Exploring The Influence of Video Games on Human Behavior: Violence, Gender Representation, and Socialization
Research supports that video games potentially prime both negative and positive influences on behavior
These games are assigned a rating symbol suggesting age appropriateness and content descriptors listing elements in a game that may have warranted a particular rating by the Entertainment Software Rating Board (ESRB).
- Activist blame the use of violent video games for the Columbine School shootings. Eric Harris was a fan of the video game “Doom”
- Doom is rated for mature audiences, and its content descriptors are blood, gore, and intense violence.
- Video games were immediately blamed for the shooters violent behavior at the Virginia Tech Shooting.
- Seung-Hui Cho went on a shooting rampage killing 32 people and wounding 25 before committing suicide.
- Eventually, the Virginia Tech Review Panel (2007) found that Seung-Hui Cho, the shooter did not play violent video games at all.
People who are vulnerable to the affects of video games are:
- temperamental
- uncontrolled
- concerned with their own pleasures
People who are least likely to be affected by video games are:
- easy going
- have goals
- self-disciplined
- work toward the well-being of others
- This suggest that video games alone can’t be blamed for violent behaviors but rather the individuals characteristics
Females
- sexualized/eroticized
- Often portrayed as hookers or prostitues
- OR
- Visions of beauty
- Need to be saved (damzel in distress
- Character are more realistic
Males
- Powerful/hostile
- Overly Muscular
- Aggressive attitude
- Take on traditional male sex roles
Dill and Thill
Study 1
- Still Photographs of characters and violent scenes.
- Raters coded 479 images
- Participants viewed images and then identified them as aggressive, sexualized, or stereotypical portrayals.
Dill and Thill
Findings
60% Females sexualized
(8%) Males sexualized
40% Females Scantily Clad
82.6% Males = aggressive
62.2% Females= aggressive
33.1% Stereotypical Masculine
62.6% Stereotypical Feminine
Dill and Thill
Study 2
- Survey 49 Freshmen
- "Have you ever looked at a video game magazine?"
- Open ended questions
- "Describe a typical male/female character"
Findings
37% had looked at a magazine (63% had not)
Video games were played 1.8 hours a week
Most common word for males: "muscular"
Most common word for females: "big boobs"
Top characteristics: (M) power, aggression, hostile attitude
Top characteristics: (F) sexual, attitude, bitchy
Conclusion:
Violence is cool and accepted. Can promot rape schemas and patriarchial views. Women are sexualized and objectified.
Gender Swapping
- Hussain and Griffiths looked at socialization of gamers.
- Specifically in MMORPG's (Massively Multiplayer Online Role Playing Games)
- (i.e. WOW, Everquest, Final Fantasy)
- Positive correlation between interpersonal relationships, social anxiety, and high hours online.
The Study:
- Posted questionaire in chat forums
- Ages: 18-69
- 83 = males 69%
- 32= females 26%
- Questions were :
- How many hours do you spend playing games online per week/ per session.
- Does gaming satisfy your social needs?
- Why do you swap genders (for video game characters)?
Prosocial Video Games
- Greitemeyer and Osswald, 2010 found that there was a correlation between playing prosocial video games and helping behaviors.
- Cite the GLM (General Learning Module) that supports the idea that exposure to violence promotes violence.
- They thought that the same could be applied with prosocial games.
Experiment 1
- Helping behavior was measured
- 54 Students played either an aggressive, prosocial, or neutral video game for 8 min followed by a questionaire.
- Did students help pick up pencils after the experimenter spilled them on the floor?
- 67% = Prosocial
- 33% = Neutral
- 28% = Agrressive
- We can assume that prosocial games promote prosocial behaviors.
Experiment 2
- Agreeableness with assistance was measured
- Aggressive game was not used.
- 40 students played either a prosocial or a neutral game for 10 min followed by a questionaire.
- Students were asked if they would help a graduate student with their research.
- 100% = Prosocial
- 68%= Neutral
Experiment 3
- High risk consequence helping behavior was measured
- 36 students played a prosocial game or a neutral game for 8 min followed with a questionnaire.
- This time, a male “ex-boyfriend” was harassing the female experimenter. Intervention of the students was measured.
- 56% = Prosocial
- 22% = Neutral
- Again, we can assume that prosocial games promote prosocial behaviors
Experiment 4
Wanted to measure the relationship of prosocial games to prosocial thoughts
Research has proven that aggressive video games promote aggressive thoughts and instigates aggressive behavior. However, little research has been done on prosocial games promoting positive cognition.
37 students played either a prosocial video game or a neutral video game for 8 min. The experimenter then asked the students to write down their thoughts while playing the game. While explaining this, the experimenter also knocked down the canister of pencils again.
This time the number of pencils retrieved was recorded and the responses from the questionnaire were coded.
63% = Prosocial
Conclusions: All experiments show a positive correlation with prosocial video games and an increase in prosocial behavior. However, because of the short amount of time the games were played, more research should be done on differing variables.
Vanna and Melissa's Findings:
- Support the GLM: Violent video games do influence negative behaviors. However, prosocial content games also promote positive behaviors and attitudes.
- Blaming video games for violent behavior is easier than looking at what the real issue was/is.
- More research should be done on external variables such as personality styles, parenting, and maybe even biological variables.
References
Bösche, W. (2010). Violent video games prime both aggressive and positive cognitions. Journal Of Media Psychology: Theories, Methods, And Applications, 22(4), 139-146. doi:10.1027/1864-1105/a000019
Dill, K.E. & Thill, K.P. (2007). Video Game Characters and the Socialization of Gender Roles: Young People’s Perceptions Mirror Sexist Media Depictions. Sex Roles, 57, 851-864. doi:10.1007/s11199-007-9278-1
Greitemeyer, T. & Osswald, S. (2010). Effects of Prosocial Video Games on Prosocial Behavior. Journal of Personality and Social Psychology, 98(2), 211-221. doi:10.1037/a0016997
Hussain, Z. & Griffiths, M.D. (2008). Gender Swapping and Socializing in Cyberspace: An Exploratory Study. Cyber Psychology & Behavior, 11(1) 47-53. doi:10.1089/cpb.2007.0020
Stereotypes