Playing Highly Competitive Video Games May Lead To Aggressive Behavior

Main Category: Psychology / Psychiatry
Article Date: 30 Aug 2011 - 2:00 PDT

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'Playing Highly Competitive Video Games May Lead To Aggressive Behavior'

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While most research into video games and aggressive behavior has focused on violent games, competitiveness may be the main video game characteristic that influences aggression, according to new research published by the American Psychological Association.

In a series of experiments in which video games were matched on competitiveness, difficulty, and pace of action, researchers found video game violence alone did not elevate aggressive behavior. However, more competitive games produced greater levels of aggressive behavior than less competitive games, no matter how much violence was in the games, according to research published online in Psychology of Violence. The study was conducted by lead author Paul J.C. Adachi, M.A., a PhD candidate at Brock University in Canada.

In one experiment, Adachi had 42 college students (25 men, 17 women) play one of two video games, "Conan" or "Fuel," for 12 minutes. "Conan" is a violent game in which the main character battles for survival using swords and axes. "Fuel" is a nonviolent racing game. In a pilot study, both games were rated evenly in terms of competitiveness, difficulty and pace of action, but differently in terms of violence. After participants finished playing the game, they were told they were going to take part in a separate food tasting study. Participants had to make up a cup of hot sauce for a "taster" who they were told did not particularly like hot or spicy food. The participants could choose from one of four different hot sauces (from least hot to most hot) for the taster to drink. The authors found that there was no significant difference in the intensity and amount of the hot sauces prepared by the participants who played "Conan" and those who played "Fuel." The authors concluded that, in this study, video game violence alone was not sufficient to elevate aggressive behavior.

In a second experiment, Adachi had 60 college students (32 men, 28 women) play one of the following four video games: "Mortal Kombat versus DC Universe," a violent fighting game rated as highly competitive and very violent; "Left 4 Dead 2," a violent, moderately competitive first-person shooter game in which the main character battles zombies using guns; "Marble Blast Ultra," a nonviolent, noncompetitive game where players control a marble through a series of labyrinth-like mazes as quickly as possible; and "Fuel," the highly competitive, nonviolent racing game from the first study. Afterward, the students completed the same hot sauce tasting test from the first study. Electrocardiograms measured the participants' heart rates before and during video game play.

On average, students who played the highly competitive games, "Fuel" and "Mortal Kombat versus DC Universe," prepared significantly more of a hotter sauce than participants who played "Marble Blast Ultra" and "Left 4 Dead 2," the least competitive games. They also had significantly higher heart rates.

"These findings suggest that the level of competitiveness in video games is an important factor in the relation between video games and aggressive behavior, with highly competitive games leading to greater elevations in aggression than less competitive games," wrote Adachi.

The American Psychological Association, in Washington, D.C., is the largest scientific and professional organization representing psychology in the United States and is the world's largest association of psychologists. APA's membership includes more than 154,000 researchers, educators, clinicians, consultants and students. Through its divisions in 54 subfields of psychology and affiliations with 60 state, territorial and Canadian provincial associations, APA works to advance psychology as a science, as a profession and as a means of promoting health, education and human welfare.

Source: American Psychological Association (APA)

Article adapted by Medical News Today from original press release.
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Visitor Opinions (latest shown first)

Culturally Accepted Aggression - Good Aggression?

posted by Jan Wiesten on 6 Sep 2011 at 12:20 pm

I agree with Teffaine. Aggresiveness is a necessity to prevail in competetion, be it sports or computer games or even family games. Aggresiveness is a personal disposition (meaning: different from person to person) and a necessary human drive (as everybody has it). Soccer player behaviour is just bad but accepted, but if children are outraged because they lost in a virtual and yet tense game (as virtual games are) everybody is alarmed. Why?

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Competitive Games and Aggression

posted by Ron Teffaine on 5 Sep 2011 at 11:05 am

After reading the new research by Paul J.C. Adachi that competitiveness in video games leads to more aggression than the level of aggression portrayed, I started to think that they should compare competitive video games to competitive sports (e.g., hockey, football, soccer, etc.) to see which produces more aggression. We tend to think that video games contribute to violence among youth, but what about aggressive and competitive sports, which we view as healthy and acceptable?

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Thank you - re video games and children

posted by Crystal Kramer on 3 Sep 2011 at 11:33 pm

Wow, I really am glad I had to look at this site for a class and chose this article to read. I have 4 children, 3 of which are video game age, and seeing this article has given me some newer insight into this part of my kids life. I realize how I need to change some playing and viewing of certain games for them so that one especially might have a lesser aggressive nature then he does now. THANK YOU!!!

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