Limits...
The effect of online violent video games on levels of aggression.

Hollingdale J, Greitemeyer T - PLoS ONE (2014)

Bottom Line: Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity.Following this they completed questionnaires to assess their attitudes towards the game and engaged in a chilli sauce paradigm to measure behavioural aggression.Furthermore, this main effect was not particularly pronounced when the game was played online.

View Article: PubMed Central - PubMed

Affiliation: School of Psychology, University of Sussex, Brighton, United Kingdom.

ABSTRACT

Background: In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS). Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous research, utilising the General Aggression Model (GAM), has identified that violent video games increase levels of aggression. Little is known, however, as to the effect of playing a violent video game online.

Methods/principal findings: Participants (N = 101) were randomly assigned to one of four experimental conditions; neutral video game--offline, neutral video game--online, violent video game--offline and violent video game--online. Following this they completed questionnaires to assess their attitudes towards the game and engaged in a chilli sauce paradigm to measure behavioural aggression. The results identified that participants who played a violent video game exhibited more aggression than those who played a neutral video game. Furthermore, this main effect was not particularly pronounced when the game was played online.

Conclusions/significance: These findings suggest that both playing violent video games online and offline compared to playing neutral video games increases aggression.

Show MeSH

Related in: MedlinePlus

Mean grams of chilli sauce by experimental condition.
© Copyright Policy
Related In: Results  -  Collection

License
getmorefigures.php?uid=PMC4229070&req=5

pone-0111790-g001: Mean grams of chilli sauce by experimental condition.

Mentions: To test our specific prediction that aggressive behaviour, grams of chilli sauce dispensed by participants, would be particularly pronounced after playing a violent video game online, planned contrasts were performed, which are particularly adequate to answer such specific research questions [32], [33]. In fact, participants who had played the violent video game online were more aggressive (M = 16.81, SD = 16.57; contrast weight: 3) compared to participants who had played the violent video game offline (M = 15.35, SD = 14.04; contrast weight: −1), participants who had played the neutral video game online (M = 6.92, SD = 7.62; contrast weight: −1), and participants who had played the neutral video game offline (M = 11.19, SD = 7.20; contrast weight: −1), t(97) = 2.07, p = .041 (Figure 1). Note, however, that the orthogonal contrast comparing the violent video game offline condition (contrast weight: 2) with the neutral video game online (contrast weight: −1) and the neutral video game offline (contrast weight: −1) condition was also significant, t(97) = 2.09, p = .039. Finally, the orthogonal contrast comparing the neutral video game online (contrast weight: 1) with the neutral video game offline (contrast weight: −1) condition was not significant, t(97) = 1.28, p = .202. This pattern of data suggests that both playing violent video games online and offline compared to playing neutral video games increases aggression.


The effect of online violent video games on levels of aggression.

Hollingdale J, Greitemeyer T - PLoS ONE (2014)

Mean grams of chilli sauce by experimental condition.
© Copyright Policy
Related In: Results  -  Collection

License
Show All Figures
getmorefigures.php?uid=PMC4229070&req=5

pone-0111790-g001: Mean grams of chilli sauce by experimental condition.
Mentions: To test our specific prediction that aggressive behaviour, grams of chilli sauce dispensed by participants, would be particularly pronounced after playing a violent video game online, planned contrasts were performed, which are particularly adequate to answer such specific research questions [32], [33]. In fact, participants who had played the violent video game online were more aggressive (M = 16.81, SD = 16.57; contrast weight: 3) compared to participants who had played the violent video game offline (M = 15.35, SD = 14.04; contrast weight: −1), participants who had played the neutral video game online (M = 6.92, SD = 7.62; contrast weight: −1), and participants who had played the neutral video game offline (M = 11.19, SD = 7.20; contrast weight: −1), t(97) = 2.07, p = .041 (Figure 1). Note, however, that the orthogonal contrast comparing the violent video game offline condition (contrast weight: 2) with the neutral video game online (contrast weight: −1) and the neutral video game offline (contrast weight: −1) condition was also significant, t(97) = 2.09, p = .039. Finally, the orthogonal contrast comparing the neutral video game online (contrast weight: 1) with the neutral video game offline (contrast weight: −1) condition was not significant, t(97) = 1.28, p = .202. This pattern of data suggests that both playing violent video games online and offline compared to playing neutral video games increases aggression.

Bottom Line: Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity.Following this they completed questionnaires to assess their attitudes towards the game and engaged in a chilli sauce paradigm to measure behavioural aggression.Furthermore, this main effect was not particularly pronounced when the game was played online.

View Article: PubMed Central - PubMed

Affiliation: School of Psychology, University of Sussex, Brighton, United Kingdom.

ABSTRACT

Background: In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS). Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous research, utilising the General Aggression Model (GAM), has identified that violent video games increase levels of aggression. Little is known, however, as to the effect of playing a violent video game online.

Methods/principal findings: Participants (N = 101) were randomly assigned to one of four experimental conditions; neutral video game--offline, neutral video game--online, violent video game--offline and violent video game--online. Following this they completed questionnaires to assess their attitudes towards the game and engaged in a chilli sauce paradigm to measure behavioural aggression. The results identified that participants who played a violent video game exhibited more aggression than those who played a neutral video game. Furthermore, this main effect was not particularly pronounced when the game was played online.

Conclusions/significance: These findings suggest that both playing violent video games online and offline compared to playing neutral video games increases aggression.

Show MeSH
Related in: MedlinePlus