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Personality and Individual Differences 75 (2015) 19–23

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Personality and Individual Differences


journal homepage: www.elsevier.com/locate/paid

Everyday sadism predicts violent video game preferences


Tobias Greitemeyer ⇑
Institute of Psychology, University of Innsbruck, Innrain 52, 6020 Innsbruck, Austria

a r t i c l e i n f o a b s t r a c t

Article history: Playing violent video games has become an integral part of the lives of many people, although some peo-
Received 28 August 2014 ple more than others may be predisposed to enjoy violent video games. Two cross-sectional studies
Received in revised form 23 October 2014 examined the extent to which everyday sadism predicts the amount of violent video game play. Past
Accepted 28 October 2014
research has shown that everyday sadists obtain pleasure from cruel behaviors. Hence, I reasoned that
Available online 21 November 2014
everyday sadists are drawn to violent video games because killing game characters might be an oppor-
tunity to satisfy their need for cruelty. In fact, results revealed a positive link between everyday sadism
Keywords:
and the amount of violent video game exposure. Moreover, this relation statistically held when control-
Video games
Sadism
ling for the impact of trait aggression, the Big 5, narcissism, Machiavellianism, and psychopathy.
Dark Triad Ó 2014 Elsevier Ltd. All rights reserved.
Aggression

1. Introduction The main goal of playing a violent video game is to seriously


harm other game characters. In fact, some modern video games
Playing video games is becoming more and more popular. One involve highly realistic depictions of human injury and death.
national survey showed that 88% of American youth between ages Moreover, many violent video games are played from a first-person
8 and 18 play video games (Gentile, 2009). Another survey even perspective. In these first-person shooter games, the player experi-
indicated that about 97% of teens play video games regularly ences the weapon-based combat through the eyes of the player
(Lenhart, Kahne, Middaugh, Macgill, Evans, & Vitak, 2008). Content character. Hence, killing as many game characters as possible dur-
analyses have shown that most video games contain violence (Dill, ing violent video game play may be a welcome opportunity for
Gentile, Richter, & Dill, 2005) and that violent video games are everyday sadists to satisfy their need for cruelty. This reasoning
highly popular (Buchman & Funk, 1996). The present research is also in line with a uses and gratifications perspective (Katz,
examines whether some individuals are particularly predisposed Blumler, & Gurevitch, 1974). According to this view, personality
to enjoy violent video games. Concretely, I reasoned that individu- dimensions create certain needs in individuals and these needs
als who score high on the personality trait of sadism would be in turn influence what kind of media individuals seek out for
more likely than others to play violent video games. exposure. For instance, in one study (Slater, Henry, Swaim, &
Sadism can be characterized as deriving pleasure from being Anderson, 2003), trait aggressiveness was a significant predictor
responsible for others’ experiences of pain. Everyday sadism is for the preference for violent media (although only concurrently
the nonclinical form of sadism (Buckels, Jones, & Paulhus, 2013a), but not over time).
‘‘differing from clinical sadism in that the individual does not harm Abundant research has shown that playing violent video games
others out of the need for cruelty but rather for the pleasure increases aggressive behavior. Although some studies failed to find
derived from the act’’ (p. 64, Porter, Bhanwer, Woodworth, & a link between violent video game play and aggression (for a
Black, 2014). Recent research has confirmed that everyday sadists review, Elson & Ferguson, 2014), two recent meta-analyses
indeed find more pleasure in harming other people than do nonsa- (Anderson et al., 2010; Greitemeyer & Mügge, 2014) showed that
dists. For example, Buckels et al. (2013a) showed that sadists playing violent video games significantly increases the accessibility
obtain pleasure from cruel behaviors and that they are even willing of aggressive thoughts, hostile affect, and aggressive behavior and
to work for the opportunity to hurt an innocent victim. Overall, it that these effects are consistently found in experimental, cross-
appears that everyday sadists more than others seek opportunities sectional, and longitudinal studies. The present research aims to
to indulge their appetites for cruelty (see also Buckels, Trapnell, & document a link between the amount of violent video game
Paulhus, 2014). exposure and everyday sadism. Because everyday sadism is related
to trait aggression, I also examined whether the proposed link
⇑ Tel.: +43 (0)512 507 37452. between violent video game exposure and everyday sadism would
E-mail address: tobias.greitemeyer@uibk.ac.at hold when controlling for the impact of trait aggression.

http://dx.doi.org/10.1016/j.paid.2014.10.049
0191-8869/Ó 2014 Elsevier Ltd. All rights reserved.
20 T. Greitemeyer / Personality and Individual Differences 75 (2015) 19–23

Previous research has shown that some of the Big 5 personality physically hurting people’’ and ‘‘I enjoy tormenting people’’. The ver-
dimensions are related to violent video game preferences. bal sadism scale contains six items (a = .70). Sample items are: ‘‘I
Anderson et al. (2004) found that violent video game exposure enjoy making jokes at the expense of others’’ and ‘‘When making
was negatively associated with agreeableness and conscientious- fun of someone, it is especially amusing if they realize what I’m
ness. Chory and Goodboy (2011) also found that individuals low doing’’. To measure trait aggression, participants responded to the
(vs. high) in agreeableness are more likely to play violent video short version of the Buss and Perry aggression questionnaire
games, but they did not replicate the association between violent (Bryant & Smith, 2001), which contains 12 items (a = .79). Sample
video game exposure and conscientiousness. Instead, they further items are: ‘‘Given enough provocation, I may hit another person.’’
found a positive relation between violent video game exposure and ‘‘I have trouble controlling my temper.’’ To measure the Big 5,
and openness. In any case, it appears that everyday sadism is a 10-item measure (Gosling, Rentfrow, & Swann, 2003) was
related to some fundamental personality dispositions and thus employed. There are two items per scale. Some scale reliabilities
the Big 5 might account for the proposed link between everyday were relatively poor (conscientiousness: a = .71, neuroticism:
sadism and amount of violent video game play. Hence, in the a = .58, openness: a = .44, agreeableness: a = .46, extraversion:
present studies, the Big 5 were assessed and their influence on a = .72). This issue will be later discussed. All items were assessed
the relation between everyday sadism and the amount of violent on a scale from 1 to 7. For all scales, items were pooled, using the
video game exposure was also examined. average.
The hypothesis that everyday sadism predicts amount of violent
video game play was examined in two cross-sectional studies. It 2.2. Results
should be noted that due to the correlational nature of the study
design, no causal interpretations can be made. The present Descriptive statistics and intercorrelations of all measures are
research was interested in the extent to which everyday sadism shown in Table 1. As expected, amount of violent video game play
predicts violent video game exposure. But violent video game was positively associated with both physical and verbal sadism.
exposure may also cause everyday sadism. In fact, the two Amount of violent video game play was also positively associated
directions are by no means mutually exclusive. I will return to this with trait aggression and negatively with conscientiousness and
issue in the General Discussion. agreeableness. To examine whether physical and verbal sadism,
respectively, are associated with amount of violent video game
play when controlling for the impact of trait aggression and the
2. Study 1
Big 5, a multiple regression was performed on the data. Physical,
verbal sadism, trait aggression, and the Big 5 were used as predic-
Study 1 examines the idea that everyday sadism is associated
tors for amount of violent video game play. The overall regression
with violent video game exposure. In a cross-sectional study, par-
was significant, F(8, 216) = 3.57, p = .001. Most importantly, both
ticipants indicated their amount of playing violent video games
physical, b = .16, p = .028, and verbal sadism, b = .17, p = .028, were
and provided self-ratings of everyday sadism. Moreover, partici-
still significantly associated with amount of violent video game
pants responded to a measure of trait aggression and the Big 5. I
play. Conscientiousness also significantly predicted amount of vio-
predicted that everyday sadism would be positively associated
lent video game play, b = .15, p = .036, whereas all other predic-
with amount of violent video game exposure. I further examined
tors did not, all bs < .10, all ps > .271.
whether this effect would remain significant when controlling for
the influence of trait aggression and the Big 5.
2.3. Discussion

2.1. Method Study 1 provided support for the idea that everyday sadism is
associated with exposure to violent video games. As in previous
2.1.1. Participants, procedure, and materials research (Anderson et al., 2010; Greitemeyer & Mügge, 2014),
Participants were invited via a university mailing list. Four there was a significant correlation between the amount of violent
hundred and forty-five individuals accepted the invitation. Two video game play and trait aggression. There was also a strong link
hundred and twenty individuals did not complete the question- between the measures of everyday sadism and trait aggression. It
naire so the final sample comprised 225 students/employees of is noteworthy, however, that the relation between everyday sad-
an Austrian university (162 females, 63 males; mean age = 25.1 ism and violent video game exposure held when controlling for
years, SD = 8.0). trait aggression. That is, that frequent players of violent video game
After providing demographic data, participants were asked to score higher on everyday sadism is not due to them being more
name their three favorite video games, to indicate how often they aggressive. Likewise, amount of violent video game play and sad-
play each video game (on a scale from 1 = sometimes to 7 = very ism were negatively associated with agreeableness, but the rela-
often), and to rate how violent the content of each video game tion between violent video game exposure and everyday sadism
was (on a scale from 1 = not at all to 7 = very). For each video game, remained significant when controlling for agreeableness. Finally,
the amount of time playing was multiplied by violent content. violent video game exposure and conscientiousness were also sig-
These three violent video game exposure scores were summed to nificantly related, but there was no reliable link between everyday
provide an overall index of violent video game exposure. This sadism and conscientiousness. Overall, it appears that there is a
approach to measure violent video game exposure has been suc- robust association between everyday sadism and the amount of
cessfully employed in previous video game research (e.g., violent video game exposure.
Anderson & Dill, 2000; Greitemeyer, 2014). Everyday sadism has been shown to be a part of the Dark Tetrad
The expanded version of the Comprehensive Assessment of of personality, the other dimensions being narcissism, Machiavel-
Sadistic Tendencies (Buckels, Jones, & Paulhus, 2013b) was used lianism, and psychopathy (Buckels et al., 2013a; Chabrol, Van
to assess physical and verbal sadism, respectively.1 The physical Leeuwen, Rodgers, & Séjourné, 2009; for a review of the Dark Triad,
sadism scale contains five items (a = .67). Sample items are: ‘‘I enjoy see Furnham, Richards, & Paulhus, 2013). Narcissists tend to have a
grandiose sense of self-importance and a sense of superiority.
1
The CAST also assesses a third form of sadistic tendencies (vicarious sadism), but Machiavellianism can be characterized as having a tendency to
this scale was not included in the present studies. manipulate and exploit others. Psychopathy involves callousness
T. Greitemeyer / Personality and Individual Differences 75 (2015) 19–23 21

Table 1
Means, standard deviations, and bivariate correlations (Study 1).

M SD 1 2 3 4 5 6 7 8
1. VVE 5.66 14.20
2. Physical sadism 1.35 0.60 .25***
3. Verbal sadism 2.39 1.05 .25*** .43***
4. Trait aggression 2.39 0.83 .14* .34*** .44***
5. Extraversion 4.16 1.50 .01 .03 .07 .12
6. Agreeableness 5.44 1.08 .18** .24*** .32*** .44*** .13
7. Conscientiousness 5.38 1.25 .17** .12 .11 .33*** .05 .22**
8. Neuroticism 3.08 1.31 .03 .02 .02 .39*** .36** .09 .19**
9. Openness 5.47 1.09 .04 .02 .03 .08 .28*** .10 .16* .19**

Note: VVE = violent video game exposure.


*
p < .05.
**
p < .01.
***
p < .001.

and unemotionality. Recent research (James, Kavanagh, Jonason, Next, I examined whether physical and verbal sadism, respec-
Chonody, & Scrutton, 2014) has shown that higher levels of the tively, would be associated with amount of violent video game play
Dark Triad are associated with higher levels of sensational interests when controlling for the impact of trait aggression, the Big 5,
(e.g., an interest in violent topics such as weapons and military). narcissism, Machiavellianism, and psychopathy. In a multiple
Hence, I expected that all three concepts would be related to vio- regression, physical, verbal sadism, trait aggression, the Big 5,
lent video game preferences. Study 1 showed that everyday sadism narcissism, Machiavellianism, and psychopathy were used as
was still associated with the amount of violent video game play predictors for amount of violent video game play. The overall
when controlling for the impact of trait aggression and the Big 5. regression was significant, F(11, 328) = 4.50, p < .001. Physical
Study 2 further examined whether the link between everyday sad- sadism, b = .17, p = .008, was significantly associated with amount
ism and violent video game exposure holds when also controlling of violent video game play, whereas verbal sadism was not,
for narcissism, Machiavellianism, and psychopathy. b = .03, p = .638. Conscientiousness, b = .22, p < .001, and open-
ness, b = .16, p = .002, also significantly predicted amount of violent
3. Study 2 video game play, whereas all other predictors did not, all bs < .13,
all ps > .089.
3.1. Method
3.3. Discussion
3.1.1. Participants, procedure, and materials
As in Study 1, participants of an Austrian university were Study 2 replicated some of the main findings from Study 1, but
invited via a university mailing list. Seven hundred and forty-eight there were also some notable differences. There was a positive
individuals accepted the invitation, but only 340 individuals com- association between amount of violent video game play and phys-
pleted the questionnaire (235 females, 105 males; mean ical sadism, but the association between amount of violent video
age = 24.2 years, SD = 7.0). game play and verbal sadism was only marginally significant.
The procedure and the materials were similar to Study 1, Moreover, when controlling for the impact of trait aggression,
with the following modifications. A different 10-item measure of the Big 5, narcissism, Machiavellianism, and psychopathy the rela-
the Big 5 (Rammstedt & John, 2007) was employed (conscientious- tion between violent video game play and physical sadism held,
ness: a = .48, neuroticism: a = .69, openness: a = .51, agreeable- whereas the relation between violent video game play and verbal
ness: a = .32, extraversion: a = .78). To measure narcissism, sadism was far from significant. It thus appears that physical more
Machiavellianism, and psychopathy, a 12-item measure of the than verbal sadism is a predictor of the amount of violent video
Dark Triad, with four items per subscale, was used (Jonason & game play. This may not surprise because typical violent video
Webster, 2010). Sample items are: ‘‘I tend to want others to admire game play involves performing physical but no verbal harm so
me’’ (narcissism, a = .64), ‘‘I tend to manipulate others to get my individuals who score high on physical sadism should be particu-
way’’ (Machiavellianism, a = .72), and ‘‘I tend to be callous or larly likely to satisfy their individual needs when playing violent
insensitive’’ (psychopathy, a = .51). Everyday sadism (physical video games.
sadism: a = .51, verbal sadism: a = .68) and trait aggression Extending Study 1, Study 2 showed that violent video game play
(a = .81) were assessed as in Study 1. exposure was significantly associated with two of the other dimen-
sions of the Dark Tetrad. Whereas Machiavellianism and psychop-
3.2. Results athy were associated with amount of violent video game play,
narcissism was not. This latter finding is in contrast with
Descriptive statistics and intercorrelations of all measures are Anderson et al. (2004) who found a positive correlation between
shown in Table 2. As in Study 1, amount of violent video game play violent video game exposure and narcissism. As in previous
was positively associated with physical sadism. Unlike Study 1, the research (e.g., Buckels et al., 2013a; Chabrol et al., 2009), everyday
correlation between amount of violent video game play and verbal sadism was related to narcissism, Machiavellianism, and psychop-
sadism was only marginally significant (p = .073). The correlation athy. Hence, it is noteworthy that the link between amount of vio-
between amount of violent video game play and trait aggression lent video game play and physical sadism held when controlling
was also only marginally significant (p = .081). Amount of violent for the other dimensions of the Dark Tetrad, whereas the influence
video game play was negatively associated with conscientiousness of narcissism, Machiavellianism, and psychopathy did not. In sum,
and positively with openness. Amount of violent video game play of the dimensions of the Dark Tetrad it turned out that physical
was also positively associated with Machiavellianism and sadism was the best predictor of amount of violent video game
psychopathy. play.
22 T. Greitemeyer / Personality and Individual Differences 75 (2015) 19–23

Table 2
Means, standard deviations, and bivariate correlations (Study 2).

M SD 1 2 3 4 5 6 7 8 9 10 11
1. VVE 8.66 17.96
2. Physical sadism 1.31 0.46 .21***
3. Verbal sadism 2.30 0.97 .10 .45***
4. Trait aggression 2.47 0.91 .10 .39*** .41***
5. Extraversion 4.43 1.55 .09 .03 .08 .00
6. Agreeableness 4.33 1.29 .08 .22*** .25*** .34*** .22***
7. Conscientiousness 4.81 1.25 .25*** .19** .25*** .25*** .14** .11*
8. Neuroticism 3.68 1.54 .02 .05 .04 .28*** .30*** .09 .10
9. Openness 5.36 1.35 .15** .01 .09 .09 .06 .08 .02 .02
10. Narcissism 4.67 1.59 .03 .26*** .30*** .21*** .23*** .10 .06 .15** .01
11. Machiavellianism 2.78 1.49 .12* .44*** .46*** .38*** .04 .40*** .23*** .11* .10 .52***
12. Psychopathy 3.56 1.26 .13* .33*** .37*** .45*** .01 .38*** .13* .06 .08 .57*** .57***

Note: VVE = violent video game exposure.


*
p < .05.
**
p < .01.
***
p < .001.

4. General discussion been also reported by other researchers using a 10-item short ver-
sion of the Big Five Inventory. For instance, Sandstrom and Dunn
The present work examined the extent to which everyday sad- (2014) reported reliability coefficients as low as a = .24. Although
ism predicts the amount of violent video game play. I reasoned that the focus of the present research was on the predictive power of
everyday sadists are drawn to violent video games because playing everyday sadism on violent video game preferences and the Big 5
these games offers an opportunity to satisfy their needs for cruelty. only served as control variables, future work would be desirable
In fact, in both studies, physical sadism was associated with the that makes use of one of the existing longer measures of the Big 5.
amount of violent video game play. This relation held when con- Future research may also examine the link between everyday
trolling for a variety of variables (i.e., verbal sadism, trait aggres- sadism and other forms of video game play. The present studies
sion, Big 5, Dark Triad) that were related to both the amount of showed that everyday sadism was positively associated with the
violent video game play and physical sadism and thus could have amount of violent video game play, but everyday sadists should
accounted for the finding that individuals who score high on the not enjoy all types of video games. In fact, everyday sadism may
physical sadism scale were more likely than others to play violent be even negatively associated with some kind of video game play.
video games. In Study 1, verbal sadism was also a significant pre- For example, prosocial video game play involves benefiting other
dictor of amount of violent video game play, whereas in Study 2 game characters, whereas cooperative video game play involves
this relation was only marginally significant and was far from sig- benefiting other human players and recent research has shown that
nificant when controlling for third variables. Physical sadism is clo- playing these games increase prosocial and decrease aggressive out-
ser to aggression performed during violent video game play than comes (for reviews, Greitemeyer, 2011; Greitemeyer & Mügge,
verbal sadism and thus physical sadism in particular appears to 2014). Inasmuch as sadists are unlikely to experience pleasure when
motivate violent video game play. benefiting others, everyday sadism should be negatively associated
The present research is the first that examined the link between with prosocial and cooperative video game play. Such a finding
everyday sadism and amount of violent video game play. It is also would further strengthen the idea that everyday sadists are partic-
the first that examined to what extent the Dark Triad predict expo- ularly attracted to video games that satisfy their needs for cruelty.
sure to violent video games. Whereas Machiavellianism and psy-
chopathy significantly predicted the amount of violent video
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