Reference : Click or strike: Realistic versus standard game controls in violent video games and t...
Scientific congresses, symposiums and conference proceedings : Paper published in a book
Social & behavioral sciences, psychology : Social, industrial & organizational psychology
http://hdl.handle.net/10993/4390
Click or strike: Realistic versus standard game controls in violent video games and their effects on aggression
English
Melzer, André mailto [University of Luxembourg > Faculty of Language and Literature, Humanities, Arts and Education (FLSHASE) > Integrative Research Unit: Social and Individual Development (INSIDE) >]
Derks, I. [Universität zu Lübeck, Deutschland]
Heydekorn, J. [Universität Trier, Deutschland]
Steffgen, Georges mailto [University of Luxembourg > Faculty of Language and Literature, Humanities, Arts and Education (FLSHASE) > Integrative Research Unit: Social and Individual Development (INSIDE) >]
2010
In H. S. Yang et al. (Eds.), ICEC 2010, LNCS 6243. pp. 171-182. Berlin, Heidelberg: Springer
171-182
Yes
978-3-642-15398-3
9th International Conference on Entertainment and Computing
2010
Seoul
South Korea
[en] Wii-Remote® ; motion detection technology ; gesture recognition ; realistic interaction ; violent video games ; aggression ; experiment
[en] The motion detection technology used in innovative game controlling devices like the Nintendo Wii-Remote® provides experiences of realistic and immersive game play. In the present study (N=62) it was tested whether this technology may also provoke stronger aggression-related effects than standard forms of interaction (i.e., keyboard and mouse). With the aid of a gesture recognition algorithm, a violent action role-playing game was developed to compare different modes of interaction within an otherwise identical game environment. In the Embodied Gestures condition participants performed realistic striking movements that caused the virtual character to attack and kill other in-game characters with a club or sword. In the Standard Interaction condition attacks resulted from simple mouse clicks. After the game session, participants showed a similar increase in negative feelings in both groups. When provided with ambiguous scenarios, however, participants in the Embodied Gestures condition tended to show more hostile cognitions (i.e., anger) than the Standard Interaction group. Results further corroborate the complexity of aggression-related effects in violent video games, especially with respect to situational factors like realistic game controls.
http://hdl.handle.net/10993/4390
CEC 2010, LNCS 6243

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