Physiological and emotional responses to violent events in an FPS game (Ravaja et al., 2008)

February 26, 2008

I recently learned the term science journalism and what I am doing approximate to that: Reporting on scientific findings for the general public, or in this case to gamers.

 Anyways, I was browsing in kotaku when an article in gamecritics.com had made a reference to study about participants emotional and physiological responses to violent events. Since I’m still an undergraduate student, I am so busy with a lot of things that I feel that this blog is neglected…

 Abstract

The authors examined emotional valence- and arousal-related phasic psychophysiological responses to different violent events in the first-person shooter video game “James Bond 007: NightFire” among 36 young adults. Event-related changes in zygomaticus major, corrugator supercilii, and orbicularis oculi electromyographic (EMG) activity and skin conductance level (SCL) were recorded, and the participants rated their emotions and the trait psychoticism based on the Psychoticism dimension of the Eysenck Personality Questionnaire–Revised, Short Form. Wounding and killing the opponent elicited an increase in SCL and a decrease in zygomatic and orbicularis oculi EMG activity. The decrease in zygomatic and orbicularis oculi activity was less pronounced among high Psychoticism scorers compared with low Psychoticism scorers. The wounding and death of the player’s own character (James Bond) elicited an increase in SCL and zygomatic and orbicularis oculi EMG activity and a decrease in corrugator activity. Instead of joy resulting from victory and success, wounding and killing the opponent may elicit high-arousal negative affect (anxiety), with high Psychoticism scorers experiencing less anxiety than low Psychoticism scorers. Although counterintuitive, the wounding and death of the player’s own character may increase some aspect of positive emotion.

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Affective response to video games: effects of personality, gender and in-game reinforcement (Chumbley & Griffiths, 2006)

February 4, 2008

I am getting the impression that American and European psychologists have differing views on video game effects.

Abstract

Previous research on computer games has tended to concentrate on their more negative effects (e.g., addiction, increased aggression). This study departs from the traditional clinical and social learning explanations for these behavioral phenomena and examines the effect of personality, in-game reinforcement characteristics, gender, and skill on the emotional state of the game-player. Results demonstrated that in-game reinforcement characteristics and skill significantly effect a number of affective measures (most notably excitement and frustration). The implications of the impact of game-play on affect are discussed with reference to the concepts of “addiction” and “aggression.”

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Simulating factors of aggression in video games (Tang, questions)

January 8, 2008

This morning or was it yesterday night. I was thinking of how we can manipulate real life factors of aggression and have them tested in video games. It’s much like a simulation similar to the zimbardo experiment where players would assume roles the game assigns them to. Sure, they’re individuals who can’t pretend to be a violent person or a saint, but it can happen without being aware of it.

This article website has caught my attention and that generated a lot of questions. Unfortunately, they’re gone as soon as they came in.


Appeal of online First Person Shooters (Jansz & Tanis, 2007)

May 10, 2007

Here’s something to counter argue anti-video games advocates claims of gamers being loners in regards to FPS games on the online world. Anyways, to the authors’ knowledge FPS games are not researched in depth, but they are peripherally. Even the claims of increase in hand-eye coordination is based on the definition of “those that have fast motion, require vigilant monitoring of the visual periphery, and often require the simultaneous tracking of multiple targets.” (Green & Bavelier, 2006) which includes FPS, shoot’em ups, racing, beat’em ups, etc.

Jansz and Tanis conducted an exploratory survey on online FPS players like Counter-Strike, so a survey based on unproven knowledge, i.e. stereotypes heard from media, general knowledge, etc. and gratification theory.  The survey results are that online FPS gamers, in particular players in clans, are motivated by competition and challenge. In addition, players are also in it for the social interaction. i.e. not loners.

Method

  • Participants: 751 Dutch-speaking participants who completed the survey online on two unidentified popular websites for online FPS.
  • Questionnaires: Demographics (age average = 18, gender mostly male, game behaviour and clan membership: 80% are clan members)
  • A likert scale questionnaire based on the gratification theory of which they diluted the answers into 6 categories of motives: competition, interest, enjoyment, fantasy, social interaction, excitement and challenge.

The demographic results are the usual thing: young male who played about 2.6 hours per day. In addition, FPS gamers play an average of 16 hours per compared to RPG gamers who play between 23-25 hours per week and that RPG gamers are older (average 28 years, see Nick Yee).

Looking into the correlational relationship between the 6 categories and demographics revealed some statistically significant relationships. Although they’re significant, the correlations seem awfully small. Read the rest of this entry »