Bloodlust spell from bloody video games (Barlett et al., 2008)
April 14, 2008
There are a variety of choices for my latest post and things I should do:
1- My comparison of the Byron Report with the NIMF’s and other reports, mainly on the presentation of the research on video games and their recommendations.
2- My post on the connection between violent video games and violent behaviours of people, i.e. violent crime and such. I thought of writing it for weeks, thinking of expanding on what is currently known, but never had the spare time.
3- An overhyped journal article about first person shooters and the third person effect.
4- My seminar paper for my class on Nick Yee’s Proteus effect.
5- Writing up my C.V. for a part-time job.
6- My reading of an issue in the American Behavioral Scientist.
However, compelling circumstances lead me to post about an interesting article from Christopher Barlett, a grad student at Iowa State University.
Abstract
The current study utilized the General Aggression Model, with an emphasis on aggression-related priming, to explore the different effects on hostility, physiological arousal, and state aggression in those who played a violent video game (Mortal Kombat: Deadly Alliance) with differing levels of blood (maximum, medium, low, and off). Simple effects analyses showed that those in the maximum blood and medium blood conditions had a significant increase in hostility and physiological arousal, while those in the low blood and no blood conditions did not have such an increase in arousal and hostility. Further analyses indicated that those in the maximum and medium blood conditions used the character’s weapon significantly more often than those in the low and blood absent conditions. Implications and future research are discussed.
Posted by Wai Yen Tang