Loading presentation...

Present Remotely

Send the link below via email or IM


Present to your audience

Start remote presentation

  • Invited audience members will follow you as you navigate and present
  • People invited to a presentation do not need a Prezi account
  • This link expires 10 minutes after you close the presentation
  • A maximum of 30 users can follow your presentation
  • Learn more about this feature in our knowledge base article

Do you really want to delete this prezi?

Neither you, nor the coeditors you shared it with will be able to recover it again.


Violence and Video Games

No description

cerri burgess

on 14 November 2011

Comments (0)

Please log in to add your comment.

Report abuse

Transcript of Violence and Video Games

Double click anywhere & add an idea Does exposure to violent video games contribute or cause negative behaviour? Introduction: Video games can allow the gamer to feel many different emotions


Large amount of controversy surrounding the industry

Due to increase of sales surrounding violent games This study will be focusing solely on: Call of Duty, Modern Warfare 2

It is recognised globally as a violent game

It is one of the most popular games in recent history

Sales of 2009 hitting 55million units (Complete series) Existing research: 1/20 games are rated with an adult certificate

But 41% of games over all have some kind of
violence involved.

In some cases it is the main element of the game
for the main protagonist to use violence to reach their
goals Researchers from the: National Youth Violence Prevention Resource,
believe that:

" the interactive nature of video games may increase
the likelyhood of children and young adults learning aggressive
behaviour..." Mark Griffiths from Science Direct states:

“that all the published studies on video game violence have methodological problems and that they only include possible short-term measures of aggressive consequences.” The Parents Television Council state that:

“It is one thing to watch the Terminator kill people. It is another thing to BE the Terminator and kill people.” Methodology:


10 Male
10 Female
Age range- 18-25

Different skill levels

< than 1 years experience
> than 1 years experience Stimuli-

Participants were asked to play CoD for 15 minutes
A survey was presented pre-gameplay

A section of the same survey was presented post-gameplay

Lower levels of difficulty are not less "violent" so participants
could choose which difficulty to play

The experiment was carried out on the Xbox 360 Data retrieval:

Here are the pre and post gameplay survey's that were presented to the particpants:

Male: (10)
Female: (10)

Age:18-20 (10)21-23 (5)24+ (5)

How often do you play video games?
1-3 hours (4)
4-6 hours (7)
7-9 hours (8)
10+ (1) How often do you play violent video games?
1-3 hours (7)
4-6 hours (7)
7-9 hours (5)
10+ (1)

How long have you been gaming?
< one year (10)
> one year (10) Pre game play questionnaire: Average anger score.

Using the scale below, answer the following questions with the answer most applicable to you:

1 = extremely uncharacteristic of me
2 = somewhat uncharacteristic of me
3 = neither uncharacteristic nor characteristic of me
4 = somewhat characteristic of me
5 = extremely characteristic of me

1. I have resorted to violence in the past
2. My friends say I am an argumentative person
3. I find violent video games contribute to my aggression
4. My friends would describe me as an aggressive person
5. I sometimes get angry for no reason
6. My friends would describe me as a negative person
7. I have trouble controlling my temper Pre/Post game play questionnaire:

At this moment in time how frustrated do you feel?
1(not much)2 3 4 5(very much)

At this moment in time how angry do you feel?
1(not much)2 3 4 5(very much)

At this moment in time how annoyed do you feel?
1(not much)2 3 4 5(very much)

At this moment in time how aggressive do you feel?
1(not much)2 3 4 5(very much)

At this moment in time how violent do you feel?
1(not much)2 3 4 5(very much) Results:

After analysing the data these are the results that I collected: Fig 1.
This graph shows the average “negative emotions” of my participants on a daily basis. Conclusion:

Candidates that participated in the experiment had average and in some cases above average aggression/anger feelings on a daily basis.

Most people answered the majority of the questions with an uncharacteristic view of themselves. Eight of the candidates had a higher rating which meant in some questions they believed themselves to be more aggressive and violent than others on a daily basis.

The second graph shows the results of the pre and post game play survey. The questions were based upon the feelings of the participants before their fifteen minute experiment and straight after. In some cases several participants levels decreased, some stayed the same and some increased slightly, but not to a large degree.

In comparison to the first section of questions there is little to no change, thus showing that the experiment carried out has no direct linkage. It is clear to see in my results that violence and video games do not necessarily go hand in hand. For more accurate results, I would continue the experiment with the aid of a heart rate monitor. This would prove more specifically if violent games heightened emotions. As surveys and questionnaires are valid modes of research, they are not necessarily the strongest form. The End
Full transcript