[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.
Disciplines :
Social, industrial & organizational psychology
Identifiers :
UNILU:UL-CONFERENCE-2011-210
Author, co-author :
MELZER, André ; 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 ; University of Luxembourg > Faculty of Language and Literature, Humanities, Arts and Education (FLSHASE) > Integrative Research Unit: Social and Individual Development (INSIDE)
Language :
English
Title :
Click or strike: Realistic versus standard game controls in violent video games and their effects on aggression
Publication date :
2010
Event name :
9th International Conference on Entertainment and Computing
Event place :
Seoul, South Korea
Event date :
2010
Main work title :
In H. S. Yang et al. (Eds.), ICEC 2010, LNCS 6243. pp. 171-182. Berlin, Heidelberg: Springer
Laakso, S., Laakso, M.: Design of a body-driven multiplayer game system. Computers in Entertainment (CIE) 4(4), article No. 7 (2006)
Ackland, B., Weste, N., Burr, D.J.: An integrated multiprocessing array for time warp pattern matching. In: Proc. 8th Ann. Symp. Computer Architecture, pp. 197-215 (1981)
Lee, K.M., Peng, W.: What do we know about social and psychological effects of computer games? A comprehensive review of the current literature. In: Vorderer, P., Bryant, J. (eds.) Playing video games: Motives, responses, and consequences, Mahwah, NJ, LEA, pp. 327-345 (2006)
Baron, R.A., Richardson, D.R.: Human aggression. Plenum Press, New York (1994)
Anderson, C.A., Shibuya, A., Ihori, N., Swing, E.L., Bushman, B.J., Sakamoto, A., Rothstein, H.R., Saleem, M.: Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. Psych. Bull. 136, 151-173 (2010)
Lindsay, J.J., Anderson, C.A.: From antecedent conditions to violent actions: A general affective aggression model. Pers. Soc. Psych. Bull. 26, 533-547 (2000)
Anderson, C.A., Carnagey, N.L.: Causal effects of violent sports video games on aggression: Is it competitiveness or violent content? J. Exp. Soc. Psych. 45, 731-739 (2009)
Barlett, C.P., Harris, R.J., Bruey, C.: The effect of the amount of blood in a violent video game on aggression, hostility, and arousal. J. Exp. Soc. Psych. 44, 539-546 (2008)
Carnagey, N.L., Anderson, C.A.: Violent video game exposure and aggression: A literature review. Minerva Psichiatrica 45, 1-18 (2004)
Klimmt, C., Hartmann, T.: Effectance, self-efficacy, and the motivation to play video games. In: Vorderer, P., Bryant, J. (eds.) Playing video games: Motives, responses, and consequences, Mahwah, NJ, LEA, pp. 132-145 (2006)
Ivory, J.D., Kalyanaraman, S.: The effects of technological advancement and violent content in video games on players' feelings of presence, involvement, physiological arousal, and aggression. J. Communic. 57, 532-555 (2007)
Persky, S., Blascovich, J.: Immersive virtual environments versus traditional platforms: Effects of violent and nonviolent video game play. Media Psych. 10, 135-156 (2007)
Huesmann, L.R., Moise, J., Podolski, C.L., Eron, L.: Longitudinal relations between children's exposure to TV violence and their aggressive and violent behavior in young adulthood: 1977-1992. Dev. Psych. 39, 201-221 (2003)
Markey, P.M., Scherer, K.: An examination of psychoticism and motion capture controls as moderators of the effects of violent video games. Comp. Hum. Behav. 25, 407-411 (2009)
Watson, D., Clark, L.A., Tellegen, A.: Development and validation of brief measures of positive and negative affect: The PANAS scales. J. Pers. Soc. Psych. 54, 1063-1070 (1988)
Buss, A.H., Perry, M.: The aggression questionnaire. J. Pers. Soc. Psych. 63, 459-463 (1992)
Zillmann, D.: Attribution and misattribution of excitatory reactions. In: Harvey, J.H., Ickes, W.J., Kidd, R.F. (eds.) New directions in attribution research, vol. 2, pp. 335-368. Erlbaum, Hillsdale (1978)
Green, C.S., Bavelier, D.: Action-video-game experience alters the spatial resolution of vision. Psych. Sc. 18, 88-94 (2007)
Salvador, S., Chan, P.: FastDTW: Toward accurate dynamic time warping in linear time and space. In: Workshop on Mining Temporal and Sequential Data. ACM, New York (2004)