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The effect of violent, competitive, and multiplayer video games on aggression

机译:暴力,竞技和多人视频游戏对侵略的影响

摘要

With such a large proportion of people playing video games the negative effects of these games continue to be an important and debated area of research. Studies have primarily focussed on the effect of violence within video games on aggression, with the majority demonstrating a positive causal effect. However, there has been little research assessing the effect of competition and multiple human players within video games on aggression. In addition, competition is rarely controlled for in violent video game studies, thus competition may be confounding results as violent video games are generally more competitive. Furthermore, the interaction effect between violence and competition has not been previously assessed. Based on the review of the literature five research questions were posed and assessed: (1) Does competition within video games affect aggression?; (2) Does violence within video games affect aggression when competition is controlled for?; (3) Is there an interaction between competition and violence within video games on aggression?; (4) Do multiplayer games have a relationship with aggression and competition?; (5) Can a more comprehensive model of how video games impact aggression be created, i.e. beyond violence within video game? The first study to address these research questions (Study 1A) assessed 99 participants (51 males, 48 females) using a cross-sectional design and found that real world exposure to and preference for competitive video games had a significant positive correlation with trait aggression. Playing multiplayer games was also correlated with trait aggression and this was most likely due to preference for multiplayer games being correlated with preference for competitive video games. Contrary to the majority of previous research, exposure to and preference for violent video games did not significantly correlate with trait aggression. In addition, no interaction between violence and competition was found. Study 1B further investigated the responses of a subset of 60 participants from Study 1A (36 males, 24 females) to clarify whether participants can reliably and validly assess competition, as well as clarifying which aspects increase a video game’s rating of competitiveness. Participants’ responses were found to be reliable and valid. In addition, frequency of competitive events, clear opponent’s score feedback, leader boards, team gameplay, time pressure, and multiplayer aspects were found to be predictors of competition within video games and these factors were used to develop a new measure that rates the level of competitiveness within a video game. A final two by two (violence x competition) experimental study assessed 64 participants (40 males, 24 females) to investigate the role of video game competition and violence on player aggression. To control for all possible confounding variables, the same game was used across all conditions and only the levels of violence and competition were varied. Participants who played the competitive version had higher levels of aggressive affect post gameplay, but the level of violence within the game had no effect. Both violence and competition had no impact on aggressive behaviour or arousal, although this was most likely due to limitations of the measures and procedures used. No interaction between violence and competition was found for any measure. The results in this dissertation suggest that competition within video games rather than violence increases aggression post gameplay. Multiplayer games are also related to increased aggression and this is most likely due to the increase in the competitiveness of the game when playing other humans. The findings from the studies were also used to create a more comprehensive model of how video games impact aggression. The major implication of this dissertation is that competition should be considered in official video game ratings (e.g., R18+ (Australian rating), M17+ (US rating) etc.) and the measure of competitiveness developed in Study 1B could be used as a rating guide. In addition, there should be a greater focus by educators and parents to teach children how to deal with competition appropriately and this could be done through adult or parent supervision of children playing competitive video games.
机译:在如此众多的人玩电子游戏的过程中,这些游戏的负面影响仍然是重要且争议重重的研究领域。研究主要集中在视频游戏中暴力对侵略的影响上,大多数证明了积极的因果关系。但是,很少有研究评估竞争和电子游戏中的多个人类玩家对侵略的影响。另外,在暴力视频游戏研究中,竞争很少受到控制,因此竞争可能会混淆结果,因为暴力视频游戏通常更具竞争性。此外,暴力与竞争之间的相互作用影响尚未得到评估。在对文献进行回顾的基础上,提出并评估了五个研究问题:(1)电子游戏中的竞争是否会影响侵略性? (2)在控制比赛的情况下,电子游戏中的暴力行为会影响侵略吗? (3)侵略性电子游戏中的竞争与暴力之间是否存在相互作用? (4)多人游戏是否与侵略和竞争有关? (5)是否可以建立关于视频游戏如何影响侵略性的更全面模型,即超越视频游戏内的暴力行为?针对这些研究问题的第一项研究(研究1A)采用横断面设计评估了99位参与者(51位男性,48位女性),发现现实世界中接触和偏爱竞争性视频游戏与特质攻击有着显着的正相关。玩多人游戏也与特质攻击相关,这很可能是由于多人游戏的偏好与竞争性视频游戏的偏好相关。与大多数先前的研究相反,暴力视频游戏的暴露和偏好与特质攻击没有显着相关。此外,没有发现暴力与竞争之间的相互作用。研究1B进一步调查了研究1A的60名参与者的子集(36名男性,24名女性)的反应,以阐明参与者是否可以可靠,有效地评估比赛,并阐明哪些方面提高了视频游戏的竞争力。参加者’答复被认为是可靠和有效的。此外,竞争事件的发生频率,明确的对手分数反馈,排行榜,团队游戏,时间压力和多人游戏方面被认为是视频游戏中竞争的预测因素,并且这些因素被用于制定一项新的指标来评估电子游戏的竞争力水平。最后的二乘二(暴力x竞赛)实验研究评估了64位参与者(40位男性,24位女性),以研究视频游戏竞争和暴力行为对玩家侵略的作用。为了控制所有可能的混淆变量,在所有条件下都使用相同的游戏,并且只有暴力和竞争的程度有所不同。玩过竞技版的参与者在游戏后具有较高的侵略性影响,但游戏中的暴力程度没有影响。暴力和竞争对侵略行为或唤醒都没有影响,尽管这很可能是由于所用措施和程序的局限性所致。在任何方面都没有发现暴力与竞争之间的相互作用。本文的结果表明,视频游戏中的竞争而非暴力会增加游戏后的攻击性。多人游戏也与侵略性增加有关,这很可能是由于玩其他人时游戏竞争力的提高。这些研究的结果还被用来创建关于视频游戏如何影响侵略性的更全面的模型。本文的主要含义是,应在官方视频游戏等级(例如R18 +(澳大利亚等级),M17 +(美国等级)等)中考虑竞争,并且研究1B中开发的竞争力度量可以用作等级指南。 。此外,教育者和家长应该更加集中精力教孩子如何适当地应对比赛,这可以通过对玩电子游戏的孩子进行成人或家长的监督来实现。

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    Dowsett A;

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