Skip to main content icon/video/no-internet

User Involvement in Violent Content, Effects of

As video game violence becomes more complex and realistic, parents and politicians press forward to understand its impact on the players and society. Early research in the 1980s found that most games required players to virtually attack other characters to win the game. In early 2000 Stacy Smith and colleagues conducted an analysis of 60 popular games and revealed that 90% of Teen- or Mature-rated games featured violence, and 57% of games rated for all audiences contained violence. To understand the effects on players of such violent games, researchers have begun to examine how individual differences, including trait aggression, and situational variables, such as violent video game play, operate as routes to internal states and ultimately aggressive behavior.

Game researchers have used a variety of theoretical frameworks, including arousal and priming, to explain hypothesized effects. Most recently, using social learning, arousal, priming, and cognitive processing theories, Craig Anderson and his research team empirically developed the general aggression model (GAM) to better understand why exposure to violent media increases human aggression. As a conceptual platform, the GAM is used in this entry to examine the effects of violent video game play on hostile expectation bias by incorporating media-related routes as predictors of aggressive cognition.

The Experience of Game Play

Ron Tamborini of Michigan State University suggested that the attributes of video games associated with a first-person point of view and a user’s active role in decisions to aggress are powerful conditional forces that influence aggressive outcomes. Firstperson games are thought to increase identification with the gaming character through involvement and immersion, which subsequently increase shortterm outcomes such as aggression. Involvement, defined as a psychological state in which attention and energy are focused on the medium, and immersion, defined as the extent to which the player or person perceives being in and interacting with the mediated environment, are considered necessary components to the larger construct of presence (i.e., the experience of being in the environment, even when physically located in another environment) (Witmer & Singer, 1998). The decision to shoot or punch “as” a character in a first-person game rather than “with” a character leads to greater presence— as defined through involvement and immersion. It is the decision to aggress that creates or activates existing aggressive scripts that subsequently result in aggressive outcomes.

Attributes inherent to advanced technologies such as virtual reality (e.g., increased vividness and interactivity) are thought to increase presence beyond traditional console and passive-watching environments. According to this logic, the violent gaming situation eliciting the greatest levels of involvement and presence should have the greatest short-term effect on aggression. Research by Matthew Eastin at The University of Texas at Austin found some support for the connections among presence, interactivity, and aggression; however, because of the participants’ lack of experience using virtual reality systems and a potential disengagement between firing a gun during game play and the respondent’s existing real-world scripts for aggression, overall levels of presence did not predict aggression and were relatively low among virtual reality participants. Here, Eastin’s research hypothesized that a violent behavior resembling more common social violence, such as punching, kicking, and so on, would increase the behavior salience (and potentially aggressive cognition) more than a shooting-type game.

...

  • Loading...
locked icon

Sign in to access this content

Get a 30 day FREE TRIAL

  • Watch videos from a variety of sources bringing classroom topics to life
  • Read modern, diverse business cases
  • Explore hundreds of books and reference titles

Sage Recommends

We found other relevant content for you on other Sage platforms.

Loading