Video Games and Aggression: How Trustworthy Is the Research? 4629
"The Effect of Video Game Competition and Violence on Aggressive Behavior" by Adachi and Willoughby (2011) is one of the most frequently cited studies in the literature on video game violence. Its credibility can be partially attributed to the fact that it is published by the American Psychological Association (APA), a highly reputable organization in the field of psychology.
The researchers picked video games with similar levels of difficulty and speed but varying degrees of violence and competitiveness. These four metrics were evaluated in a pilot study in which participants briefly played each game and rated them on a seven-point scale. The researchers then conducted two experiments:
- **Experiment 1:** The violent game chosen was Conan, an action game involving combat with swords and axes, while the nonviolent game was Fuel, a racing game. Both games were considered similarly competitive based on the pilot study. Participants were randomly assigned to play either Conan or Fuel. The experiment aimed to test whether violent content alone would lead to greater aggression after gameplay. The findings showed no significant differences in aggressive behavior between players of the violent and nonviolent games. However, the main concern with this finding is in its measure. The aggression was measured by having participants choose the amount and spiciness of hot sauce to give to another person who dislikes spicy food. A measure that does not fully capture the complexity of what aggressive behavior is.
- **Experiment 2:** They selected 4 games: Mortal Kombat vs DC Universe (Violent and competitive), Left 4 Dead 2 (Violent but less competitive), Fuel (Nonviolent and competitive), and Marble Blast Ultra (Nonviolent and less competitive). The researchers found that competitiveness in video games, rather than violent content, significantly increased "aggressive" behavior. They measured it by having participants compete in a reaction-time button-press game against an opponent. When a player lost a round, the winner had control over the intensity and duration of an unpleasant noise blast delivered to the loser. The participant’s choice of how loud and how long to set the noise blast served as a proxy for aggressive behavior. Blasting the noise could indicate other motivations besides aggression, such as opponent intimidation to win the game, compliance with experimental expectations, or could have to do with the impulse management of the participant. Once again, the measure fails to reflect the multifaceted nature of aggression.
Research papers like these shape the opinions of a significant portion of the public regarding the link between video games and violence, which raises the important question of how well such studies capture the true complexity of aggression and whether their findings should be featured in such reputable journals and directly influence public perception.
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