videogames.
Third, the age range o f participants is clearly a concern, but due to ethical
population. In order to do so, some compromise would have to be made with regards to
Despite best efforts to match the games, they are still different games. Sheese and
Graziano (2005) took a significant methodological step forward by exposing both groups
to the same game, but with the violent content systematically removed from the game for
half the participants. The compromise that decision seemed to force them to make was to
use a graphically primitive game (at the time of their study, it was twelve years old).
This was likely required due to the inherent difficulty in modifying game content; a game
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61
that old would be feasible for a computer savvy individual to make the needed
modifications. By contrast, games as advanced as the ones in this study would simply be
Future Research
Regarding the issue o f game content, the only way to completely settle the issue
of game equivalency would be to have a game company take one of their violent
products, and remove all violent content from it. Then, participants would play either the
violent or nonviolent version (or both, in a study such as this one), and differences would
be measured. Given how profitable the game industry is, however, it seems unlikely that
any company would want to risk joining in such a venture, for fear that data might
scans, to see if violent content in games selectively activates certain regions of the brain
that are unaffected by simply arousing, demanding, or frustrating games. Results in this
realm could indicate that overt behavioral measures might not be the most sensitive to the
types of effects these games might cause. Perhaps more subtle, neurological changes that
An unexpected boon to this line of research came with the November 2006
release of the Nintendo Wii game system, competitor with the Playstation 3 and Xbox
360 consoles that were released at roughly the same time by Sony and Microsoft,
respectively. The Wii, while the most technologically inferior of the three systems in
terms of graphics, has one major variable differentiating it from the other two that may be
of interest to future researchers. This variable is the control scheme. Games for the Wii
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62
use a novel controller that players can swing to simulate a tennis stroke or sword slash,
etc. This difference in how behaviors are translated from the controller to the on-screen
their real life counterparts. The implications of this are significant with regard to
removing the potential confound that pressing buttons does not translate into real life
behavior. In this case, using the Wii controller like a weapon is about as close as one can
get to real life violence, at least at the current level of gaming technology.
Finally, in order to build upon the line of research differentiating responders from
repeated measures design. For example, participants could complete the AQ and APQ
responders would be invited back to play different types of games with different types
and levels of violent content, engage in different driving simulations designed to assess
about their exposure to violence growing up, current attitudes towards aggression, and so
on. This would provide a deeper level of understanding of more variables that might be
responders. The goal would not be to stigmatize those individuals that were determined
to be responders from the AQ and APQ, but rather to develop over time a composite
picture of what types of individuals might need to have their exposure to aggressive
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63
REFERENCES
play.com/News/Video_Game_Legislation_2007.
Anderson, C. A., & Dill, K. E. (2000) Video games and aggressive thoughts, feelings,
and behavior in the laboratory and in life. Journal o f Personality and Social
Anderson, C. A., & Murphy, C. R. (2003). Violent video games and aggressive behavior
Bryant & J. Bryant (Eds.), Television and the American Family (pp. 3-30). New
Associated Press (2005). Judge: Game over for Illinois ban. Retrieved from http://www.
cnn.com/2005/TECH/fun.games/12/02/game.ban.ap/index.html
http://www.sciencedaily.eom/releases/2005/l 1/051108085539.htm
outcomes among young men. Archives o f Pediatric & Adolescent Medicine, 160,
341-347.
Buss, A. H., & Warren, W. I. (2003). Aggression Questionnaire. Los Angeles: Western
wpsf06s01.htm.
Buss, A. H., & Warren, W. I. (2000). Aggression Questionnaire: Manual. Los Angeles:
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64
Cherek, D. R., Schnapp, W., Moeller, F. G., & Dougherty, D. M. (1996). Laboratory
<http://www.theesa.com/facts/index.php>
Funk, J. B., Buchman, D. D., Jenks, J., & Bechtoldt, H. (2003). Playing violent video
Gamespot (2005). Illinois game bill moves on, California bill halted. Retrieved from
<http://www.gamespot.eom/news/2005/05/04/news_6123598.html>
Gamespot (2005). No violence or sex for young Tar Heel gamers. Retrieved from
<http://www.gamespot.com/news/2005/04/22/news_6122803.html>
Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of violent
Hayes, S. C., Bames-Holmes, D., & Roche, B. (Eds) (2001). Relational Frame Theory.
Huston, A. C., Donnerstein, E., Fairchild, H. H., Feshbach, N. D., Katz, P. A., Murray, J.
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P., Rubinstein, E. A., Wilcox, B. L., Zuckerman, D. (1992). Big world, small
Nebraska Press.
Laraway, S., Snycerski, S., Michael, J., & Poling, A. (2003). Motivating operations and
O’Connor, D. B., Archer, J., & Wu, F. W. C. (2001). Measuring aggression: Self-reports,
79-101.
Paik, H., & Comstock, G. (1994). The effects of television violence on antisocial
googobits.com/articles/1854-video-game-violence-a-history.html
Sheese, B. E., & Graziano, W. G. (2005) Deciding to Defect: The Effects of Video-
Sinclair, B. (2006). CEA: Games to pull in $12.5 billion this year. Retrieved from http://
www.gamespot.com/news/6155802.html
Smallwood, K. D., Fuqua, R. W., & Dagen, J. C. (2005). Potential effects o f aggressive
//plato.stanford.edu/entries/prisoner-dilemma/
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66
http://www.theesa.com/pressroom.html
http://www.gamespot.com/news/6140535.html
Uhlman, E., & Swanson, J. (2004) Exposure to violent video games increases automatic
van Goozen, S. H. M., Frijda, N. H., Kindt, M., & van del Poll, N. E. (1994). Anger
<http://www.gamespot.eom/news/2003/06/03/news_6029440.html.>
Varanini, G. (2003). Michigan votes for fine on violent video games. Retrieved from
<http://www.gamespot.com/news/2003/01/02/news_2907789.html>
Wade, S. (2006). Video game industry wins over half a million dollars in attorney’s fees
video_game_indu_7.php.
http://www-secure.earthlink.net/www.wpspublish.com/Inetpub4/catalog/W-
371.htm
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W es te r n M ic h ig a n U n iv e r s ity
Human Subjects Institutional Review Board
This letter will serve as confirmation that your research project entitled “Behavioral,
Attitudinal and Decisions-Altering Effects of Aggressive Videogames on Young Adults”
has been approved under the full category of review by the Human Subjects Institutional
Review Board. The conditions and duration of this approval are specified in the Policies
of Western Michigan University. You may now begin to implement the research as
described in the application.
Please note that you may only conduct this research exactly in the form it was approved.
You must seek specific board approval for any changes in this project. You must also
seek reapproval if the project extends beyond the termination date noted below. In
addition if there are any unanticipated adverse reactions or unanticipated events
associated with the conduct of this research, you should immediately suspend the project
and contact the Chair of the HSIRB for consultation.
The Board wishes you success in the pursuit of your research goals.
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2. Platform: PS 2
(slow/medium/fast): fast
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69
2. Platform: PS 2
4. ESRB Content Descriptors: Blood and Gore, Intense Violence, Strong Language,
a. Carjackings-10
b. Murder-Hand to Hand-0
c. Murder-Gun-12
d. Murder-V ehicular-12
e. Cars totaled-17
f. Accidents/property damage-76
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70
1. Timed “died”-3
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Name (sign):____________
Name (sign):____________
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72
5. How many games did you purchase in the last 12 months? (circle one)
0 1-2 3-5 5-8 8-10 More than 10
8a. In a given MONTH, how many instances of violence and/or aggression would
you guess that you see in real life? (circle one)
0 instances 1-2 instances 3-5 instances 6-8 instances 9 or more instances
9. Have you ever been under the regular, ongoing care of a psychologist or therapist
of some kind? (circle one) Yes/No
9b. If so, what did you see this person to help you with?________________ ______
11. Do you spend more time playing games alone or with friends? (circle one)
Alone With Friends
12. What w ould you say is the m ain reason you play videogam es (i.e. what do you get
out of playing, when do you typically play, etc)________________________ _______
13. Have you ever felt unable to stop playing a videogame, or neglected other
obligations such as school or peer interactions, in order to play it more? (circle one)
Yes No
14. If so, what was the game(s)?____________________________________________
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73
How would you feel in this situation? (circle one number fo r each)
Not at all A little bit Moderately Quite a bit Extremely
Angry 0 1 2 3 4
Frustrated 0 1 2 3 4
Irritated 0 1 2 3 4
How would you feel in this situation? (circle one number fo r each)
Not at all A little bit Moderately Quite a bit Extremely
Angry 0 1 2 3 4
Frustrated 0 1 2 3 4
Irritated 0 1 2 3 4
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74
How would you feel in this situation? (circle one number fo r each)
Not at all A little bit Moderately Quite a bit Extremely
Angry 0 1 2 3 4
Frustrated 0 1 2 3 4
Irritated 0 1 2 3 4
How would you feel in this situation? (circle one number fo r each)
Not at all A little bit Moderately Quite a bit Extremely
Angry 0 1 2 3 4
Frustrated 0 1 2 3 4
Irritated 0 1 2 3 4
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75
How would you feel in this situation? (circle one number fo r each)
Not at all A little bit Moderately Quite a bit Extremely
Angry 0 1 2 3 4
Frustrated 0 1 2 3 4
Irritated 0 1 2 3 4
How would you feel in this situation? (circle one number fo r each)
Not at all A little bit Moderately Quite a bit Extremely
Angry 0 1 2 3 4
Frustrated 0 1 2 3 4
Irritated 0 1 2 3 4
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76
How would you feel in this situation? (circle one number fo r each)
Not at all A little bit Moderately Quite a bit Extremely
Angry 0 1 2 3 4
Frustrated 0 1 2 3 4
Irritated 0 1 2 3 4
How would you feel in this situation? (circle one number fo r each)
Not at all A little bit Moderately Quite a bit Extremely
Angry 0 1 2 3 4
Frustrated 0 1 2 3 4
Irritated 0 1 2 3 4
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77
How would you feel in this situation? (circle one number fo r each)
Not at all A little bit Moderately Quite a bit Extremely
Angry 0 1 2 3 4
Frustrated 0 1 2 3 4
Irritated 0 1 2 3 4
How would you feel in this situation? (circle one number fo r each)
Not at all A little bit Moderately Quite a bit Extremely
Angry 0 1 2 3 4
Frustrated 0 1 2 3 4
Irritated 0 1 2 3 4
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78
How would you feel in this situation? (circle one number fo r each)
Not at all A little bit Moderately Quite a bit Extremely
Angry 0 1 2 3 4
Frustrated 0 1 2 3 4
Irritated 0 1 2 3 4
How would you feel in this situation? (circle one number fo r each)
Not at all A little bit Moderately Quite a bit Extremely
Angry 0 1 2 3 4
Frustrated 0 1 2 3 4
Irritated 0 1 2 3 4
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79
Dear Kent,
Thanks for your email. As far as I'm aware, thus far, the APQ has only been used in three
published studies, using a repeated measures design. The reference for first one is below
and the other two are attached.
The APQ is a public domain measure, as long as the source paper is cited (see webpage
for further details, measure and scoring key).
www.psyc.leeds.ac.uk/staff/daryloc/Scales/index.htm
and
www.psyc.leeds.ac.uk/cgi-bin/staff/index.pl7daryloc
Finally, I'd suggest that you contact Stephanie vanGoozen directly re: her ASQ measure
(V anGoozenS@cardiff.ac.uk)
Daryl O'Connor
Dr Daryl O'Connor
Institute of Psychological Sciences
University of Leeds
Leeds, UK
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80
L2 button R2button
LI button R1 button
directional
buttons
/ V button
left analog stick O button
(L3 button when pushed down)
X button
SELECT button
ANALOG mode button CD button
START button
right analog stick
3 button when pushed dow n)
CONTROLS: ON M O T
b u t to n ENTER VEHICLE 13
A ACTIVATE MINI GAME
SECONDARY ATTACK
b u t to n CROUCH
C8NTRDLS: BICYCLE
X b u t to n h o ls PEDAL LI b u t to n BUNNYHOP
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81
| | b u t to n BRAKE/REVERSE L3 b u t to n
WHEN EQUIPPED WITH A SNIPER RIFLE OR ROCKET LAUNCHED PRESS AND HOLD THE TARGET BUTTON 1 0 GO FIRST PERSON.
(111 GO TO RETURN TO
L 2 / R2 b u t to n s ZOOM IN/ZOOM OUT Rl b u t to n NORMAL CONTROL)
LI b u t to n L3 b u t to n
O b u t to n DIVE UNDERWATER
□ b u t to n JUMP
SWIM DIRECTION
(ROTATION ONLY)
A b u t to n ENTER VEHICLE
R2 b u t to n RUDDER RIGHT
L2 b u t to n RUDDER LEFT
X button
S: PLANE
R2 b u t to n RUDDER RIGHT
X b u t to n THRUST
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Appendix F2-MC Controller Handout
starting up
i DUALSHOCK*2 A N A LO G ’ CONTROLLER
L2 b u t t o n R2 b u t t o n
LI b u t t o n Rl button
directi onal-
i_ AriAlOC. ‘ I /C A ' \
buttons , |Cj (A.1 ' '
Z i button
l ef t a na lo g s t i c k --------------------- 1 O button
(LB b u t t o n when p u s h e d down)
SELECT b u t t o n -------------------------- X button
ANALOG m o d e b u t t o n ---------------- CD button
START b u t t o n ---------------------- -----
right a na l og s t i c k --------------------
(R3 b u t t o n when p u s h e d down)
{* D E F A U L T C O N i E- D L L
X b u tto n - A c c e l e r a t e up d ir e c tio n a l b u tto n - Map
@ b u tto n - Fl a s h H e a d l i g h t s / A c c e p t Ra c e d ow n d ir e c tio n a l b u tto n - T o g g l e R a c e M o d e /
A b u tto n - C h a n g e C a m e r a Hy d r a u l i c s
l e f t d ir e c tio n a l b u tto n - C h a n g e Mu s i c
© b u tto n - B r a k e / R e v e r s e
r ig h t d ir e c tio n a l b u tto n - C h a n g e Mus i c
le f t a n a lo g s t ic k L e f t /R ig h t - S t e e r i n g
SELECT b u tto n - NAV 5 yhtpm
le f t a n a lo g s tic k Up - Ra i s e C a m e r a
START b u tto n - P a u s e Me n u
rig h t a n a lo g s t ic k - A c c e l e r a t e / B r a k e / R e v e r s e /
R o t a t e C a m e r a Du r i n g P a u s e HYDRAULICS MODE
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83
Reproduced with permission of the copyright owner. Further reproduction prohibited without permission.
84
Reproduced with permission of the copyright owner. Further reproduction prohibited without permission.
85
Down
SQUARE, L2, X, R l, L2, L2, LEFT, R l, RIGHT, Max All Vehicle stats (Driving,
LI, LI, LI Flying Bike, Cycling)
Triangle, Up ,Up, Left, Right, Square, Circle, Max p
Down
triangle,up,up,left,right,square,circle,left Max Muscle
L2, Up,
■ R l, R l, Left,5 R l,5R l,5R2,5Right,
0 ? Down No f 26"having
members 8 0r C0PS’ i f ”*
gun fights
X, Down, Up, R2, Down, Triangle, LI, Triangle, No Peds, Hardly any traffic, Parked
Left cars still spawn
R2, X, LI, LI, L2, L2, L2, Down Noon
Left, Left, L2, R l, Right, Square, Square, LI, L2,
Orange Sky
X
R2, X, LI, LI, L2, L2, L2, Square Overcast
„ TT TT TT , r _ T_ Pedestrian Attack (cannot be turned
Down, Up, Up, Up, X, R2, R l, L2, L2
Down, Left, Up, Left, X, R2, R l, L2, LI Pedestrian Riot (cannot be turned off)
R2, R l, X, Triangle, X, Triangle, Up, Down Pedestrians have weapons
X, LI, UP, SQUARE, DOWN, X, L2,
Peds Attack (Guns)
TRIANGLE, DOWN, R l, LI, LI
Peds become asian dudes with
X X Down R2 L2 O R l O Square Katana's. Mostly black cars and
motorcycles patrol the streets.
Triangle, R l, R l, Left, R l, L 1, R2, L 1 Perfect Handling
Circle, L I, D ow n, L2, Left, X, R l , L I, Right, pink Traffic
Circle
Prostitutes pay you instead of you
Right, L2, L2, Down, L2, Up, Up, L2, R2
paying them
Rl R l, Circle, R2, Right, Left, Right, Left, Right, Raise Wmted
Left
DOWN, SQUARE, UP, R2, R2, UP, RIGHT, Recruit Anyone (9mm)
Reproduced with permission of the copyright owner. Further reproduction prohibited without permission.
RIGHT, UP
R2, R2, R2, X, L2, LI, R2, LI, DOWN, X Recruits Anyone (w/Rockets)
Up, Down, LI, LI, L2, L2, LI, L2, R l, R2 Sand Storm
Triangle, Up ,Up, Left, Right, Square, Circle, skinny
Right
Triangle, Up, Right, Down, Square, R2, R l Slower Gameplay
Right, Up, R l, R l, R l, Down, Triangle, Triangle, a Monster
X, Circle, LI, LI
Left, Right, LI, L2, R l, R2, R2, Up, Down, Right, spawn aparachute
Reproduced with permission of the copyright owner. Further reproduction prohibited without permission.
87
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88
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89
MC
• Property damage-
• Cars collided-
GTA
• Caijackings-
• Murder-Hand to Hand-
• Murder-Gun-
• Murder-Vehicular-
• Cars totaled-
• Accidents/property damage-
• Times ‘died’-
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90
2 3 4 5 3.
2 3 4 5 4.
2 3 4 5 5.
2 3 4 5 6 . I can't help getting into arguments when people disagree with me.
2 3 4 5 9.
2 3 4 5 10.
2 3 4 5 11.
2 3 4 5 12.
2 3 4 5 13.
2 3 4 5 14.
someone behind in the room.
2 3 4 5 1 5 . When people are bossy, I take my time doing wha
just to show them.
2 3 4 5 1 6 . I wonder what people want when they are nice to
2 3 4 5 18.
2 3 4 5 19.
2 3 4 5 20.
2 3 4 5 21.
2 3 4 5 22.
2 3 4 5 23.
2 3 4 5 24.
2 3 4 5 25.
2 3 4 5 26.
2 3 4 5 27.
2 3 4 5 32.
2 3 4 5 33.
2 3 4 5 34.
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91
Strongly Strongly
Disagree Agree
Please answer the following questions about the main character in the video game (leave
Strongly Strongly
Disagree Agree
9) I sympathized with
the main character. 1 2 8 10
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92
. W e s t e r n M ic h ig an U n iv f b r it v
. H. S. I. R. B.
Approved lor use for one year from this date:
MAR 1 0 2007
You have been invited to participate in a research project entitled “The Effects of
Different Types of Videogames on Decision-making.” The purpose of the study is to see
if playing video games causes any change in your reflexes and decision making. This
study is being conducted to fulfill the requirements for Kent Smallwood’s doctoral
dissertation.
You are being invited to participate in this study because you indicated you were
interested in doing so by completing a declaration of interest form in class and
participating in a brief orientation to the study. This is a volunteer activity; if you do not
wish to participate in this portion of the study, you can tell the experimenter and you will
be allowed to leave without any questions. Even if you agree to participate by signing
this form, you can change my mind at any time when testing begins or at any time during
testing.
If you agree to participate, your first set of tasks will be to answer a series of
questionnaires honestly and as completely as you are comfortable with, dealing with
things like your attitudes, and game playing habits. After this, you will play a simulation-
based game in which you will have the opportunity to earn points that can be redeemed
after the study is complete for entries in a raffle for one of two $50 gift certificates to
Target.
After this part of the experiment, you will be asked to play two different types of
video games for a short time. Some of these games may contain graphic violence, and/or
mildly sexually suggestive themes. If playing the video game makes you uncomfortable,
afraid, or. upset, or you think my heart rate may have elevated to an uncomfortable level,
you may stop playing without penalty. If this happens, if you need to drive immediately
after study participation, you will take as long as you need to relax in order to ensure your
own safety. While you are playing the games, the experimenter will remain in the room
to answer any questions that you might have about how to play them. In addition to
playing these games, you will also complete some other questionnaires before and after
game play. Finally, there will be another simulation dealing with your driving behavior.
Additional risks may include seizures. In accordance with the warnings printed in
the instruction manual of every video game currently produced, risks of playing video
games may include seizures and/or repetitive motion injuries. Seizures caused by playing
videogames are incredibly rare (Blackwell Publishing Ltd., 2005). While the risks of
participating in this study are likely minimal, there is a possibility that playing
videogames with violent content may result in an increase in aggressive behavior.
Reproduced with permission of the copyright owner. Further reproduction prohibited without permission.
93
W e s t e r n M ic h ig a n U n iv e r s it y
H. S. I. R. B.
Approved for use for one year from this date:
v _ i. .- „ * _ ________
Western Michigan University HSJtRB d&aix
Department of Psychology
Principal Investigator: R. Wayne Fuqua, Ph.D.
Student Investigator: Kent D. Smallwood, M.A.
“The Effects of Different Types of Videogames on Decision-making,”
However, researchers anticipate that, even if a possible link between playing aggressive
video games and aggression is discovered, this will most likely be a short-term effect.
You may also experience some discomfort or frustration in playing a game that is
possibly unfamiliar to you. Finally, some of the questions on the different questionnaires
may make you uncomfortable in some way. These include questions about your past
behaviors and attitudes towards other people in fictitious situations. It is important you
try and answer every question, but not required. As in all research, there may be
unforeseen risks to the participant If an accidental injury occurs, appropriate emergency
measures will be taken; however, no compensation or additional treatment will be made
available to the subject except as otherwise stated in this consent form. Your agreement
to participate in the study means that you acknowledge the possibility of these risks.
After you have completed the simulation games, the videogames, and die driving
simulator, you will complete several more questionnaires after which the experiment will
be completed. It is expected that the entire experiment will take 150 minutes, at which
time you will receive course extra credit, and raffle entries for each point in the
simulation. These entries are good for a raffle to be held at the conclusion of die study
for two $50 Target gift certificates. These raffle entries, along with possible course extra
credit at the discretion of your instructor and the chance to play videogames, are your
benefits for participation. This study may also help raise awareness of any various types
of changes in decision-making that playing videogames might contribute to.
Your name will not appear on any of the questionnaires, instead using a
confidential code number to represent my data. The master list of names and code
numbers will be destroyed once the experiment is complete, making it impossible for
anyone to identify your responses. Before the study is complete, the details of your
participation will remain confidential, including if your course instructor or anyone else
asks about the specifics of your participation in the study.
If you have any questions or concerns about this study, you may contact Dr. R
Wayne Fuqua at 387-4474, or Kent Smallwood at 267-5777. You may also contact the
Chair, Human Subjects Institutional Review Board (387-8293) or the Vice President for
Research (387-8298) if questions or problems arise during the course of the study.
Reproduced with permission of the copyright owner. Further reproduction prohibited without permission.
94
W E S T E R N M ic h ig a n U n iv e r s ity
H. S. I. R. B.
A pproved for u se for one year from this- date;
This consent document has been approved for use for one year by fie Human
Subjects Institutional Review Board (HSIRB) as indicated by the stamped date and
signature of the board chair in the upper right comer. Do not participate in this study if
the stamped date is older than one year.
Your signature below indicates that you agree to voluntarily participate in the
tasks described in this form, but can stop at any time Without penalty.
Todays D^t!e~
Reproduced with permission of the copyright owner. Further reproduction prohibited without permission.
95
S jfc g rp w M ic h ig a n H M n /p p ^ j j y
H. S. I. R. B.
"P P ro red for u se for on e y ea r from this d ate;
MAR 1 5 2006
You have been invited to participate in a research project entitled “The Effects of
Different Types of Videogames on Decision-makingThe purpose of the study is to see
if playing video games causes any change in your reflexes and decision making. This
study is being conducted to fulfill the requirements for Kent Smallwood’s doctoral
dissertation.
You are being invited to participate in this study because you indicated you were
interested in doing so by completing a declaration of interest form in class and
participating in a brieforientation to the study. This is a volunteer activity; if you do not
wish to participate in this portion o f the study, you can tell the experimenter and you will
be allowed to leave without any questions. Even if you agree to participate by signing
this form, you can change my mind at any time when testing begins or at any time during
testing.
If you agree to participate, your first set of tasks will be to answer a series of
questionnaires honestly and as completely as you are comfortable with, dealing with
things like your attitudes, and game playing habits. Afterthis, you will play a simulation-
based game in which you will have the opportunity to earn points that can be redeemed
after the study is complete for entries in a raffle for one of two $50 gift certificates to
Taiget.
After this part of the experiment, you will be asked to play two different types of
video games fora short time. Some o f these games may contain graphic violence, and/or
mildly sexually suggestive themes. If playing the video game makes you uncomfortable,
afraid, or upset, or you think my heart rate may have elevated to an uncomfortable level,
you may stop playing without penalty. If this happens, if you need to drive immediately
after study participation, you will take as long as you need to relax in order to ensure my
own safety. While you are playing the games, the experimenter will remain in the room
to answer any questions that you might have about how to play them. In addition to
playing these games, you will also complete some other questionnaires before and after
game play. Finally, there will be another simulation dealing with my driving behavior.
Additional risks may include seizures. In accordance with the warnings printed in
th e instruction manual o f ev ery video gam e currently produced, risks o f playing video
games may include seizures and/or repetitive motion injuries. Seizures caused by playing
videogames are incredibly rare (Blackwell Publishing Ltd., 2005). While the risks of
participating in this study are likely minimal, there is a possibility that playing
videogames with violent content may result in an increase in aggressive behavior.
Reproduced with permission of the copyright owner. Further reproduction prohibited without permission.
96
1IC H IG A N U N IV E R S IT Y
H. S. I. R. B.
Approved for u s e for o n e year from this dale:
MAR 1 5 2006
X HSltfB Chair/ ~
Western Michigan University
Department o f Psychology
Principal Investigator: R. Wayne Fuqua, Ph.D.
Student Investigator: Kent D. Smallwood, M.A.
“The Effects o f Different Types of Videogames on Decision-making.”
However, researchers anticipate that, even if a possible link between playing aggressive
video games and aggression is discovered, this will most likely be a short-term effect.
You may also experience some discomfort or frustration in playing a game that is
possibly unfamiliar to you. Finally, some of the questions on the different questionnaires
may make you uncomfortable in some way. These indude questions about your past
behaviors and attitudes towards other people in fictitious situations. It is important you
try and answer enray question, blit not required. As in all research, there may be
unforeseen risks to the participant. If an accidental injury occurs, appropriate emergency
measures will be taken; however, no compensation or additional treatment will be made
available to the subject except as otherwise stated in this consent form. Your agreement
to participate in the study means that you acknowledge the possibility o f these risks.
simulator, you will complete several more questionnaires after which the experiment will
be completed. It is expected that the entire experiment will take ISO minutes, at which
time you will receive course extra credit, and thame entries for eadi point in the
simulation. These entries are good for a raffle to be held at the conclusion o f the study
for two $50 Target gift certificates. These raffle entries, along with possible course extra
credit at the discretion o f your instructor aid the diance to play videogames, are your
benefits for participation. This study may also help raise awareness of any various types
o f changes in decision-making that playing videogames might contribute to.
Your name will not appear on any o fthe questionnaires, instead using a
confidential code number to represent my data. The master list o f names and code
numbers will be destroyed once the experiment is complete, making it impossible for
anyone to identify your responses. Before the study is complete, the details o f your
participation will remain confidential, including if your course instructor or anyone else
asks about the specifics o f your participation in the study.
If you have any questions or concents about this study, you may contact Dr. R
Wayne Fuqua at 387-4474, or Kent Smallwood at 267-5777. You may also contact the
Chair, Human Subjects Institutional Review Board (387-8293) or the Vice President for
R esearch (387-8298) if questions o r problem s arise during the course o f the study.
Reproduced with permission of the copyright owner. Further reproduction prohibited without permission.
97
■W ESTERN M ic h ig a n U n iv e r s it y
4 H. S. I. R. B.
A pproved (or u se (or o n e y ear (rant this d ate:
MAR 1 5 2006
This consent document has been approved for use for one year by the Human
Subjects Institutional Review Board (HSIRB) as indicated by the stamped date and
signature of the board chair in the upper right comer. Do not participate in this study if
the stamped date is older than one year.
Your signature below indicates that you agree to voluntarily participate in the
tasks described in this form, but can stop at any time without penalty.
Today’s Date
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98
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99
Reproduced with permission of the copyright owner. Further reproduction prohibited without permission.
100
Reproduced with permission of the copyright owner. Further reproduction prohibited without permission.
101
Respon AQPRE
1028.478 1 1028.478 17.437 .000
der
AQPYS 1199.346 1 1199.346 22.286 .000
AQHOS 604.402 1 604.402 11.937 .001
AQANG 634.072 1 634.072 9.244 .003
APQANGPre 688.077 1 688.077 11.739 .001
APQpreFrust 567.340 1 567.340 8.528 .005
APQprelrrit 744.437 1 744.437 12.751 .001
APQpreAggress 15.349 1 15.349 20.781 .000
APQpostAggress 56.862 1 56.862 31.738 .000
APQPostAnger 1725.831 1 1725.831 23.989 .000
APQpostFrust 1242.848 1 1242.848 13.601 .000
APQpostlrrit 984.157 1 984.157 13.223 .001
GTAviolentacts 4240.709 1 4240.709 2.743 .102
GTAvioactsreport 7539.673 1 7539.673 1.729 .193
percviolencetv 180.583 1 180.583 .236 .629
percviolencvg 292.603 1 292.603 .298 .587
reallifeviolence 2.162 1 2.162 1.860 .177
hoursweek 1.095 1 1.095 .036 .850
mclikegame 2.037 1 2.037 .371 .545
mcactionpack 7.682 1 7.682 1.164 .284
mcarousing .445 1 .445 .059 .809
mcentertain 4.048 1 4.048 .721 .399
mcexciting 3.142 1 3.142 .457 .501
mcfrustrating .063 1 .063 .012 .913
mcabsorbing 3.801 1 3.801 .538 .466
mcviolent 4.379 1 4.379 1.090 .300
gtalikegame 19.236 1 19.236 2.932 .091
gtaactionpack 53.474 1 53.474 7.635 .007
gtaarousing 38.929 1 38.929 5.574 .021
gtaentertain 13.348 1 13.348 1.815 .182
gtaexciting 15.265 1 15.265 2.134 .149
gtafrustrat 4.359 1 4.359 .602 .440
gtaabsorbing 19.588 1 19.588 2.824 .097
gtaviolent 27.156 1 27.156 6.638 .012
gtalikecharac 9.363 1 9.363 2.174 .145
gtasimilar .703 1 .703 .387 .536
gtaliketobe 1.431 1 1.431 .384 .537
gtabecame 11.868 1 11.868 1.728 .193
age 20.964 1 20.964 3.597 .062
sim 1coop 58.340 1 58.340 4.579 .036
simlcomp 40.047 1 40.047 5.617 .021
sim1 aggress 1.513 1 1.513 .239 .626
simltriah .427 1 .427 1.089 .300
sim1trial2 .317 1 .317 .623 .433
sim1trial4 3.070 1 3.070 5.073 .028
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102
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103
Reproduced with permission of the copyright owner. Further reproduction prohibited without permission.
104
Reproduced with permission of the copyright owner. Further reproduction prohibited without permission.
105
Reproduced with permission of the copyright owner. Further reproduction prohibited without permission.
106
Reproduced with permission of the copyright owner. Further reproduction prohibited without permission.
107
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108
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109
Reproduced with permission of the copyright owner. Further reproduction prohibited without permission.
110
Group A:
Tests of Within-Subjects Effects
Measure: M ASURE 1
Type III
Sum of Mean
Source Squares df Square F Sig.
trial 1 Sphericity
.479 2 .239 1.172 .315
Assumed
Greenhouse-
.479 1.972 .243 1.172 .315
Geisser
Huynh-Feldt .479 2.000 .239 1.172 .315
Lower-bound .479 1.000 .479 1.172 .286
Error(trial Sphericity
15.521 76 .204
1) Assumed
Greenhouse-
15.521 74.950 .207
Geisser
Huynh-Feldt 15.521 76.000 .204
Lower-bound 15.521 38.000 .408
Measure: M ASURE 1
Type III
Sum of Mean
Source Squares df Square F Sig.
trial2 Sphericity
.667 2 .333 .667 .516
Assumed
Greenhouse-
.667 1.816 .367 .667 .503
Geisser
Huynh-Feldt .667 1.902 .351 .667 .509
Lower-bound .667 1.000 .667 .667 .419
Error(trial Sphericity
38.000 76 .500
2) Assumed
Greenhouse-
38.000 68.995 .551
Geisser
Huynh-Feldt 38.000 72.264 .526
Lower-bound 38.000 38.000 1.000
Measure: MEASURE 1
Type III
Sum of Mean
Source Squares df Square F Sig.
Reproduced with permission of the copyright owner. Further reproduction prohibited without permission.
Ill
trial4 Sphericity
.154 2 .077 .169 .844
Assumed
Greenhouse-
.154 1.880 .082 .169 .832
Geisser
Huynh-Feldt .154 1.975 .078 .169 .842
Lower-bound .154 1.000 .154 .169 .683
Error(trial Sphericity
34.513 76 .454
4) Assumed
Greenhouse-
34.513 71.456 .483
Geisser
Huynh-Feldt 34.513 75.050 .460
Lower-bound 34.513 38.000 .908
Measure: MEASURE 1
Type III
Sum of Mean
Source Squares df Square F Sig.
trial 15 Sphericity
.051 2 .026 .050 .951
Assumed
Greenhouse-
.051 1.781 .029 .050 .936
Geisser
Huynh-Feldt .051 1.863 .028 .050 .942
Lower-bound .051 1.000 .051 .050 .823
Error(triall Sphericity
38.615 76 .508
5) Assumed
Greenhouse-
38.615 67.689 .570
Geisser
Huynh-Feldt 38.615 70.789 .546
Lower-bound 38.615 38.000 1.016
Measure: M lASURE 1
Type III
Sum of Mean
Source Squares df Square F Sig.
Coop Sphericity
.479 2 .239 .043 .958
Assumed
Greenhouse-
.479 1.861 .257 .043 .949
Geisser
Huynh-Feldt .479 1.953 .245 .043 .955
Lower-bound .479 1.000 .479 .043 .836
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112
Error(coo Sphericity
418.855 76 5.511
P) Assumed
Greenhouse-
418.855 70.723 5.922
Geisser
Huynh-Feldt 418.855 74.219 5.643
Lower-bound 418.855 38.000 11.022
Measure: MEASURE 1
Type III
Sum of Mean
Source Squares df Square F Sig.
Comp Sphericity
.205 2 .103 .028 .972
Assumed
Greenhouse-
.205 1.975 .104 .028 .971
Geisser
Huynh-Feldt .205 2.000 .103 .028 .972
Lower-bound .205 1.000 .205 .028 .867
Error(com Sphericity
275.128 76 3.620
P) Assumed
Greenhouse-
275.128 75.057 3.666
Geisser
Huynh-Feldt 275.128 76.000 3.620
Lower-bound 275.128 38.000 7.240
Measure: MEASURE 1
Type III
Sum of Mean
Source Squares df Square F Sig.
Aggress Sphericity
1.094 2 .547 .261 .771
Assumed
Greenhouse-
1.094 1.801 .608 .261 .748
Geisser
Huynh-Feldt 1.094 1.885 .581 .261 .758
Lower-bound 1.094 1.000 1.094 .261 .613
Error(aggres Sphericity
159.573 76 2.100
s) Assumed
Greenhouse-
159.573 68.420 2.332
Geisser
Huynh-Feldt 159.573 71.614 2.228
Lower-bound 159.573 38.000 4.199
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113
Sig.
(2-
tailed
Paired Differences t df )
Std. Std. 95% Confidence
Deviatio Error Interval of the
Mean n Mean Difference
Lower Upper
Pair 1 apqpreang
1.7142
.10000 5.04747 .79807 -1.51426 .125 39 .901
apqpostan 6
g
Pair 2 apqprefrus
t- 1.2117
5.66501 .89572 -2.41176 -.670 39 .507
apqpostfra .60000 6
st
Pair 3 apqpreirrit
1.4212
.10000 4.13118 .65320 -1.22122 .153 39 .879
apqpostirri 2
t
Pair 4 apqpreagg
ress -
1.69388 .26783 -1.09173 2.05 39 .047
apqpostag .55000 .00827
4
gress
Group B:
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114
Greenhouse-
23.123 65.919 .351
Geisser
Huynh-Feldt 23.123 69.025 .335
Lower-bound 23.123 37.000 .625
Measure: M 'ASURE 1
Type III
Sum of Mean
Source Squares df Square F Sig.
trial2 Sphericity
2.526 2 1.263 3.322 .042
Assumed
Greenhouse-
2.526 1.950 1.295 3.322 .043
Geisser
Huynh-Feldt 2.526 2.000 1.263 3.322 .042
Lower-bound 2.526 1.000 2.526 3.322 .076
Error(trial Sphericity
28.140 74 .380
2) Assumed
Greenhouse-
28.140 72.157 .390
Geisser
Huynh-Feldt 28.140 74.000 .380
Lower-bound 28.140 37.000 .761
Measure: M ASURE 1
Type III
Sum o f Mean
Source Squares df Square F Sig.
trial4 Sphericity
2.123 2 1.061 2.038 .138
Assumed
Greenhouse-
2.123 1.963 1.081 2.038 .139
Geisser
Huynh-Feldt 2.123 2.000 1.061 2.038 .138
Lower-bound 2.123 1.000 2.123 2.038 .162
Error(trial Sphericity
38.544 74 .521
4) Assumed
Greenhouse-
38.544 72.640 .531
Geisser
Huynh-Feldt 38.544 74.000 .521
Lower-bound 38.544 37.000 1.042
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115
Measure: MEASURE 1
Type III
Sum of Mean
Source Squares df Square F Sig.
trial 15 Sphericity
4.333 2 2.167 5.286 .007
Assumed
Greenhouse-
4.333 1.951 2.221 5.286 .008
Geisser
Huynh-Feldt 4.333 2.000 2.167 5.286 .007
Lower-bound 4.333 1.000 4.333 5.286 .027
Error(triall Sphericity
30.333 74 .410
5) Assumed
Greenhouse-
30.333 72.180 .420
Geisser
Huynh-Feldt 30.333 74.000 .410
Lower-bound 30.333 37.000 .820
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116
Measure: MEASURE 1
Type III
Sum of Mean
Source Squares df Square F Sig.
comp Sphericity
4.228 2 2.114 .431 .652
Assumed
Greenhouse-
4.228 1.993 2.121 .431 .651
Geisser
Huynh-Feldt 4.228 2.000 2.114 .431 .652
Lower-bound 4.228 1.000 4.228 .431 .516
Error(com Sphericity
363.105 74 4.907
P) Assumed
Greenhouse-
363.105 73.748 4.924
Geisser
Huynh-Feldt 363.105 74.000 4.907
Lower-bound 363.105 37.000 9.814
Measure: MEASURE 1
Type III
Sum of Mean
Source Squares df Square F Sig.
aggress Sphericity
5.123 2 2.561 .501 .608
Assumed
Greenhouse-
5.123 1.969 2.602 .501 .605
Geisser
Huynh-Feldt 5.123 2.000 2.561 .501 .608
Lower-bound 5.123 1.000 5.123 .501 .483
Error(aggres Sphericity
378.211 74 5.111
s) Assumed
Greenhouse-
378.211 72.855 5.191
Geisser
Huynh-Feldt 378.211 74.000 5.111
Lower-bound 378.211 37.000 10.222
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117
Sig.
(2-
tailed
Paired Differences t df )
Std. Std. 95% Confidence
Mea Deviatio Error Interval of the
n n Mean Difference
Lowe
r Upper
Pai apqpreang
r1 .3771
1.23 4.96017 .79426 -2.83867 -1.550 38 .130
apqpostan 3
077
g
Pai apqprefrus
r2 t- .1687
1.00 3.60555 .57735 -2.16878 -1.732 38 .091
apqpostfru 8
000
st
Pai apqpreirrit
r3 .2299
.897 3.47771 .55688 -2.02478 -1.612 38 .115
apqpostirri 1
44
t
Pai apqpreagg
r4 ress - .0401
.384 1.31019 .20980 -.80933 -1.833 38 .075
apqpostag 0
62
gress
Responder Analysis:
Tests of Within-Subjects Effects
Measure: IVEASURE 1
Type III
Sum of Mean
Source Squares df Square F Sig.
trial 1 Sphericity
.833 2 .417 2.021 .146
Assumed
Greenhouse-
.833 1.460 .571 2.021 .161
Geisser
Huynh-Feldt .833 1.551 .537 2.021 .159
Lower-bound .833 1.000 .833 2.021 .171
Error(trial Sphericity
7.833 38 .206
1) Assumed
Greenhouse-
7.833 27.740 .282
Geisser
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118
Measure: MEASURE 1
Type III
Sum of Mean
Source Squares df Square F Sig.
trial2 Sphericity
.700 2 .350 .624 .541
Assumed
Greenhouse-
.700 1.927 .363 .624 .535
Geisser
Huynh-Feldt .700 2.000 .350 .624 .541
Lower-bound .700 1.000 .700 .624 .439
Error(trial Sphericity
21.300 38 .561
2) Assumed
Greenhouse-
21.300 36.605 .582
Geisser
Huynh-Feldt 21.300 38.000 .561
Lower-bound 21.300 19.000 1.121
Measure: IV EASURE 1
Type III
Sum of Mean
Source Squares df Square F Sig.
trial4 Sphericity
.933 2 .467 1.039 .364
Assumed
Greenhouse-
.933 1.840 .507 1.039 .359
Geisser
Huynh-Feldt .933 2.000 .467 1.039 .364
Lower-bound .933 1.000 .933 1.039 .321
Error(trial Sphericity
17.067 38 .449
4) Assumed
Greenhouse-
17.067 34.952 .488
Geisser
Huynh-Feldt 17.067 38.000 .449
Lower-bound 17.067 19.000 .898
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119
Measure: M EASURE 1
Type III
Sum of Mean
Source Squares df Square F Sig.
trial 15 Sphericity
2.233 2 1.117 2.388 .105
Assumed
Greenhouse-
2.233 1.795 1.244 2.388 .112
Geisser
Huynh-Feldt 2.233 1.970 1.133 2.388 .106
Lower-bound 2.233 1.000 2.233 2.388 .139
Error(trial Sphericity
17.767 38 .468
15) Assumed
Greenhouse-
17.767 34.105 .521
Geisser
Huynh-Feldt 17.767 37.436 .475
Lower-bound 17.767 19.000 .935
Measure: M EASURE 1
Type III
Sum of Mean
Source Squares df Square F Sig.
cooperate Sphericity
25.900 2 12.950 1.601 .215
Assumed
Green house-
25.900 1.814 14.281 1.601 .218
Geisser
Huynh-Feldt 25.900 1.994 12.989 1.601 .215
Lower-bound 25.900 1.000 25.900 1.601 .221
Error(coo Sphericity
307.433 38 8.090
perate) Assumed
Green house-
307.433 34.457 8.922
Geisser
Huynh-Feldt 307.433 37.887 8.114
Lower-bound 307.433 19.000 16.181
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Measure: IV EASURE 1
Type III
Sum of Mean
Source Squares df Square F Sig.
compete Sphericity
7.600 2 3.800 .456 .637
Assumed
Greenhouse-
7.600 1.855 4.096 .456 .623
Geisser
Huynh-Feldt 7.600 2.000 3.800 .456 .637
Lower-bound 7.600 1.000 7.600 .456 .507
Error(com Sphericity
316.400 38 8.326
pete) Assumed
Greenhouse-
316.400 35.252 8.975
Geisser
Huynh-Feldt 316.400 38.000 8.326
Lower-bound 316.400 19.000 16.653
Non-respond er Analysis:
Measure: M EASURE 1
Type III
Sum of Mean
Source Squares df Square F Sig.
trial 1 Sphericity 1.89
1.115 2 .557 .155
Assumed 4
Greenhouse- 1.89
1.115 1.889 .590 .158
Geisser 4
Huynh-Feldt 1.89
1.115 1.952 .571 .156
4
Lower-bound 1.89
1.115 1.000 1.115 .174
4
Error(trial Sphericity
33.552 114 .294
1) Assumed
Greenhouse-
33.552 107.666 .312
Geisser
Huynh-Feldt 33.552 111.241 .302
Lower-bound 33.552 57.000 .589
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121
Measure: MEASURE 1
Type III
Sum of Mean
Source Squares df Square F Sig.
trial2 Sphericity
.770 2 .385 .943 .393
Assumed
Greenhouse-
.770 1.988 .387 .943 .392
Geisser
Huynh-Feldt .770 2.000 .385 .943 .393
Lower-bound .770 1.000 .770 .943 .336
Error(trial Sphericity
46.563 114 .408
2) Assumed
Greenhouse-
46.563 113.294 .411
Geisser
Huynh-Feldt 46.563 114.000 .408
Lower-bound 46.563 57.000 .817
Measure: MEASURE 1
Type III
Sum of Mean
Source Squares df Square F Sig.
trial4 Sphericity
3.115 2 1.557 2.736 .069
Assumed
Greenhouse-
3.115 1.994 1.562 2.736 .069
Geisser
Huynh-Feldt 3.115 2.000 1.557 2.736 .069
Lower-bound 3.115 1.000 3.115 2.736 .104
Error(trial Sphericity
64.885 114 .569
4) Assumed
Greenhouse-
64.885 113.683 .571
Geisser
Huynh-Feldt 64.885 114.000 .569
Lower-bound 64.885 57.000 1.138
Measure: MEASURE 1
Type III
Sum of Mean
Source Squares df Square F Sig.
trial 15 Sphericity
1.184 2 .592 1.262 .287
Assumed
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122
Greenhouse
1.184 1.938 .611 1.262 .287
-Geisser
Huynh-Feldt 1.184 2.000 .592 1.262 .287
Lower-
1.184 1.000 1.184 1.262 .266
bound
Error(trial Sphericity
53.483 114 .469
15) Assumed
Greenhouse
53.483 110.455 .484
-Geisser
Huynh-Feldt 53.483 114.000 .469
Lower-
53.483 57.000 .938
bound
Measure: IV EASURE 1
Type III
Sum of Mean
Source Squares df Square F Sig.
coop Sphericity
6.011 2 3.006 .503 .606
Assumed
Greenhouse-
6.011 1.857 3.238 .503 .592
Geisser
Huynh-Feldt 6.011 1.917 3.137 .503 .598
Lower-bound 6.011 1.000 6.011 .503 .481
Error(coo Sphericity
680.655 114 5.971
p) Assumed
Greenhouse-
680.655 105.826 6.432
Geisser
Huynh-Feldt 680.655 109.241 6.231
Lower-bound 680.655 57.000 11.941
Measure: MEASURE 1
Type III
Sum of Mean
Source Squares df Square F Sig.
compete Sphericity
.356 2 .178 .052 .949
Assumed
Greenhou
.356 1.863 .191 .052 .940
se-Geisser
Huynh-
.356 1.924 .185 .052 .944
Feldt
Lower-
.356 1.000 .356 .052 .820
bound
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123
Error(comp Sphericity
386.977 114 3.395
ete) Assumed
Greenhou
386.977 106.201 3.644
se-Geisser
Huynh-
386.977 109.648 3.529
Feldt
Lower-
386.977 57.000 6.789
bound
Sig.
(2-
tailed
Paired Differences t df )
Std. Std. 95% Confidence
Deviatio Error Interval of the
Mean n Mean Difference
Lower Upper
Pair GTA.lik.ga -
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124
ing
Pair GTA.Absor
7 bing-
2.86044 .31981 .34906 -.899 79 .371
MC.Absorb .28750 .92406
ing
Pair GTA.Viole
4.4875 3.8929 5.0821
8 nt - 2.67191 .29873 15.022 79 .000
0 0 0
MC. Violent
Gender Analysis:
Tests of Between-Subjects Effects
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125
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126
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127
GTA.Violent.Ac
83447.618 40 2086.190
ts
GTA.Viol.Act.R
221475.868 40 5536.897
eported
GTA.Diff.viol.r
662460.223 40 16561.506
eal.reported
Violent.telev 26914.768 40 672.869
Violent.games 39549.791 40 988.745
Real.life.violenc
37.773 40 .944
e
Hoursperweek.g
1961.423 40 49.036
ames
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128
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129
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130
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131
60.00
58.00
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52.03 52.10
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48.00
44.00
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GTA-MC MC-GTA
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132
48.00
44.00
40.00
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36.00 34.21
69
31.36 "V1. *T*
32.00
29.18 29.18
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Angry Frustrated Irritated
Subscales
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Angry Frustrated Irritated
Subscale
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133
48
44
40
36 34.21 34.18
32.08
32 31.36
29.18 29.26
□ Pretest
0£ 24
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MC-GTA
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134
1U
6.78---------- 6.8
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Coop Comp Aggr Coop Comp Aggr Coop Comp Aggr
Pretest Posttest 1 Posttest 2
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135
10.00
□ GTA-MC Coop
□ GTA-MC Comp
■ GTA-MC Aggr
0.00
Pretest Post NV Post V
10.00
8.00
7.00
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■ MC-GTA Aggr
4.00
3.00
1.00
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136
Game Evaluation.
evaluation difference between the games on the statements ‘1 liked the game,’ (df=(l,68),
f=8.67, p=.004) the game was ‘entertaining,’ (df=(l,68), f=6.984, p=.01) ‘exciting,’
(df(l,68), f=4.62, p=.035) and ‘frustrating,’ (df(l,68), f=6.914, p=01). Males endorsed
higher scores for all of the above significant adjectives above, other than frustrating,
which females endorsed more highly. Nonsignificant results between genders were
found for the other game evaluation descriptors, specific values can be found in
Appendix L. It appears that males, on the whole, enjoyed the experience of playing GTA
more than females. Whether this is due to the violent content, the fact the protagonist in
the game is a male, or some other variable is beyond the scope of this experiment.
statement that ‘I liked the game’ (df(l,68), f=5.219, p=.025), with no significant results
for the other evaluative statements. Specific nonsignificant values are available in
Appendix L. Males rated GTA higher for all the evaluations on the assessment, with the
exception of ‘frustrating,’ which were roughly equivalent. As with GTA, males appeared
Clearly, game matching the way done in this study is an inexact endeavor.
However, despite the fact that no other line of research has attempted to do this to ensure
a comparable gameplay experience from the player’s perspective, the results from this
matching task were fairly equivalent between genders. Check the following statement, I
no longer know how many statistically significant differences there are: O f the fourteen
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137
statistically significant differences, with fifty four nonsignificant ones, five of them were
between genders, indicating potential gender differences at pretest, but differences that
were minimized as potential confounds in the experiment itself by having both groups
comprised of an almost equal number of each gender. Of the nine remaining significant
exciting) were within the female participants with regards to GTA, and one (absorbing)
was within male participants for MC. It is interesting that, despite the high visibility for
GTA in the media, that all three of the significant differences between games for all 80
participants had MC rated higher, despite its lack of violent content. You may choose to
The mean overall T-score for males in both groups was 53.11 (SD=7.34). The
mean overall T-score for females in both groups was 50.71(SD=9.46). This was not a
The pretest Likert ratings means for males in both groups were 29.28 (SD=9.00)
for “angry,” 30.28 (SD=8.78) for “frustrated,” and 34.60 (SD=8.07) for “irritated.” The
pretest Likert ratings means for females in both groups were 27.03 (SD=8.02) for
“angry,” 30.63 (SD=8.07) for “frustrated,” and 32.54 (SD=8.16) for “irritated.” These
The pretest means for number of aggressive choices selected out of the twelve
scenarios for males in both groups was 0.87 (SD=1.24). The pretest means for number of
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138
aggressive choices selected out of the twelve scenarios for females in both groups was
0.22 (SD=0.49). This difference was statistically significant (df(l,68), f=6.558, p=.013).
In summary, the only significant difference at pretest for the APQ was the between
gender number o f aggressive choices selected out of the twelve scenarios, a variable
controlled for by evenly distributing the genders within the two main groups.
The pretest mean number o f aggressive choices selected out of the fifteen trials
for males in both groups was 3.33 (SD=2.66). The pretest mean number of aggressive
choices selected out of the fifteen trials for females in both groups was 3.17 (SD=2.62).
This difference was not statistically significant, indicating that at pretest, there were not
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139
conducting a study assessing various effects of different types of video games. We are
soliciting male and female participants who are between the ages of 18 and 29, with or
the study to your class. If, after reading the summary of the study, you decide that you
would like to schedule an orientation session after which you could decide if you wanted
to volunteer for the experiment, please complete the contact information section on this
form. Completing and returning this form allows us to schedule an orientation session but
confidential, other than potential extra credit you might earn for participating. Regardless
o f your interest in participating, please return this form, including those you decided to
leave blank. For those who indicate an interest in learning more about the study, a
researcher will contact you to schedule an orientation session. Your course instructor has
(select one based on course instructor: a) “declined to offer extra credit for those electing
to participate in this experiment or b) agreed to offer (fill in with the extra credit
offered by each instructor) extra credit for those who participate in this experiment).”
If you have any questions, feel free to contact the faculty supervisor and principal
investigator of this study, Dr. Wayne Fuqua, at 387-4474. You may also contact the
Chair o f the Human Subjects Institutional R eview Board (387-8293) or the V ice
President for Research (387-8298) if questions or problems arise during the course of the
study.”
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140
Scheduling
“Hello there, my name i s ______ and I am involved in the study dealing with
videogames that you indicated during your class that you might be interested in. I was
wondering if you were still interested, and if so, if you had any questions about the study,
and if you wanted to set up a time to come and learn more about the study before
Orientation
“The purpose of the study is to see if playing video games causes any change in your
reflexes and decision making. Let me give you a brief overview of the study. Your first
set of tasks will be to answer a series of questionnaires dealing with things like your
attitudes and video game playing habits. After this, you will play a simulation-based
game in which you will have the opportunity to earn points that can be redeemed after the
study is complete for entries in a raffle for one o f two $50 gift certificates to Target.
After this part of the experiment, you will be asked to play two different types of video
games for a short time. Some of these games may contain graphic violence, and/or
mildly sexually suggestive themes. After playing these video games, you will once again
complete the questionnaires and the two simulation tasks. We estimate that the total
experiment will take approximately 140 minutes all of which can be completed in one
session with a short break if needed. Do you have any questions? (Answer questions—)
If no questions then say, “does this sound like an experiment for which you would like to
volunteer?”
If the student answered “no,” they were thanked for their time, and excused from the
orientation session. If student said “yes,” the experimenter then said “the final step
before enrolling you in the experiment is called the Informed Consent Process. This is
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141
designed to make sure that you fully understand the nature of the experiment,
confidentiality issues and any risks or benefits associated with the experiment. It is
Informed Consent
Do you have any questions about the nature of the experiment? Do you have any
questions about the risks and benefits of participating in the experiment? Do you have
any questions about how we’ll protect your privacy and the confidentiality of any data?”
“Now you will be asked to answer some questions about your videogame playing
habits and other experiences. These questions are just for classification purposes, and
APQ
“Now I am going to ask you to read some hypothetical situations. Even if you have
never been in any of these situations before, I would like you to try and place yourself in
these situations, and respond how you think you would think or act for each one. Once
again, there are no right or wrong answers to these scenarios, and your answers will
Simulation
“Now you will perform a brief computer simulation against another person from a
psychology class who is also participating in this study at the same time. You can see a
still picture of him via an attached webcam on his computer. There are fifteen
opportunities to decide what to do, with points at stake with each chance. What happens
with each trial depends on your choice, and your opponent’s choice. The chart in front of
you summarizes what happens based on both of your decisions. Keep in mind that there
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142
is no skill involved in this game on your end, what happens is entirely based on your
choice each time. There is skill involved on your opponent’s side, because that is one of
the variables being examined. Finally, points earned in this simulation can be redeemed
GTA or MC
“You will now play a game on the Playstation 2 for 25 minutes. During this time,
your task is to make as much progress in the game as possible, although how you
accomplish this is entirely up to you. I will be recording things going on in the game, but
this has no bearing on your participation in the study. If you have any questions about
how to do something in the game, I can answer them for you, but I can’t give you any
advice on what to do in the game. In front of you is a handout that indicates what the
buttons on the controller do, as well as a list of codes to unlock various things in the
game. You can use any codes you wish, but are not required to use any.”
AQ
“Now you will answer some questions about some of your thoughts and
experiences in life. Please try to be honest in your answers, do not leave any blank, and
try not to spend too long scrutinizing a particular question. There are no right or wrong
answers to these questions. Your answers will remain completely anonymous once your
Game Evaluation
“Finally, this questionnaire is to get your thoughts about playing the two Playstation
Debriefing
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143
“Thank you for participating in this study. The purpose of this study was to see if
different types o f videogames would have short term effects on your decision making and
attitudes about other people. Some of the game content you were exposed to was very
violent and realistic. It is important to make sure you understand the content of the
imperative you not attempt any of it in real life. Additionally, if you plan on driving in
the near future, please do so carefully and defensively, not like the driving displayed in
the games.
It is important not to discuss the study with anyone, because we need to capture
natural responding, and if someone knew about the study in advance, their behavior
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