Behavioral, Attitudinal, and Decision-altering Effects of Aggressive Video Games on Young Adults

Behavioral, Attitudinal, and Decision-altering Effects of Aggressive Video Games on Young Adults

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Each year, interactive video game technology becomes more and more advanced, offering more lifelike environments, immersive experiences, and realistic situations in which the player must decide how to act. As a result of these technological advancements, the violent content in video games has become increasingly realistic and graphic. Unlike the passive viewing experience of television, video game players adopt roles in which they initiate actions and direct the progression of video game experience. In these active roles, they may engage in and be rewarded for violent acts against fictitious video game characters or other online players. However, technological advances have quickly outpaced our understanding of the effects of certain types of adult content, including violent content, on the game player. Despite the absence of sound scientific research on the effects of violent game play on aggressive behavior or attitudes of the game player, legislation continues to be proposed attempting to outlaw certain types of games for certain age groups, only to be struck down on first amendment grounds. To date, the few (approximately 10) recent studies of the impact of videogame play on aggressive behavior and attitudes that used modern, graphically realistic games still have several shortcomings, mostly in their choice of dependent measures. The purpose of this investigation was to build upon the small research base related to effects of violent video games on behavior, attitudes by adopting several dependent measures that have not used in previous studies, including realistic behavioral simulations, computer simulations of aggression, and vignette-based measures of aggressive attitudes. Results demonstrated virtually no behavioral or attitudinal difference between the groups that played the nonviolent game, compared to the group that played the violent game. Subsequent analysis identified a subgroup of participants, classified as responders, who had higher preexisting aggressive tendencies that were also detected at posttest, although these differences were not increased as a function of game play. Implications of these findings, limitations, and suggestions for future research are discussed.You have been invited to participate in a research project entitled aquot;The Effects of Different Types of Videogames on ... Li accordance with the warnings printed in the instruction manual of every video game currently produced, risks of playinganbsp;...

Title:Behavioral, Attitudinal, and Decision-altering Effects of Aggressive Video Games on Young Adults
Author: Kent Smallwood
Publisher:ProQuest - 2007

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