Senior Project PowerPoint

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Does High Level of Exposure to Video Game Violence Contribute to Hostility and Aggressiveness in Game Players? Kyra Dillard COMM 490 Senior Project 4/23/15

Transcript of Senior Project PowerPoint

Page 1: Senior Project PowerPoint

Does High Level of Exposure to Video Game Violence Contribute to Hostility and Aggressiveness in Game Players?

Kyra Dillard

COMM 490

Senior Project

4/23/15

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Abstract

This study investigated high level of exposure to video game violence contributing to hostility and aggressiveness in game players. I administered a survey to 10 male Bethany College students. This survey inquired how ones mood changed if changed at all before playing a violent video game and after playing a violent video game based on a five point scale.

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Theory: “Social Learning Theory”

Albert Bandura states that social behavior (any type of behavior that we display socially) is learned primarily by observing and imitating the actions of others. The social behavior is also influenced, according to this theory, by being rewarded and/or punished for these actions.

EXAMPLE: If one plays Grand Theft Auto and does outrageous crimes and gets rewarded in money it’s very possible for one to imitate what one has observed.

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“Two boys from Newport Tennessee shot and killed Aaron Hamel, 45, and seriously injured Kimberly Bede, 19. The young men also proceeded to go on a highway and shoot cars with a .22 rifle. Their explanation was an attempt to recreate images from Grand Theft Auto. Mr. Hamel was killed on his way home and Miss Bede was seriously injured while in the car with her boyfriend (Frith, 2003).”

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Method

The method I chose to pick happens to be surveys. I used an inspired semantic differential scale inspired by Bradley and Lang (1994). I asked 10 young male adults from Bethany College to play a violent video game. Each individual played a different game that ranged from Grand Theft Auto, Mortal Kombat and NBA2k. On the survey there was a “before” and “after” column. They were asked to rate which moods best applied to them at that exact moment. After they did that I asked them to play a game that was selected. After the game was played I asked them again to take the same survey to see if their mood changed after interacting with a violent video game. Finally, I did participant observation to see how they would act and I included notes.

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Appendix

Before Forceful ____

Angry _____

Frustrated ____

Exhausted ____

Happy ____

Content _____

Enraged ____

After Forceful_____

Angry ______

Frustrated ____

Exhausted____

Happy ____

Content ____

Enraged ____

Very Slightly or Not At All A Little Moderately Quite a Bit Extremely 1 2 3 4 5

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Research Questions

RQ1: What game(s) contributed to hostility and aggressiveness in game players?

RQ2: At what exposure does one have to be exposed to, to possibly show hostility and aggressiveness?

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Answer Research Questions: Results/Discussion

RQ1: Mortal Kombat, NBA2k and Grand Theft Auto

RQ2: “A study by Iowa State University showed last year that even brief exposure to violent video games could temporarily increase aggressive behavior in all types of people. Another study found that people who had played violent video games were more likely to act out in violence (Frith, 2003).”

RQ2: I found any exposure can increase aggressive behavior. A participant was playing 2k and not even 3 minutes into the game they were angry because they didn’t make a basket.

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Table 1.1Participant Game M, SD

BeforeComment M, SD

AfterComment

1 Grand Theft Auto

2.10, 1.79 Happy & Smiling

2.05, 1.72 Giggling, Happy and thought the game was

funny

2 Mortal Combat

2.52, 1.46 Quiet and Content

3.68, 1.10 Upset, Yelling and

Mad

3 Grand Theft Auto

2.26, 1.82 Calm and Quiet

2.26, 1.91 Content

4 NBA2k 1.68, 1.49 Smiling & Happy

1.63, 0.95 Irritated

5 NBA2k 3.36, 3.99 Quiet 3.52, 4.02 Happy and Talkative

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How Could This Study Have Gone Wrong?

Players were not in their comfort zone