Video Game Violence and the Female Game Player: Self- and Opponent Gender Effects on Presence and Aggressive Thoughts (Eastin, 2006)
November 7, 2007Okay this is my last one for today… I hope. Now following Dr.Eastin’s academic trail, he wrote an article published last year. Since I’m trained in APA, I do find that the words in the title seemed so wrong. All capitalized, how strange…
Abstract
Adding depth and breadth to the general aggression model, this paper presents three experiments that test the relationships among user and opponent gender representation, opponent type, presence, and aggressive thoughts from violent video game play. Studies 1 and 2 suggest that females experience greater presence and more aggressive thoughts from game play when a gender match between self and game character exists. Studies 2 and 3 indicate that playing against a human opponent (rather than a computer) increases aggressive thoughts. Finally, although Studies 1, 2, and 3 indicate that playing as a female against a male opponent increases aggressive thoughts, Studies 1 and 2 suggest that playing as a male against a female opponent consistently and significantly decreases aggressive thoughts.
In this study, Eastin examined the relations on the effect of gender representation in a series of experiments. Now, gender representation means the player’s character’s gender and the opponent’s gender, either from the character or from the opponent player. Other examined relations are the concept of presence, agency of the opponent (human player vs. computer player).
Now, the dependent variable is aggressive thoughts of players (cognition).
One of the aggression factors of violent video games is identification, it is especially true for FPS games. Some games allow a creation process of which players can represent themselves within the game world, such as height, weight, clothes, skin color, hair style and gender. Hence, this creates a connection and an emotional investment between one’s identity and the avatar’s identity. As these identities are connected, in-game behaviours activate cognitive schema within individuals. In FPS games, psychologists would usually view these in-game behaviours as aggressive and violent for good reasons. Thus, repetition of aggressive behaviours and a strong identification to violent characters would lead to more easily accessible cognitive schema of aggression. Mind you, this does not translate directly into aggressive behaviours or attitudes as said in other studies.
Eastin wondered whether gender would be a factor in character identification. For example, a women who plays a female game character would be more likely to aggress. IMO, that depends on how someone views femininity, since it being female can be as caring, compassionate and non-violent. Well I’ll have to think on it further…
Tied to gender representation is presence. I’m a little weak on the concept of presence, as it is a relatively recent concept in social science. Eastin follows presence as “feeling in one even when located in another.” (p.354) However, there are three aspects of “presence”: social, spatial and self. What Eastin is more likely looking at is self-presence and social presence, which fits in this study’s operational definition.
In relation of presence to FPS games, players experience a strong sense of presence, since it is first-person view, we can interact with game objects, or get up-close and personal with the enemy, but importantly serve a point of reference within the virtual environment. I’m not sure if you can follow my summary, but that’s the best I can do. Read the rest of this entry »
Posted by Wai Yen Tang