Sexual harassment in online videogames: What we found so far

Sexual harassment is an important issue besetting our society, in particular to how the online and physical worlds are more and more intertwined crossing online platforms and neighborhoods (Citron, 2009; Guardian, 2016; Pew, 2014; Geek feminism timeline of incidents). Nevertheless, there are social scientists, including myself, who examine sexual harassment in that not-so-little online neighborhood called videogames. Thus, I offer a non-exhaustive overview of the sexual harassment literature and what insights researchers have found for online videogames.

There are upsetting language and details in this blog post. Continue reading

The punishment and rehabilitation of the convicted in prison video games

I bought Prison Architect from Steam’s Holiday Sale, although that was shortly after I saw a study on Prison Tycoon written by Anna Oleszkiewicz (University of Wroclaw) and company. A few weeks later, another academic article on prison video games showed up, written by criminologists Steven Downing (University of Ontario Institute of Technology) and Kristine Levan (University of Idaho). The article specifically examined Prison Architect’s alpha development. Piqued by these articles, I started playing Prison Architect before I delved into the articles and I needed a lot of rest after serving a sentence called the dissertation.

The Alpha phase of Prison Architect

Downing and Levan got interested in Prison Architect when someone posted this question in the game’s forum: “Is supporting it by buying this game really ethical? Not to mention the whole victimless crime issue?” To the authors, the question prompted the idea that video games could potentially engage people on social/political issues. Specifically, Prison Architect players could play it seriously and critically discuss about incarceration and of the current prison system in the US.

The authors decided to analyze the developers’ videos during the development stage, from Alpha 1 to Alpha 23 (September 26 2012 – July 31 2014). The researchers got to stop at some point, who could predict when the developers will complete the game? The alpha videos gave the authors insights about the developers’ thoughts about incarceration, their motives in adding or not adding features in the game, and responding to critiques from players and journalists. This is evidenced by Wesley Yin-Poole in Eurogamer (2012) and Paolo Pedercini in Kotaku (2014).

The authors examined the developer’s videos in how Prison Architect reflect the five pains of imprisonment theorized by criminologist Gresham Sykes. (1) Deprivation of liberty: Given that the prisoners’ freedom have been taken away, they can be even restricted further into their cells, by the presence of armed guards and solitary confinement at the discretion of the player, making the prisoners’ compliant, but moving more slowly and less likely to complete reform programs. Another reflection are contacts with the outside world, such as telephone calls, mail and famil visitations, lessening the deprivation of liberty. I should point out that prisoners’ needs for freedom and family reflect such deprivation.

(2) Deprivation of goods and services: The players’ decisions in attending or not the prisoners’ needs, such as bowel, clothing, recreation, exercise among others, reflect such deprivation. The basics in Prison Architect is to provide shelter/incarceration, food, and toiletry. Anything beyond these needs are perceived as privileges, which is reflective when I noticed that certain random events in the game would have the mayor ordering players to remove certain items because of public opinion. These random events point out how prisons face political pressure and its impact on prisoners, something worth to expand on in the game with other political forces, such as prisoners’ rights groups or scientific groups. The authors’ noted that the developers want to give players freedom in how they run their prisons reflective in the policy reports, such as how much time in solitary confinement. An interesting observation from the authors are inmates who are paroled or finished their sentence, they leave in their prison clothes. Although, the developers had earlier thought of having inmates leaving in their civilian clothing, the authors noted that leaving in prison clothing is symbolic of their continued identity as convicts from the community.

(3) Deprivation of heterosexual relationships: The authors found very few mentions of heterosexual relationships, such as relationship with a heterosexual partner. It seems to be a very contentious area for the developers IMO. When asked by Wesley Yin-Poole in Eurogamer (2012) about the inclusion of sexual assault, the developers did not include as it might be a step too far. The authors noted that homosexual relations were not directly discussed in the developer videos. Nevertheless, the developers made the game with good modding capabilities that lets players address these issues, such as a modded conjugal room.

(4) Deprivation of autonomy: The surveillance and the concept of the panopticon in Prison Architect reflect the deprivation of autonomy. The surveillance impacts prisoners’ sense of autonomy as they’re being watched, leaving little room for privacy. The prisoners’ activities are controlled by prison regime set by players. The regime can be used to punish or provide rehabilitation through workshops, education, or therapy. Pedercini (2014) remarked the use of prison labor as a contemporary form of slavery, but from a different perspective, the developers argue that workshops provide skillsets when prisoners are released.

(5) Deprivation of security: This relate to whether the prisoners feel safe from each other, the most salient are prisoners’ reputation that makes them targets of violence (i.e. snitch, ex law enforcement, ex prison guards and cop killer). The authors mentioned gang affiliation as a factor and Prison Architect implemented such feature in Alpha 34. An interesting observation from the authors is how cell blocks are structured, certain designs may foster greater sense of security through a better relationship between prisoners and their guards.

The authors noted how well the game pay details to rehabilitation in the game, they suggested further exploring into other real life prison practices. First, the exploration of restorative justice practices. The practices involved rebuilding inmates relationship with the community, such as visitations from victims and the community at large. Another suggestion is form the Alternatives to Violence Project which are workshops on conflict resolution and communication skills. Given how moddable the game is, these real life practices would be interesting for players to create and share in the steam workshop.

I have contacted Downing and Levan on their thoughts of the recent inclusion of female prisoners in the game. Downing praised the inclusion as more than a re-skin and that the developers have tapped into some of the real life issues for female prisoners. Furthermore, I would be interested in how the developers deal with long-term incarceration and aging. As of this writing, the inmates do not age, thus they fully serve their sentence and return to the community. How do players deal with elderly inmates who die in their prisons and to have not step back into the community is something worth to talk about. Levan rightly added that prisons would have to deal with increasing medical care and costs as a reflection of caring aging inmates.

Levan posed an interesting question is “What is a successful prison?” Levan thinks that many would say success is from rehabilitation of inmates and providing meaningful opportunities. But the realities of US prisons of warehousing large numbers of inmates makes rehabilitation more difficult and expensive.

Downing posed an interesting question is whether Prison Architect could evoke sympathy to prisoners? “Would it be better to have students, for example, play a game that is graphically realistic and involves more role playing – would this evoke more empathy?  What about teaching people to consider structural and institutional problems – could a macro-level, top-down perspective, like in PA, be best for this?  We don’t know, but these questions could be empirically explored.” Continue reading

Reactions to a woman’s voice in an FPS game: The moderating role of status and skill (Kasumovic & Kuznekoff, 2015)

Michael Kasumovic (University of New South Wales) is an evolutionary biologist, has posted his write-up of a study at The Conversation and even has a comic version. Its data is quite familiar though.

In early 2013, I blogged about a field experiment on players’ reaction to a woman’s voice in an FPS game. Its popular take home message was that a female player received three times as many negative messages as male players do. There was some press attention and I believe the study is mentioned quite often in sexual harassment panels at videogames conventions.

The field experiment’s data was once again explored with a different perspective and a fine-tooth comb on particular variables previously explored in the 2013 study: in-game skill, performance and status. Michael Kasumovic provided an evolutionary perspective of the data and Jeffrey Kuznekoff (Miami University) is the communication scientist who originally conducted the field experiment.

Abstract

Gender inequality and sexist behaviour is prevalent in almost all workplaces and rampant in online environments. Although there is much research dedicated to understanding sexist behaviour, we have almost no insight into what triggers this behaviour and the individuals that initiate it. Although social constructionist theory argues that sexism is a response towards women entering a male dominated arena, this perspective doesn’t explain why only a subset of males behave in this way. We argue that a clearer understanding of sexist behaviour can be gained through an evolutionary perspective that considers evolved differences in intra-sexual competition. We hypothesised that female-initiated disruption of a male hierarchy incites hostile behaviour from poor performing males who stand to lose the most status. To test this hypothesis, we used an online first-person shooter video game that removes signals of dominance but provides information on gender, individual performance, and skill. We show that lower-skilled players were more hostile towards a female-voiced teammate, especially when performing poorly. In contrast, lower-skilled players behaved submissively towards a male-voiced player in the identical scenario. This difference in gender-directed behaviour became more extreme with poorer focal-player performance. We suggest that low-status males increase female-directed hostility to minimize the loss of status as a consequence of hierarchical reconfiguration resulting from the entrance of a woman into the competitive arena. Higher-skilled players, in contrast, were more positive towards a female relative to a male teammate. As higher-skilled players have less to fear from hierarchical reorganization, we argue that these males behave more positively in an attempt to support and garner a female player’s attention. Our results provide the clearest picture of inter-sexual competition to date, highlighting the importance of considering an evolutionary perspective when exploring the factors that affect male hostility towards women.

Continue reading

Can clans protect adolescent players of massively multiplayer online games from violent behaviors? (Ybarra & boyd, 2015)

A recent study by Michele Ybarra (Center for Innovative Public Health Research) and danah boyd (Microsoft Research) has been published for February 2015 in the International Journal of Public Health. The study examine how adolescents’ membership in MMO clans or guilds affect their violent behaviors.

Abstract

Objectives To examine whether clan membership mediates observed associations between violent game content and externalizing behaviors among youth who play massively multiplayer online games (MMOGs).

Methods Responses from 486 11- to 18-year-olds who: live in the United States, read English, have been online at least once in the past 6 months, and have played MMOGs in the past year were examined. Generalized estimating equations were used to estimate the population-averaged incident rate ratio of aggressive, delinquent, and seriously violent behaviors among MMOG players given one’s self-reported exposure to in-game content depicting violence.

Results Twenty-nine percent of all youth respondents played MMOGs in the past year. Rates of aggressive, IRR: 1.59, 95 % CI [1.11, 2.26], and delinquent, IRR: 1.44, 95 % CI [0.99, 2.08], behaviors were significantly higher for MMOG players who were in clans versus not in clans. For females, clan membership attenuated but did not eliminate the observed relation between exposure to in-game violent content and both aggressive and seriously violent behavior (16 % and 10 % reductions in IRR, respectively); whereas for males, clan membership was largely uninfluential (i.e., less than 2 % change).

Conclusions Clan membership is neither associated with lower rates of externalizing behaviors for youth, nor does it affect the likelihood of reporting externalizing behaviors among male players. There is some suggestion that clan membership may attenuate the concurrent association between in-game violent content and some externalizing behaviors for females.

Due to circumstances, I intend to enter the industry, preferably focusing on  players/gamers online interactions or user research. Continue reading

A “Dry Eye” for William Carver: playing a violent videogame on pupil dilation (Arriaga et al., 2014)

clementine-dryeyelook

Clementine’s dry stare (The Walking Dead: Season Two)

Last Sunday, I finished The Walking Dead: Season two’s third episode. At the second last flag, I decided that Clementine should stay and watch Carver. Watching Clementine’s stare, it reminded me of Patricia Arriaga, Joana Adrião, Filipa Madeira, Inês Cavaleiro, Alexandra Maia e Silva, and Isabel Barahona study on players’ pupil dilation after playing a violent videogame. The study was published in the Psychology of Violence.

Abstract

Objective: The present experiment analyzed the effects of playing a violent video game on player’s sensitivity to victimized people by measuring the involuntary pupil dilation responses (PDRs) during a passive picture viewing paradigm and examining the mediating role of PDR on aggression. Method: Participants (N = 135) were randomly assigned to play a violent video game or a nonviolent video game. The participants’ PDRs were then recorded while they were exposed to pictures of alleged victims of violence displayed in negative, neutral, and positive contexts. A competitive reaction time task was also used to measure aggression. Results: Participants in the violent game condition demonstrated both a lower PDR to the victims of violence in a negative circumstances and greater aggression than participants in the nonviolent game condition. Lower PDR to victims displayed in negative context mediated the relationship between violent game play and aggression. Conclusion: The negative effects of playing violent games are a societal concern. Our results indicate that a single violent gaming session can reduce the player’s involuntary PDRs to pictures of victimized people in negative context and increase participant aggression, a new relevant finding that should encourage further research in this area.

I play one episode every Sunday to pace myself. I should be done in two weeks. Spoiler alert for those who did not play the Walking Dead. Continue reading

The game world is violent, I must be careful who to trust (Rothmund et al., 2014)

The study was presented during ICA 2014 annual meeting by the fourth author, Christoph Klimmt (Hanover University of Music, Drama and Media).

Tobias Rothmund (University of Koblenz-Landau), Mario Gollwitzer (Philipps University Marburg), Jens Bender (University of Koblenz-Landau) and Christoph Klimmt published this study in Media Psychology. The study is also continuation of their previous study published in 2011 of which I have previously blogged on.

Abstract

Two studies investigate the psychological processes underlying short- and long-term effects of video game violence on interpersonal trust. Study 1 demonstrates that interacting with physically aggressive virtual agents decreases players’ trust in subsequent interactions. This effect was stronger for players who were dispositionally sensitive to victimization. In Study 2, long-term effects of adolescents’ frequent exposure to video game violence on interpersonal trust and victim sensitivity were investigated. Cross-lagged path analyses show that the reported frequency of playing violent video games reduced interpersonal trust over a period of 12 months, particularly among victim-sensitive players. These findings are in line with the sensitivity to mean intentions (SeMI) model, and they suggest that interpersonal mistrust is a relevant long-term outcome of frequent exposure to video game violence.

With recent events happening on the internet, I am just wondering if I should stop until it calms down. Continue reading

To feel like the good or bad guy: The role of empathy (Happ et al., 2014)

Matthew Grizzard (University of Buffalo) used “University Press Release” for his videogame study on moral sensitivity that was published in Cyberpsychology, Behavior, and Social Networking. It was super effective, many news media picked up the study. In response, I am blogging on Christian Happ (University of Trier), André Melzer (University of Luxembourg) and Georges Steffgen’s (University of Luxembourg) study on the role of empathy in antisocial and prosocial gaming in Psychology of Popular Media Psychology.

Abstract

Evidence suggests that violent media influence users’ cognitions, affect, and behavior in a negative way, whereas prosocial media have been shown to increase the probability of prosocial behavior. In the present study, it was tested whether empathy moderates these media effects. In two experiments (N 80 each), inducing empathy by means of a text (Study 1) or a video clip (Study 2) before playing a video game caused differential effects on cognitions and behavior depending on the nature of the subsequent video game: The induction had positive effects on participants’ behavior (i.e., decreasing antisocial and increasing prosocial behavior) after a prosocial game (Study 1), or when participants played a positive hero character in an antisocial game (Study 2). In contrast, empathy increased antisocial behavior and reduced prosocial behavior after playing a mean character in an antisocial game (Study 1 and 2). These findings call attention to the differential effects of empathy depending on game type and game character, thereby questioning the unconditional positive reputation of empathy in the context of video game research.

I noticed that many people see me as a great resource and I must disagree because I don’t know everything, I just know what I read from the abstracts. Continue reading

Competence-impeding electronic games and players’ aggression: the short-version (Przybylski et al., 2014)

Andrew Przybylski (University of Oxford) tweeted a press release foreseen to create a lot of twitter activity and press media.

The Journal of Personality and Social Psychology ranks very highly in social psychology and its articles are very long, detailed and comprised of multiple studies. There are only two other video game publications in the Journal of Personality and Social Psychology. The first is Craig Anderson and Karen Dill’s 2000 seminal aggression videogame article, the second is Tobias Greitemeyer and Silvia Osswald’s 2010 prosocial videogame article.

Abstract

Recent studies have examined whether electronic games foster aggression. At present, the extent to which games contribute to aggression and the mechanisms through which such links may exist are hotly debated points. In current research we tested a motivational hypothesis derived from self-determination theory—that gaming would be associated with indicators of human aggression to the degree that the interactive elements of games serve to impede players’ fundamental psychological need for competence. Seven studies, using multiple methods to manipulate player competence and a range of approaches for evaluating aggression, indicated that competence-impeding play led to higher levels of aggressive feelings, easier access to aggressive thoughts, and a greater likelihood of enacting aggressive behavior. Results indicated that player perceived competence was positively related to gaming motivation, a factor that was, in turn, negatively associated with player aggression. Overall, this pattern of effects was found to be independent of the presence or absence of violent game contents. We discuss the results in respect to research focused on psychological need frustration and satisfaction and as they regard gaming-related aggression literature.

The reviewing process took very long from initial submission on November 12, 2012 to final acceptance on September 11, 2013. Continue reading

P1: GG! P2: Bad Game: losing, trash talking and aggression (Breuer et al., in press)

Last summer, I played League of Legends and I immediately got hooked, but as I progressed I encountered more toxic players, they became increasingly hostile when they realized that they would be losing and then the blame game goes around. That’s when I stopped, I still have the game installed, but never updated it. Johannes Breuer (University of Münster), Michael Scharkow (University of Hohenheim), and Thorsten Quandt (University of Münster) published a study in Psychology of Popular Media Culture regarding how participants behave when they lose or win.

Abstract

The impact of video game play on player aggression continues to be debated within the academic literature. Most of the studies in this area have focused on game content as the independent variable, whereas the social context of gaming is largely neglected. This article presents an experimental study (N = 76) on the effects of game outcome and trash-talking in a competitive colocated multiplayer sports video game on aggressive behavior. The results indicate that an unfavorable outcome (i.e., losing) can increase postgame aggression, whereas trash-talking by the opponent had no such effect. We also tested the frustration– aggression hypothesis for video games and found that the effect of losing on aggressive behavior is mediated by negative affect. The results suggest that the frustration–aggression hypothesis can be applied to the use of digital games and that game characteristics alone are not sufficient to explain effects on aggression.

I have uploaded an excel sheet regarding the number and type of articles I have collected this year, I update it every Thursday. Continue reading

The communication of videogame science to the public and gamers

Gamers don’t like bad news about them or gaming, whether it is about connecting videogames to mass shootings, acts of violence or scientific findings about its link to aggression.  The most vocal gamers would take it to the comment section and voraciously argued in its defence or attacking those named in the article, such as politicians, pundits, journalists and social scientists. Understandably, they receive these news for many years. Andrew Przybylski (University of Oxford) chimed in that the years have not been kind to gamers, as it reinforces harmful stereotypes and linking them with suspicion after mass shootings.

Indeed, this affect gamers’ attitudes towards social scientists who studies videogames and has an impact on future scientific endeavours. Gamers may feel increasingly alienated as bad news continue to mount about them and their activities, this alienation could cultivate distrust towards anyone who wants to study them and perhaps this distrust might spread to the social sciences in general.

Recently, eight published studies have investigated this matter compelling me to tie in all these studies together and draw up the big picture. I solicited comments from Andrew Przybylski and James Ivory (Virginia Polytechnic Institute and State University) who were authors on some of the studies.

Who believes in the connection between violent videogames and aggression?

Popular perception on who believes in the connection between violent videogames and aggression is often attributed to the older generation and those who do not or rarely play videogames. A 2013 Harris Poll found that 3 in 5 of American Adults believed in the connection between videogame and aggression, but it was noted that nearly three-quarters of older adults held such beliefs whereas less than half of young adults do.

Andrew Przybylski (2013) sought to explore this demographical topic through three nationally representative surveys in the U.S.,using Google Consumer Surveys. His findings revealed that while the belief is spread across demographics, such as gender and age,  65+ year old American adults who never or rarely played videogames compared to  18-25 year old adults were six times more likely to hold the belief. Notably, American men who never played videogames were 3.5 times more likely to hold such beliefs than men who frequently play whereas women across age and gaming experience were twice as likely as men to hold such belief.

Peter Nauroth (Philipp University of Marburg; 2014) and colleagues conducted experiments in Germany to examine how people who identify themselves as gamers can affect people’s opinions towards videogame research. Across three experiments, participants who highly identified themselves as gamers tended to negatively evaluate violent videogame research.

We can see that people who never played videogames were more likely to believe that violent videogames cause real world aggression. Conversely, people who play a lot or strongly identifies themselves as gamers tend to think otherwise and reacted with anger. An observation from Przybylski and Ivory is that the population who plays videogames or grew up with them is growing, this mean that society’s views on videogames are changing, can change IMO. At present, however, it begs the question how else do people form the belief that videogames cause aggression besides playing videogames? I point to the news media as one of many sources.

What does the news media has to say about violent videogames research?

The news media occasionally cover videogame research. How journalists write about research studies could translate into how people form their opinions about videogames, especially for those who do not play them. Reasonably, we can assume that the news media is their major source of information about videogames, as well for a lot of topics, from politics to science.

The popular perception about the news media’s portrayal of videogames research and gamers is typically showing the link between violent videogames with adverse outcomes, from aggression to addiction. In my observation, university press releases are typically the catalyst for such coverage. There are two point of views to consider. The first point of view is that the news media is being sensationalistic and is fanning moral panic (Ferguson, 2013). The second point of view is that the news media is doing the opposite by adding ambiguity to the research by representing both sides of the videogame debate. This is motivated by a desire for objectivity and balance.

Nicole Martins and her colleagues at Indiana University (2013) conducted a content analysis of news print’s coverage on media violence and aggression research. What they did is they pulled out news articles that covered on media violence and aggression. They do so through the LexisNexis database, from 25 highest-circulating newspapers in the U.S. and as far back as they could get to (1982 to 2012). This yielded 540 news articles.

They had five people read those articles and categorize each article based on several variables of interest. These variables include whether the article is a story or an opinion editorial; is it about general research or a specific study; which medium they are covering (i.e., TV, videogames);  characteristics of the journalists (i.e., sex); the article’s sources (i.e., experts, interest groups, etc.) importantly the tone of the article, whether it suggest no link, neutral about the existence of the link or suggest a definitive link that media violence is link to aggression. What they found is that 52.7% of the news article suggested media violence can increase aggression, 37.7% were neutral about the link and 9.3% suggested no link at all. Interestingly, media violence research got peak press attention between 1997-2001 and also 60% of the articles during that time period suggested a positive link, something important must have happened. After that period, the articles took on a more neutral tone. Another finding is that male reporters more likely to suggest that there was no link whereas female reporters more likely to suggest that there is. Thus, the news media (at the least the printed ones) are not creating a moral panic, but Martins and colleagues noted this create a disconnect between what researchers have found and what is reported to the public.

James Ivory had this to say:

“The study by Martins and colleagues is a very useful descriptive analysis of media coverage, and I think we would do well to examine more about the psychology and sociology of public discourse about media effects.  Much of what is going on now in the “real world” with game effects is not about the research at all, but about how that research is presented and discussed in the media, in the U.S. Congress, and in the courts, and those conversations will have more impact on games’ social role in the future than the scholarship will.  I have problems with the article’s tone at times in that it seems to assume the “correct” media coverage would be to acknowledge a games/aggression link when “aggression” means something very different in different settings (i.e., much of the press coverage may be in the context of prominent murders, which the research still tells us very little about in terms of game effects, so assuming that trends in research findings on aggression should map onto trends in tone of press coverage is a flawed way of thinking given the different contexts), but the study’s description of trends is useful regardless.  We could benefit from more such studies, because the way the game effects research is currently being communicated is probably not very representative of what we know.  A similar study related to the communication of the research in the policy and criminal justice arenas would be very valuable, I think, as one of the most personally disappointing and truly sad applications of the game research literature for me of late has been seeing the way is has been applied in some criminal trials in ways I would consider irresponsible.”

How do gamers feel, react and think about research on videogames?

As we learned earlier from Nauroth and colleagues’ experiments, gamers do not particularly feel agreeable about adverse videogame research. A closer look into their experiment, in particular to their second experiment, they found that strongly identified gamers who read news that supported a link between violent videogames and aggression, as opposed to those that does not,  reacted with more anger which in turn led to greater negative evaluation of said news article. This experiment gives us some clues about the angry tone in the comments section of news articles, especially those in gaming news sites [1, 2], on violent videogame research.

It is not just anger that gamers feel, but also feelings of stigmatization that lead to disregarding “bad” research. Gamers are a subcultural group centered around videogames. Rachel Kowert (University of Münster) posted about being a gamer. The point Nauroth et al. made was that belonging and identifying oneself to a group influence their behaviours, attitudes and thinking that goes along with the group’s stance. Consequently, belonging to a group stigmatized by mainstream society would likely lead to defensive-hostile reactions against any stigmatizing forces, be it from politicians advocating videogame bans to scientists who found anything they found disagreeable.

A trio of experimental studies led by team leaders Julia Kneer (Erasmus University Rotterdam) and Sabine Glock (University of Luxembourg) found supporting evidence among Young German men’s cognitive processes related to videogames. The gist from all three experiments is that the youth who grew up with the internet and videogames, even amongst those who do not play videogames, do not readily associate cognitively videogames with aggression, rather more towards positive thoughts of social interactions and achievements, gamer motives.

Andrew Przybylski has this to say:” Nauroth et al., and the work of Kneer & Ivory begin to open the top off how gamers view the pronouncements handed down to them from the Ivory Tower (no pun meant there Jimmy). The past 25 years of research has not been kind to gamers, reinforces harmful stereotypes, and links them with suspicion following mass-shooting events. Understanding how to communicate carefully done scientific research to these populations (who have been stigmatized) will be key moving forward. ”

James Ivory has this to say: ” I share Andrew’s sentiment that work like the paper by Nauroth and colleagues is beginning to unpack a little bit about for the agency of game users in both their own media use and experiences and as underutilized contributors to a better understanding of potential game effects.  The same can be said, to a degree, of the work by Sjöström and colleagues.  The dominant literature seems to have viewed them as pawns of a monolothic media-effects mechanism, which I believe is a poor way to look at a group that comprises much of the western population even if we do eventually find that there are substantial negative social effects of some patterns of game play.  Much of the research and policy discussion about video games seems to have been driven by people who know little about them, which is something that is changing.  I, for example, don’t find myself in position to play many video games these days, and I definitely don’t get very positive about celebrations of criminal violence in media from a personal standpoint, but I’d like to think that having been around some video games in my youth informs my minor contribution to the scholarship in ways that can’t be summed up as simply as the narratives in the effects discussion I’ve often heard about how people familiar with games are being games apologists, exhibiting third-person effects, resolving dissonance, etc.  People who play a lot of games have a lot to say that we can learn from, and they are not militant defenders of games.  Julia Kneer, for example, has already taught us much about game players and is now leading some new research that seems to have promise for shedding light on how game users can help highlight risk factors for “addiction” and problematic use..”

Indeed, to simplify, the third-person effect is people’s perceptions about adverse outcomes of something, like violent television’s effect on aggression or the chances of an accident happening, to themselves and to others. James Ivory and his colleague, Sriram Kalyanaraman (University of North Carolina at Chapel Hill; 2009) did an experiment on an aspect of the third person effect, namely how thinking concretely (i.e., a specific videogame) versus abstractly (i.e., videogames in general) would affect people’s perception of violent videogames effects’ on themselves and others. They found that thinking about a specific videogame led participants to think that violent videogames have lesser adverse effects on themselves and others than those who thought abstractly.

Andrew Przybylski’s surveys tied in nicely with the experiments we explored so far and supported the idea that having some experiences with videogames can inform everyone and offer new insights.

Besides videogame aggression, I wonder how gamers feel about videogame addiction?

What are the impacts on videogame research from such media attention?

As a videogame researcher, the issue of how gamers respond to the works on videogame research is very important to me as it can influence how future studies would turn out, especially when I am attending to a very sensitive topic.

In experiments, from psychology to medicine, we must be very conscious of designing our experiments to arrive at a clear and accurate conclusion. Many factors can turn our results into noise or worse, misleading. One particular factor relevant to the conversation is participants’ biases during the experiment, a more precise phrase is whether the experiment is sufficiently blinded. Much like in medical research, patients are given some new medicine which they will start forming ideas about its effects, and some might start acting upon these ideas without realizing it, thus a placebo effect ensues. Similar phenomena occur in psychological experiments, participants start forming ideas about the hypothesis and some might act upon those ideas. But sometimes, some experiments are very obvious, especially anything related to videogames. How would gamers form ideas about the purposes of videogame experiments?  How would they behave in such experiments?

Jens Bender and colleagues (University of Koblenz-Landau; 2013) conducted an experiment to answer such question. The researchers told a cover story to participants that the experiment is either about videogames effect’s on a cognitive ability or about aggression. Then, participants complete a task related to aggression, but the researchers told the participants the task’s purpose is either a test of cognitive ability that has to be done within a time limit or they did not told its purpose, but gave participants unlimited time and the test was obvious that it was examining aggression. They found that greater identification as a gamer led to lower score on the obvious aggression test, but not on the less obvious test. However, the cover story did not have an effect. Although it is quite a valuable lesson for experimenters like myself, but it is not something new (see Elson & Ferguson, 2013). It also begs the question about what the researchers themselves bring in.

Andrew Przybylski has this to say: ” Expanding on all of these studies, I would like to know more about the preconceptions researchers bring to games, these are likely to affect participants’ expectations, the conclusions they draw, and the extent to which they will be willing to generalize and communicate their conclusions to society more broadly. ”

Andrew continued with a more positive note: ” I am increasingly reading reviewer inputs (peers on papers I review) that reflect ideas/perspectives that were entirely absent when I started my PhD (e.g. competition, the use of surrogates instead of mods, practice time, genre differences, game structure etc.). I think there will be a higher level of skepticism of methods that will arise from direct experience with games and gaming culture. This will hopefully increase the psychological realism of lab studies and cool down some of the extreme things researchers have claimed”

James Ivory has this to say:” I share Andrew’s view that it is more of a marker of a growing trend in research to try to explore games in the best way possible for the questions at hand rather than cramming games into a methodological paradigm better suited for a more unidimensional “stimulus.””

” I agree with Andrew that the common thread is that we are seeing incremental changes in the sophistication of research on games, their audiences, and their impact.  This is not a surprise, because science is supposed to follow such trends, but it’s probably noteworthy that for whatever reason these advancements may have been retarded at times by rigid adherence to methodological and conceptual approaches that were never well-suited to the medium.”

What will we go from here?

We can start by fostering a greater understanding between videogame researchers and gamers. Jamie Madigan (The Psychology of Video Games) is the psychologist that I can rank as a popular science educator. There have been several psychologists and communication scholars who communicate their findings to the public, but not on a regular basis. Establishing greater contact between gamers and scientists is very fruitful for both sides can share insights and fresh perspectives, more importantly to work collaboratively on creating a better social environment in gaming.

References
Bender, J., Rothmund, T., & Gollwitzer, M. (2013). Biased estimation of violent video game effects on aggression: Contributing factors and boundary conditions. Societies, 3 (4), 383-398. URL http://dx.doi.org/10.3390/soc3040383

Elson, M., & Ferguson, C. J. (2014). Twenty-Five years of research on violence in digital games and aggression: Empirical evidence, perspectives, and a debate gone astray. European Psychologist, 19 (1), 33-46. URL http://dx.doi.org/10.1027/1016-9040/a000147

Ferguson, C. J. (2013). Violent video games and the supreme court: Lessons for the scientific community in the wake of brown v. entertainment merchants association. American Psychologist, 68 (2), 57-74. URL http://dx.doi.org/10.1037/a0030597

Glock, S., & Kneer, J. (2009). Game over? the impact of knowledge about violent digital games on the activation of aggression-related concepts. Journal of Media Psychology: Theories, Methods, and Applications, 21 (4), 151-160.URL http://psycnet.apa.org/journals/jmp/21/4/151.html

Kneer, J., Glock, S., Beskes, S., & Bente, G. (2012). Are digital games perceived as fun or danger? supporting and suppressing different Game-Related concepts. Cyberpsychology, Behavior, and Social Networking, 15 (11), 604-609.URL http://dx.doi.org/10.1089/cyber.2012.0171

Kneer, J., Munko, D., Glock, S., & Bente, G. (2012). Defending the doomed: Implicit strategies concerning protection of First-Person shooter games. Cyberpsychology, Behavior, and Social Networking, 15 (5), 251-256.URL http://dx.doi.org/10.1089/cyber.2011.0583

Ivory, J. D., & Kalyanaraman, S. (2009). Video games make people Violent—Well, maybe not that game: Effects of content and person abstraction on perceptions of violent video games’ effects and support of censorship. Communication Reports, 22 (1), 1-12. URL http://dx.doi.org/10.1080/08934210902798536

Martins, N., Weaver, A. J., Yeshua-Katz, D., Lewis, N. H., Tyree, N. E., & Jensen, J. D. (2013). A content analysis of print news coverage of media violence and aggression research. Journal of Communication, 63 (6), 1070-1087. URL http://dx.doi.org/10.1111/jcom.12052

Nauroth, P., Gollwitzer, M., Bender, J., & Rothmund, T. (2014). Gamers against science: The case of the violent video games debate. European Journal of Social Psychology, 44 (2), 104-116. URL http://dx.doi.org/10.1002/ejsp.1998

Przybylski, A. K. (2013). Who believes electronic games cause real world aggression? Cyberpsychology, Behavior, and Social Networking, (pp. 131120060135006+). URL http://dx.doi.org/10.1089/cyber.2013.0245

Sjöström, A., Sowka, A., Gollwitzer, M., Klimmt, C., & Rothmund, T. (2013). Exploring audience judgments of social science in media discourse. Journal of Media Psychology: Theories, Methods, and Applications, 25 (1), 27-38. URL http://dx.doi.org/10.1027/1864-1105/a000077