journal summary - 2 first person shooter video games and aggression during video game play
TRANSCRIPT
Dean Serritella
Journal Summary #2 – First Person Shooter Video Games and Aggression During Video Game Play
Word Count: 907
What is the purpose of the research?
The purpose of this research is to find the effects of violent video games on children
and see how aggression correlates with a violent video game such as a first person
shooter game.
What are the hypotheses of the study?
In this research there were two hypotheses, the first one was “H1: There will be an
increase in the aggression and physiological arousal levels of the participants,
compared to baseline, due to the continuation of playing a violent first person
shooter video game” (Bartlett, Harris, and Baldassaro 490). The second hypothesis
stated that “H2: There will be a stronger increase in aggression, from baseline, after
participants play a violent FPSG with an interactive light gun compared with playing
the same video game with a standard controller” (Bartlett, Harris, and Baldassaro
490).
Who are the research participants?
In this study the participants included 85 males and 14 females that were
undergraduates at Midwestern University. The average age of the participants were
19. The reasoning for the age being 19 is because most video games played is
around this age group therefore you don’t see many older adults playing violent
video games.
What materials did the authors use?
The materials used in this examination was a video game called Time Crisis 3, a Play
Station 2, and 2 different kind of controllers-interactive light gun, and a standard
controller. The video game is very violent and consists of the main character that is
on a peaceful island and try to shoot enemies that invaded the area while trying to
avoid being killed.
What procedures were used in the study?
That the procedures that were taken in the research was heart rate monitors were
hooked up to the participants finger and measured 3 times. The researchers then
gave the participant a packet full of questions to see where the baseline was for
aggression. The participants then got a quick tutorial on how to play then game then
proceeded to play the game for 15 minutes. After the 15 minutes was up the heart
rate monitor was then measured again 3 times. This process occurred another time
after the first game play but with a different controller.
What did the authors measure?
The author’s measured frustration, physiological arousal, state aggression, and
hostility. Frustration was conducted by seeing if there were any significant
differences in frustration during game play. Physiological arousal information was
gathered by “was dependent upon the amount of pressure, the temperature of the
participant’s index finger and if there was a physical cut on the index finger”
(Bartlett, Harris, and Baldassaro 492). The state aggression “was conducted on the
summation of the two story stem categories to test for the main effect and for
interactions” (Bartlett, Harris, and Baldassaro 492). The last part, hostility was
measured by “asking participants to rate how hostile they are feeling right now,
using a single item” (Bartlett, Harris, and Baldassaro 493).
What did the authors find?
The author’s found that when the participants used the interactive light gun, their
hostility scores went up compared to the standard controller. How they found this
was by asking the participants how they felt before and after playing the game. In
addition they found in their study of state aggression that from baseline it went up
over time. Meaning that by then they were more aggressive because of playing the
game. Psychological arousal also increased from baseline. The way they measured
arousal was from heart rate monitors and the heart rate went up. On the other hand
in their research of frustration they found out there was not a significant difference
in the participant’s frustration.
Were the findings consistent?
The author’s findings were consistent in the experiment. The data that was collected
showed that when a participant is playing a violent video game there aggression and
hostility rise dramatically from the baseline. Other findings that were consistent
were the participant’s aggression, hostility, and heart all went up when using a
certain type of controller. However, the researchers did find a few limitations to
their methods such as not having reliable heart rate monitors, and also the people
them selves being how aggressive they are generally. The researchers didn’t know if
the participants have played the game or not coming into the study. Although there
were limitations to the study that would cause doubt but their findings were still
consistent with previous research on video games and aggression.
What is the overall message to the reader?
The main message to the reader should be that when a teenager is playing a violent
video game, their aggression does rise up and show significant increase. Not only
does their aggression increase but also their hostility and arousal. Statistics do show
that violent video games do put teen-agers into a more hostile state of mind and also
into an aggressive state. In my opinion the message is that violent video games could
make people more aggressive but it might not. However with all the limitations that
the author listed off shows that there are still holes in the research.
Citation Page:
Bartlett, Christopher, Richard Harris, and Ross Baldassaro. "Aggressive Behavior."
Longer You Play, the More Hostile You Feel: Examination of First Person Shooter Video
Games and Aggression During Video Game Play. Vol. 33. 2007. 486-497. Print.