61 research outputs found

    The Effects of Displayed Violence and Game Speed in First-Person Shooters on Physiological Arousal and Aggressive Behavior

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    Many studies have been conducted to examine the effects of displayed violence in digital games on outcomes like aggressive behavior and physiological arousal. However, they often lack a proper manipulation of the relevant factors and control of confounding variables. In this study, the displayed violence and game speed of a recent first-person shooter game were varied systematically using the technique of modding, so that effects could be explained properly by the respective manipulations. Aggressive behavior was measured with the standardized version of the Competitive Reaction Time Task or CRTT (Ferguson et al., 2008}. Physiological arousal was operationalized with four measurements: galvanic skin response (GSR), heart rate (HR), body movement, force on mouse and keyboard. A total of N = 87 participants played in one of four game conditions (low- vs. high-violence, normal- vs. high speed) while physiological measurements were taken with finger clips, force sensors on input devices (mouse and keyboard), and a Nintendo Wii balance board on the chair they sat on. After play, their aggressive behavior was measured with the CRTT. The results of the study do not support the hypothesis that playing digital games increases aggressive behavior. There were no significant differences in GSR and HR, but with a higher game speed, participants showed less overall body movement, most likely to meet the game’s higher demands on cognitive and motor capacities. Also, higher game speed and displayed violence caused an increase in applied force on mouse and keyboard. Previous experience with digital games did not moderate any of these findings. Moreover, it provides further evidence that the CRTT should only be used in a standardized way as a measurement for aggression, if at all. Using all 7 different published (though not validated) ways to calculate levels of aggression from the raw data, “evidence” was found that playing a violent digital game increases, decreases, or does not change aggression at all. Thus, the present study does extend previous research. Firstly, it shows the methodological advantages of modding in digital game research to accomplish the principles of psychological (laboratory) experiments by manipulating relevant variables and controlling all others. It also demonstrates the test-theoretical problems of the highly diverse use of the CRTT. It provides evidence that for a meaningful interpretation of effects of displayed violence in digital games, there are other game characteristics that should be controlled for since they might have an effect on relevant outcome variables. Further research needs to identify more of those game features, and it should also improve the understanding of the different measures for physiological arousal and their interrelatedness

    Frustration-Aggression Theory

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    Frustration-aggression theory, also known as the frustration-aggression hypothesis, is one of the most seminal theories in aggression research. Since it was first formulated in the late 1930s, it has been applied and studied in many fields, including psychology, ethnology, sociology, and criminology. While there have been several reformulations, additions, and changes, the basic assumption of the frustration-aggression hypothesis is still that frustration, typically understood as an event instead of an emotion, increases the tendency to act or react aggressively. A substantial proportion of the research has dealt with the identification of boundary conditions or moderators and mediators of the causal path from frustration to aggression. Irrespective of these refinements and modifications, there is ample empirical evidence for the existence of this effect and, despite a decline in the overall number of publications that refer to it, frustration-aggression theory has recently found novel applications in particular areas, such as media psychology

    Something is Rotten in the State of Aggression Research: Novel Methodological and Theoretical Approaches to Research on Digital Games and Human Aggression

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    This dissertation offers a comprehensive critique of the current state of research on violent game playing and aggressive outcomes. It discusses twenty-five years of research on violence in digital games and aggression, including empirical evidence, theoretical perspectives, and the heated debates in both the public and academia. The main focus here is on methodological issues limiting the conclusiveness of the research, particularly experiments conducted in psychological laboratories. By suggesting methodological advancements in the study of game violence effects, the thesis wants to offer new perspectives on digital games and aggression to move forward the field and the ideological debates that surround it. The thesis comprises a total of 5 peer-reviewed journal articles (of which 3 are published, one is accepted and in press, and one is under review) that include data from one original study and a secondary analyses of 3 further studies. The first part of the thesis consists of a detailed review of the current scientific literature on violent game effects with a focus on the theories that have been developed to explain the relationship between the use of digital games and aggression. Important theoretical shortcomings and fallacies of social-cognitive perspectives on how aggression is acquired through violent media contents are identified and discussed. The second part is a methodological critique of laboratory experiments in research on the effect of violent games. First, common problems and pitfalls in the manipulation of violence as an independent variable and improper control of relevant confounding factors are discussed. The modification of game content (“modding”) is suggested as a novel method to meet the requirements of rigorous internal validity and sufficient external validity in psychological laboratory experiments. The advantages of this method are illustrated by the results of an experiment in which it was used. This is followed by an examination of one of the most popular laboratory measures of aggressive behavior (the Competitive Reaction Time Task), providing evidence from three studies that the unstandardized use in the scholarly literature poses a threat to its interpretability and generalizability. The dissertation concludes with an analysis of the scientific discourse on the game violence-aggression link, and the ways in which it is shaped by ideological convictions that affect both the theoretical assumptions and the methodological procedures. This duality of ideologies present in theory and methods constitutes a threat to violent game effects research, as it causes the field to stagnate. It is argued that this stagnancy can only be resolved through methodological rigor that will, ultimately, advance inadequate theories of media effects

    (Un)informed consent in Psychological Research: An empirical study on consent in psychological research and the GDPR

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    In many instances, psychological research requires the collection and processing of personal data collected directly from research subjects. In principle, the General Data Protection Regulation (GDPR) applies to psychological research which involves the collection and processing of personal data in the European Eco- nomic Area (EEA). Further, the GDPR includes provisions elaborating the types of information which should be offered to research subjects when personal data are collected directly from them. Given the general norm that informed consent should be obtained before psychological research involving the collection of personal data directly from research participants should go ahead, the information which should be provided to subjects according to the GDPR will usually be communicated in the context of an informed consent process. Unfortunately, there is reason to believe that the GDPR’s obligations concerning information provision to research subjects may not always be fulfilled. This paper outlines the results of an empirical investigation into the degree to which these information obligations are fulfilled in the context of psychological research consent procedures to which European data protection law applies. Significant discrepancies between the legal obligations to provide information to research subjects, and the information actually provided, are identified

    More Than Stories With Buttons: Narrative, Mechanics, and Context as Determinants of Player Experience in Digital Games

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    Recent research has attempted to describe meaningful experiences with entertainment media that go beyond hedonic enjoyment. Most of this research focuses on noninteractive media, such as film and television. When applied to digital games, however, such research needs to account for not only the content of the medium, but also the unique dimensions of digital games that distinguish them from noninteractive media. Experiences with digital games are shaped by the game mechanics that define the users' interaction with game content, as well as by the opportunities for social interaction that many games offer. We argue that the complex interplay of these dimensions (narrative, mechanics, and context) facilitates or inhibits meaningful user experiences in ways that are unique to digital games

    Information Provision for Informed Consent Procedures in Psychological Research Under the General Data Protection Regulation: A Practical Guide

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    Psychological research often involves the collection and processing of personal data from human research participants. The European General Data Protection Regulation (GDPR) applies, as a rule, to psychological research conducted on personal data in the European Economic Area (EEA)—and even, in certain cases, to psychological research conducted on personal data outside the EEA. The GDPR elaborates requirements concerning the forms of information that should be communicated to research participants whenever personal data are collected directly from them. There is a general norm that informed consent should be obtained before psychological research involving the collection of personal data directly from research participants is conducted. The information required to be provided under the GDPR is normally communicated in the context of an informed consent procedure. There is reason to believe, however, that the information required by the GDPR may not always be provided. Our aim in this tutorial is thus to provide general practical guidance to psychological researchers allowing them to understand the forms of information that must be provided to research participants under the GDPR in informed consent procedures
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