Experiment Published in Journal of Psychology

Discussion

I had hypothesized that there would be a linear increase in aggressive affect after playing nonaggressive, moderately aggressive, and highly aggressive games, but no such increase occurred. The overall pattern was that the moderately aggressive game substantially decreased
feelings of aggression, whereas the highly aggressive game resulted in much less of an increase in aggressiveness than I expected, although no
more so than occurred in the control game. Generally, the participants did regard the games to be more aggressive in the expected order, although the difference of feelings about the two aggressive games was not as great as might have been expected. However, this pattern could not account for the irregularity of aggressiveness changes that were found.

The greatest change was among the men who participated in the nonaggressive game. They showed substantially more overall aggressiveness afterward. However, the men who played the nonaggressive game had generally been considerably (although at chance level) less aggressive both before and after playing than the men randomly assigned to the two aggressive games. This finding only emphasizes the fact that individual variability is more important than variability in affect induced by playing computer games.

I also examined second- and third-order interactions between gender, aggression level, and personality. Despite careful choice of variables and materials, none were found.

For over a decade, proponents of video games have championed their educational value (Malone, 1981), value for social interaction and growth, and therapeutic value (Leerhsen, Zabarsky, & McDonald, 1983). However, an explanation for the present results may be more
physiological than psychological. One approach to understanding the causes of aggression emphasizes the role played by the sympathetic nervous system, with heightened sympathetic activity seemingly facilitating overt aggression. Winkel et al. (1987) found that, for
male adolescents, personality traits and heart rate were separately related to aggression. Personality characteristics similar to those of the Type A individuals were related in a positive direction to heart rate in women. Winkel et al. concluded that there was no evidence that the link between game playing and aggression is due to mimickry per se. Their results suggest that home video games, regardless of their aggressive content, may stimulate a more violent reaction in girls than in boys.

The interactions between the variables are obviously complex, and glib statements relating aggression to game playing, whether appearing in the mass media or in scientific journals, seem totally unwarranted. In
addition, Cooper and Mackie (1986) suggested that only their female participants felt there was little difference in aggressiveness content between the games played - Pac Man and Missile Command.

In general, one should not overgeneralize the negative side of computer games playing. During the last decade, the market for fun-laden educational software has exponentially increased. Also, Funk (1992) suggests that playing home video games may have a less adverse impact
on academic functioning than playing in an arcade.

There may also be individual differences in the effect of game playing. Some people may be able to spend a great deal of their free time playing arcade videos without any resulting aggression. Huesmann (1982) concluded that children who are exposed to the least violence may be
the most aroused and most likely to act aggressively. Because girls are likely to have less experience with violence, they are the group likely to be more aroused by the exposure.

The present study points up the need for considering the strength of individual differences when researching the effects of video games on feelings of aggression.

References