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Issue 2, August 2004
Psychological & Social Sciences
Effects of Video Game Violence on Prosocial and Antisocial
Behaviors
Mickey Suhn Lee
Georgetown College
Advisor:
Rachel Barr, Ph.D.
Georgetown College
Discuss this article!
Abstract
The purpose of this study was to explore whether video-game play
can influence the antisocial and prosocial behaviors of the players.
It was hypothesized that prosocial and antisocial behaviors would
depend on the presence of violence in games. More prosocial behaviors
were expected by those who played non-violent games; more antisocial
behaviors were expected for those playing violent games. Male and
female gamers from a wide range of age and racial/ethnic backgrounds
at two arcades were observed for instances of prosocial and antisocial
behaviors when playing against each other or teamed together against
the computer. Observation took place for approximately 2 to 3 hours
on each of three days. Chi-squared tests were used to compare for
differences in behavior gamers exhibited in non-violent and violent
games. Contrary to the hypothesis, no antisocial behavior was observed
in the sample. Prosocial behavior was seen occasionally, but its
appearance was not significantly different in violent and non-violent
gamers, indicating that prosocial behavior was independent of game
violence.
Introduction
The majority of researchers view video games in a negative light,
often implying that they are one of the factors to blame for violence
among youths. For example, Anderson and Bushman (2001) associated
“violent video games” with antisocial behaviors such
as aggression. Silvern and Williamson (1987) found that 4- to 6-year-olds’
aggression increased and prosocial behavior decreased after violent
video game play.
Antisocial behavior is defined as socially undesirably behavior,
including antisocial verbalization and antisocial action with or
without verbalization. Prosocial behavior is defined as “socially
desirable behavior that includes positive interpersonal behaviors
… achievement-related behaviors … [and] imagination”
(Calvert 1999). The three subcategories for prosocial behavior are:
behaviors that benefit others (positive interpersonal), help the
individual succeed academically (achievement-related), and promote
creativity (imagination).
According to arousal theory, players of violent video games become
physiologically aroused — increased activity in brain waves,
heart rate, blood pressure, and skin conductance — through
exposure to the level of violence presented. After habituating to
that level, the players become desensitized — requiring higher
levels of aggression to be aroused — from overexposure to
aggression (Calvert 1999). Based on the principals of the arousal
theory, Anderson and Bushman (2001) developed the “General
Aggression Model,” which states that people who play violent
video games develop aggressive beliefs and thoughts which predispose
the gamers to future violent behavior in real-life.
Many studies, however, suggest that video games also have prosocial
benefits. Kestenbaum and Weinstein (1985) noted that aggressive
games calm players. Scott (1995) found evidence of catharsis: undergraduates
had fewer aggressive feelings after playing moderately aggressive
games but had an increase in aggressive feelings after playing highly
aggressive games. This appears to resonate with the idea that violent
games may have prosocial effects, such as providing a safe means
of venting aggression.
Chambers
and Ascione (1987) studied the effects of prosocial video games
on the giving and helping behaviors of elementary and middle school
children in two ways: by counting money donated to a charity and
by counting the number of pencils sharpened for the research assistant.
They found no significant positive effects of the video game play
compared to the negative control (no game play). However, they neglected
to take into consideration the kinds of prosocial behavior that
takes place among video game players when they play. Chambers and
Ascione (1987) used demanding dependent measures, in that they asked
the players to apply prosocial themes outside of game play. In doing
so, they ignored forms of positive interpersonal behavior that are
more immediate during the video game play and do not necessitate
application onto a new task. The ecological validity of their study
was not high, since the measure for the dependent variable was observing
the amount of money donated or number of pencils sharpened for the
research assistant after game play.
When gamers play together, they need to use cooperation and teamwork
to accomplish a task, both of which are prosocial behaviors. In
game play featuring novices and experts, the advanced players often
assist the newcomers, who sometimes do not even request this help
or advice. Video games also promote sharing (taking turns), helping
(strategy to accomplish the game’s goals), and encouragement
of fellow players, especially when they are friends.
This
study observed these forms of positive interpersonal behavior in
non-violent and violent video games. Since non-violent games focus
on strategy and light-hearted entertainment, more prosocial behaviors
were expected in the group of gamers who played non-violent games.
However, more antisocial behavior was expected among gamers who
played violent games. No significant differences between genders
were expected, in part due to the likelihood of a substantially
smaller sample of females.
Materials & Methods
Participants
Thirty-four game-play pairs (68 total gamers) of both male and female
subjects of varying ages (pre-school/kindergarten to middle-age)
were observed in video arcades on three different weekend days (Friday,
Saturday, and Sunday) from the afternoons through late evenings.
A “game-play pair” is defined as each instance two gamers
played together against the computer or against one another. Each
gamer of the pair was scored separately for three minutes and up,
and the same person could appear in more than one pair. The gender
of the gamers was recorded, along with a best guess of their race/ethnicity
and age group.
Materials
Two observers (one primary scorer and a second to establish reliability)
were given scoring sheets with spaces to identify the gamer (by
gender, approximate age, and race/ethnicity), the name of the game,
and level of violence, and check boxes for prosocial behaviors (positive
interpersonal behavior, achievement-related behavior, and imaginative
behavior) and antisocial behaviors (antisocial verbalization and
antisocial action with or without verbalization).
All
the game machines had a large video monitor and a spot to swipe
a gaming debit card or deposit quarters. The controllers/joysticks
varied greatly for each game. Non-violent games included a race
car simulator (controlling a steering wheel, gear handle, and brake
and accelerator pedals while sitting in a driver’s seat),
a hands-based dancing game (passing hands through four laser sensors,
synchronized to music and graphics appearing on a monitor), and
a feet-based dancing game (stepping on designated squares on fiberglass
pads, synchronized to music and graphics appearing on a monitor).
Violent games included martial arts fighting games (facing a monitor
with two controllers attached to an arcade machine, each with a
joystick and six to eight buttons) and shooting games (shooting
with plastic guns with a trigger, aiming at enemies on a monitor).
Unlike the non-violent games, these violent games provided players
with a simulation of physical aggression.
Design
Gamers were observed from the time they put money into the machine
until they left the video game controller. Scorers approached a
pair of gamers incognito. Gamers were scored only if they were playing
with another gamer and if the pair played together for a minimum
of 3 minutes. Possible observer bias was accounted for by the second
observer, whose observations also counted in the data sample.
The level of video game violence was a quasi-independent variable
because the assignment of gamers into each group was not random,
but through self-selection. The dependent variables included the
number of instances of prosocial and antisocial behaviors, as well
as the proportion of gamers exhibiting each behavior. The instances
of prosocial and antisocial behaviors were scored each time a person
initiated a distinct behavior (e.g., replying to advice with a simple
“Thanks” did not count as an instance of prosocial behavior).
According to Calvert (1999), prosocial behaviors can be grouped
into three subcategories: positive interpersonal behavior, achievement-related
behavior, and imagination. In this study, prosocial behavior included
displays of positive interpersonal behavior and achievement-related
behavior; imagination was excluded because it was difficult to operationalize.
Examples of positive interpersonal behavior included: helping the
opponent (strategy/directions in games when two players compete
against one another), giving up spot in line to next person when
not obligated to leave (e.g., when gamer wins a match, only the
loser has to leave if there is a line), encouragement/consolation
(verbal, bodily gesture—clapping or physical contact such
as a pat on the back), and any other physical or verbal forms of
positive interpersonal behavior. Achievement-related behaviors were
scored only through verbalizations, because they were otherwise
difficult to count as distinct, observable instances. An example
of achievement-related behavior is giving strategy to a playing
partner to improve the team (in games when two players play together
against the computer). This would be an instance of teamwork, a
form of achievement-related prosocial behavior, because the gamer
is also rewarded with a better chance at beating the game by improving
the playing partner. On the other hand, examples of antisocial behavior
included physical (e.g., banging on game, pushing of competing gamer)
or verbal expression (e.g., cursing/insulting) of aggression.
Procedures
As a preliminary study, the primary and secondary observers scored
one gamer at a time until they established uniformity in evaluation
as to what constituted prosocial behavior and antisocial behavior
according to the examples described in the Design section. When
collecting actual data, observers selected games to be observed
(to be categorized into presence of violence). In addition to the
gender of the gamer, name of the game, and duration of pair play,
the number of instances of prosocial and antisocial behaviors was
scored for each of the gamers. Then, they scored pairs (same or
different) of gamers by filling out the scoring sheet (tallying
each instance of prosocial and antisocial behaviors) and making
sure to obtain a balance of game play pair instances for each of
three levels of violence. In order to appear incognito, the observers
occasionally played video games and recorded scores away from the
games.
Results
As explained
above, games were categorized into non-violent and violent games,
and gamers were scored for prosocial and antisocial behaviors. All
major races — 32 caucasian, 16 Hispanic/Latino, 13 Asian,
and 7 black — and age groups — 4 preschoolers (younger
than age 6), 10 early grade-school children (age 6-11), 16 late
grade-school children (age 12-17), 31 young adults (18-35), and
7 middle-aged adults (over age 35) — were represented in the
sample. One of the arcades was located in a middle-class neighborhood
with racial and ethnic diversity, while the other was located in
a working-class neighborhood largely comprised of Latino Americans.
Although there were far more male than female gamers (56 to 12),
exactly half of the males (28) and half of the females (6) played
violent games.
Despite careful observations, there was not a single observed instance
of antisocial behavior among the 34 game play pairs. Although most
of the gamers displayed little verbal or visual contact with their
playing partners, prosocial behavior was observed in 11 out of 34
pairs, ranging from complements and consolation to sharing of game
strategy.
Table 1 compares the number of prosocial behavior occurrences between
non-violent and violent gamers, with total number of minutes observed
written in parentheses. The rate of occurrences was calculated by
dividing the number of occurrences by the total number of minutes
observed. Contrary to the hypothesis, violent gamers appeared to
exhibit a higher rate of prosocial behavior; a 2 x 1 chi-squared
test rejected the null hypothesis, χ2(1) = 12.48, p < 0.001.
This unexpected finding may result from the presence of two very
social gamers who played only violent games and were extremely positive
outliers (rate of prosocial behavior occurrences were 1.00 and 2.00
per minute vs. 0.11 for entire sample). After excluding the two
outliers (shown as adjusted occurrences in Table 1), the null hypothesis
could no longer be rejected, χ2(1) = 0.20, p > 0.05, χ2(1) =
0.20, p > 0.05. Therefore, there was no significant difference
between the amount in the rate of prosocial behavior occurrences
between in non-violent and violent gamers.
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| Table
1 . Comparison of Prosocial Behavior Occurrences
in Players of Non-violent vs. Violent Games |
In
order to better account for prosocial behavior in gamers, numbers
of prosocial gamers—those who showed at least one instance
of prosocial behavior—were analyzed for non-violent and violent
games in place of total occurrences of prosocial behavior (Table
2). A 2 x 2 chi-squared test of independence was done to test for
the independence of prosocial behavior from violence in games. Yates’
Correction was incorporated to account for the small sample size.
The chi-squared value was not significant; therefore, the null hypothesis
could not be rejected, χ2(1) = 0.29, p > 0.05.
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| Table
2. Proportion of Prosocial Gamers Present among Gamers
in Non-violent vs. Violent Games |
It is possible that there might have been a confound with the modality
of the game type (competitive versus teamwork games). The majority
of violent games were teamwork games (28 of 34), while 32 out of
34 non-violent games were competitive. It may have been that the
teamwork modality facilitated greater prosocial behavior in the
gamers who played violent games, which were mostly teamwork games.
A 2 x 2 chi-squared test of independence (see Table 3) was performed
to test for the independence of prosocial behavior from modality
of game type. Yates’ Correction was incorporated to account
for the small sample size. The chi-squared value was not significant;
therefore, the null hypothesis could not be rejected, χ2(1) = 0.04,
p > 0.05.
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| Table
3. Proportion of Prosocial Gamers Present among Gamers
in Competitive vs. Teamwork Games |
Discussion
Based on this study, the experimental hypothesis — more prosocial
behaviors expected in gamers who played non-violent games, and more
antisocial behaviors for those playing violent games — was
not supported (Table 2); the null hypothesis could not be rejected,
possibly indicating that prosocial behavior was independent of video
game violence. Originally, the rates of prosocial and antisocial
behaviors were to be measured. Non-violent games were predicted
to have a higher rate of prosocial behavior and lower rate of antisocial
behavior than those for violent games. However, during the period
of preliminary and actual studies, antisocial behavior was not once
observed. One possible explanation could be that antisocial people
do not go to arcades and video games may not be strong enough to
make arcade-goers display antisocial behaviors.
In preliminary studies, games were categorized into four categories
(levels I through IV): level I games with no violence; level II
with cartoon/animated violence; level III and IV were graphically
violent games with some killing involved. Level I, II, and III games
had goals to win or to achieve goodness of humanity, whereas level
IV games had no coherent goal. Since it turned out that difference
between the games of level II and III was not very distinct, but
only quantitative, both were combined to form “violent games”
and level I games were renamed to “non-violent games.”
There was only one game that made it to the level IV: a shooting
game without any coherent goal except to mutilate grossly mutated
monsters from a circus. This may have been the only game that instigated
antisocial behaviors. Unfortunately, however, only one person, not
a pair, briefly tried to play the game. It would be interesting
to obtain sample pairs for this game in future studies, the hypothesis
being that people who would act like characters in these types of
games gravitate toward them and reinforce their own tendencies toward
antisocial behavior.
Another major limitation of the study was the focused sample: the
vast majority of the sample was observed in one game room in Rockville,
Md. Although there was good diversity in age, gender, and ethnicity,
a more diverse socioeconomic and regional background would be needed
for greater external validity. In additional studies, it would be
useful to include a larger sample size coming from more diverse
socioeconomic and regional backgrounds, more female gamers, and
longer durations of observation. During the span of this study,
there were no observations of any antisocial behavior. Thus, future
studies could also include conditions that might promote antisocial
behavior among players by focusing on more grotesque games (level
IV games) in arcades, or by studying gamers at home.
If violence of video games was not a determinant influencing prosocial
or antisocial behaviors of game players, would modality of the game
(competition between gamers versus playing together as a team against
the computer) be one? It is possible that the modality might have
acted as a confound, since the majority of the violent games allied
the two gamers against the computer while the majority of the non-violent
games involved competition between gamers. There was no significant
difference between the proportions of gamers who exhibited prosocial
behavior in competitive games versus those in teamwork games, indicating
that the prosocial behavior is not directly affected by modality
of games in this study. However, it may be worthwhile looking further
into the effect of the modality of the game, collecting larger samples.
Media researchers have tried to establish a causal relationship
between playing violent video games and violent behavior in people.
Utilizing foundations of the arousal theory and portraying the shooters
of Columbine High School in Littleton, Colo., as representatives
of video game players, Anderson and Bushman (2001) developed the
“General Aggression Model” to connect violent content
in video games to antisocial behavior (including violent school
massacres), with aggressive thoughts provoked by violent video games
serving as the intermediary between violent video game content and
aggressive behavior. Although Anderson and Bushman (2001) measured
physiological responses to video game play to connect arousal with
antisocial behavior, they failed to show a clear association of
increased physiological activities, such as electrical brain activity
and sweating, and aggression in video game players. Although the
arousal theory seems to have some validity with respect to video
game players and, indeed, the players appeared to become noticeably
stimulated, this did not make them systematically desensitized and
seek increased stimulation. If that were the case, gamers would
have successively played more and more violent games, but that did
not happen in this study. Contrary to the General Aggression Model,
gamers in this study behaved prosocially — not antisocially
at all — in their interactions with their playing partners,
exhibiting signs of increased prosocial (not aggressive) behavior.
Based on the findings of this study that violence of video games
did not affect antisocial or prosocial behavior of game players,
the social influence of video games may be explained by temperament.
Temperament is defined as a stylistic component of behavior that
explains how a person reacts or responds to situations, and can
be determined as early as infancy (Chess and Thomas 1996), which
is considerably before anyone plays video games. It is possible
that players’ behaviors are not altered by the video game
— non-violent or violent — unless they have a “difficult
temperament.” According to Chess and Thomas (1996), only 10%
of the population has a “difficult temperament.” It
is quite possible that only players with a difficult temperament
will manifest antisocial behavior by playing violent video games.
While researchers continue to search for the negative aspects of
video games, they continue to ignore the possible benefits that
can be accrued from video games. With respect to the increased stimulation,
gamers do not necessarily become desensitized to violence. Many
gamers find playing video games as a way to improve and practice
their mental focus and attention. The increased stimulation
also provides gamers with a way of actively meditating — relaxation
from diversion of stresses and focusing on a fun game. Kestenbaum
and Weinstein (1985) noted how aggressive video games can calm gamers.
As with anything — music, movies, and even research —
there exist some repugnant extremes. However, by exaggerating the
prevalence of these extreme cases, researchers unfairly discriminate
against the majority of games — violent or not — by
associating them with these worst cases. As a result, researchers
have portrayed the worst possible aspects that video games have
to offer.
Contrary to Chambers and Ascione (1987), this study found that video
games do, in fact, provide a means to demonstrate prosocial behavior.
The findings in this study also offer a more promising view of video
games; while Anderson and Bushman (2001) declared that “violent
video games” are linked to antisocial behavior, not a single
instance of such was observed.
This
study reflects the negative bias that researchers have in their
theories and studies with respect to video games. Instead of criticizing
video games, researchers should focus their efforts on the constructive
aspects to improve the quality of gaming.
Discuss this article!
References
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Journal of Young
Investigators. 2004. Volume Eleven.
Copyright © 2004 by Mickey Suhn Lee and JYI. All rights reserved.
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