This document discusses research on the relationship between gaming and aggressive behavior. It explores both sides of the argument, with some studies finding links between excessive gaming and increased aggression while others have not found longitudinal evidence of such links. Personality traits like neuroticism, sensation seeking and aggression may predispose some individuals to gaming addiction. Excessive gaming has been associated with withdrawal symptoms and problems with interpersonal relationships and daily functioning. Violent games in particular have been linked to increased aggressive behavior in longitudinal studies of adolescents. The document also discusses specific games like World of Warcraft and stories of addiction.
2. Gaming and Aggressive behavior
• 40 year old phenomenon
• ‘Bobo doll’ experiment – Bandura (1961)
3. Fears of impact arise…
• Both social and health worries
• Exacerbated by incidents (mostly in America)
involving teens and guns.
• Example: Columbine High School massacre carried
out by two pupils, Eric Harris and Dylan Klebold on
April 20th 1999.
4. Research
On one hand…
• Sherry’s meta-anaylsis (2001)
• Anderson and Bushman (2001)
• BUT absence of longitudinal studies from analysis
On the other hand…
• Dill & Dill (1998)
5. A study by (Charlton et al, 2007) has shown
that a small group of players spend excessive
amounts of time on games display numerous
symptoms of pathological behavior such as:
• Preoccupation
• Withdrawal
• Loss of control
• Interpersonal conflicts
6. (Young, 2009) Aggressive behavior in
adolescent players may be partly
caused by symptoms inherent to
excessive gaming, such as craving for
addiction- related stimuli (i.e. games)
and withdrawal symptoms when they
are forced not to play
7. Several longitudinal survey studies have
indicated that time spent on violent games
specifically causes and increase in aggressive
behavior. Such as the study on 851 Dutch
adolescents. The analysis indicated that
higher levels of excessive gaming predicted an
increase in time spent playing games 6
months later. (Lemmens et al, 2009)
8. Within playing these games it constantly rewards
players for violent actions, automated aggressive
knowledge structures and emotional
desensitization to violent stimuli are learned.
10. Online Gaming Addiction: The Role of Sensation Seeking, Self Control,
Neuroticism, Aggression, State Anxiety, and Trait Anxiety
Mehwash Mehroof, B.Sc. And Mark D. Griffiths, PH.D.
• Study examined relationship between personality traits
and online gaming addiction
• Personality traits – Sensation seeking, self control,
aggression, neuroticism, state anxiety and trait anxiety
• Data was collected over 1 month period using sample of
123 university students at East Midlands University in the
UK.
• Gaming addiction isn’t an established diagnosis –
personality traits play a role in predisposing addiction.
11. Results
• 5 traits significant in associations with online gaming
addiction – neuroticism, sensation seeking, trait anxiety and
state anxiety and aggression.
• Example of self control – Ng and Weimer Hastings: state
since gamers become easily absorbed in playing, their
behaviour leads to loss of time control
• Example of aggressiveness: Lemmens et al: reported that
excessive adolescent male gamers were more attracted to
violent video games
• Reward mechanisms underlie addictive behaviour – Ko et al:
showed higher levels of aggression are related to the
behaviour becoming goal directed as individuals gain
rewards such as high scores.
12.
13. Children ‘made rude, uncooperative and
aggressive by video games’.
• Daily Mail article in 2012.
• One 15 year old boy admitted spending 18 hours a day
playing computer games during his school holidays.
• British Association of Anger Management warned
youngsters are withdrawing from family life and friends but
parents ignore problems
• Director of association says they work with high amounts of
people who’re compulsive online gaming addicts
• Addiction symptoms: isolation, any distraction and they
become hostile/impatient, poor concentration and not
performing simple daily routine tasks like eating, brushing
teeth and bathing
14. World of Warcraft
• Study showed that the excessiveness of playing
WoW – in terms of self-reported problems of
everyday life functioning due to playing WoW
excessively – was correlated with decision making.
Found that WoW players have problems with
decision making.
• http://www.wowaholics.org/ - website where you
can write stories about your WoW addiction – now
has been moved to Reddit.
• Personal experience: Played for 10 years, main
character has over 300 days played and all
characters combined average over 500
15. References
• Charlton, J. P., & Danforth, I. D. W. (2007). Distinguishing addiction and high engagement in the context of
online game playing. Computers in Human Behavior, 23, 1531–1548.
• Lemmens, J. S., Valkenburg, P., & Peter, J. (2009). Development and validation of a game addiction scale for
adolescents. Media Psychology, 12, 77–95.
• State of Industry Report 2000-2001 (2001). Washington, DC: Interactive Digital Software Association.
• Williams, D. & Skoric, M. (2005) Internet fantasy violence: A test of aggression in an online game.
Communication monographs, 72(2), 217-233.
• Young, K. (2009). Understanding online gaming addiction and treatment issues for adolescents. American
Journal of Family Therapy, 37, 355–372.
• http://www.simplypsychology.org/bobo-doll.html [Accessed 8th December 2015]
• http://link.springer.com/article/10.1007/s10964-010-9558-x/fulltext.html
• http://online.liebertpub.com/doi/pdf/10.1089/cyber.2009.0229
• http://www.wowaholics.org/
• http://www.dailymail.co.uk/news/article-2155067/Children-rude-uncooperative-aggressive-video-
games.html
• http://www.sciencedirect.com/science/article/pii/S0165178111003830
Notas del editor
The idea that gaming and aggressive behavior have some kind of a relationship is a 40 year old phenomenon and is now very much apart of mainstream culture.
State of Industry Report claims that over 60% of Americans are playing some sort of interactive game on a regular basis – with 32% of said population now over 35.
Not dissimilar from Bandura’s ‘Bobo doll’ experiment in the 1961 – I’m sure most of you have heard about it, but in simple terms Bandura conducted an experiment where children were shown different adults playing with the ‘Bobo doll’ in different ways (e.g. nicely, aggressively etc.) and also changed the adults sex to see if this made a difference to the observed behavior of the child. They were then asked to play with the Bobo doll however they wanted. The children mostly replicated the behavior shown by the adult previously, more so if the adult was of the same sex. This supported Social learning theory and the idea behind observed behavior and aggression
This is relevant here, although slightly dated, as it is the fear that these video games and such like, will create people to replicate the behavior within the games and become more aggressive whether it be to such a drastic level or just gradually.
Alongside the rise of all new media technologies, fears of game’s social and health impacts have arisen. So research on this area has risen in attempts to gain more insight into the limited knowledge we currently hold about the effects – what they do to/for people etc.
The research about gaming and its possible link with aggression is deeply rooted in the research area ‘media effects’ more generally, so not on video games only, but it includes things like TV etc.
Exacerbated by incidents involving teens and guns such as the Columbine High School massacre carried out by Eric Harris and Dylan Klebold, both students of said school, on April 20th 1999.
It was well calculated and on a massive scale with around 100 explosive devices used alongside the firearms they themselves carried. 12 students and 1 teacher was murdered, with 21 injured and 3 others injured whilst trying to escape the school. The pair then committed suicide.
It was thought by psychiatrist Jerald Block that the students immersion in video games caused them to feel most gratified when in a virtual world, then passed onto real world actions. – although this link has not been proven (also thought it may have been due to Harris being a clinical psychopath and Klebold was depressive)
Sherry’s meta-analysis (2001) – supports the theory that games have some kind of aggression effect, and this effect is likely smaller than television’s.
Within these findings the games vary widely with ‘violent’ content ranging, from things like crude box-like shapes in early 1980s boxing games, to highly realistic 3D hand-to-hand combat.
Anderson and Bushman (2001) in a second meta-analysis, similarly reached the conclusion that exposure to violent video games is positively linked with aggression.
However, with both, they noted the important absence of longitudinal studies from their analysis.
Dill and Dill (1998) – reached opposite conclusion, as they found there were too few studies available to do a meta-analysis. Instead they said that literature all points towards aggression findings, but however, similarly the key shortcoming was lack of longitudinal methods.
Griffiths also suggested due to the wide range of games available, they may then have different effects and this aspect has been fully ignored by the research.
Although pathological use of computer or video games is not officially recognized as a clinical disorder, studies have shown that a small number of players spend excessive amounts of time on games display numerous symptoms of pathological behavior such as:
Preoccupation
Withdrawal
Loss of control
Interpersonal conflicts
Studies have also shown that when parents attempt to restrict their children’s pathological use of games these attempt are often met with hostility and aggression, (Young, 2009) Aggressive behavior in adolescent players may be partly caused by symptoms inherent to excessive gaming, such as craving for addiction- related stimuli (i.e. games) and withdrawal symptoms when they are forced not to play
Another explanation why pathological gaming may cause an increase in aggressive behavior concerns the aggression- including long term effects of pathological involvement with violent games. Several longitudinal survey studies have indicated that time spent on violent games specifically causes and increase in aggressive behavior. Such as the study on 851 Dutch adolescents. The analysis indicated that higher levels of excessive gaming predicted an increase in time spent playing games 6 months later.
Within playing these games it constantly rewards players for violent actions, automated aggressive knowledge structures and emotional desensitization to violent stimuli are learned. For example, when playing a violent game such as first person shooter, relentlessly shooting and killing opponents is not only rewarded, it is in fact necessary for the players virtual survival.