Anderson and Ford, 1986, Affect of the Game Player: Short-Term Effects of Highly and Mildly Aggressive Video Games

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Anderson, C. A., and C. M. Ford. 1986. “Affect of the Game Player: Short-Term Effects of Highly and Mildly Aggressive Video Games.” Personality and Social Psychology Bulletin. 12 (4): 390-402.

The present research arose from the list of potential problems generated by opponents of video games during the late 1970s and early 1980s. These potential problems centered around the aggressive content of games, the style of problem solving, and the types of play and thinking prevented by games. Imagination, creative thinking, fantasy, development of social skills were thought to be impeded by the inclusion of video games in the lives of children. Adults were worried that children were spending their lunch money on playing games, stealing money from parents, or engaging in petty theft for quarters. Lastly, video games were thought to cause and promote addictive behavior. Up to this point (1986), little data had been collected on video games or their effects. The goal of the present research was to address short-term effects of video games on affective states.

The present research builds upon the findings of Bandura, Ross, and Ross (1961) that exposure to aggressive models can lead to subsequent aggressive behavior in children. The researchers emphasize the major difference in video games is that the aggression is largely symbolic rather than involving human-like characters. However, the researchers were compelled to emphasize Berkowitz’s cognitive-neoassociation theory that media effects form because of the priming of semantic categories (such as aggression).

Two experiments were done to examine the effects of playing different types of video games on short-term affective states. In the first, 55 undergraduate college students played 11 different video games and rated them (for extra credit in a class). Ratings (on a scale of 1-7) included ease of play, frustration, violent content, violent graphics, slow action, and long pauses in gameplay (393-395). Two of these games were selected for the second experiment, differing in level aggression (one highly aggressive, the other only mildly aggressive).

Sixty undergraduates participated in the second experiment and were randomly assigned to play Zaxxon (highly aggressive), Centipede (mildly aggressive), or no game at all. Hostility, anxiety, and depression were assessed just after the second experiment was concluded with the Multiple Affective Adjective Checklist (395-398). The researchers found that hostility increased after both types of aggressive games were played. Those that played the highly aggressive game were significantly more anxious than those who played the mild aggression game or no game (control group). No significant depressive affect was found. The researchers conclude that these findings “support some type of semantic priming theory” (398).

Cooper and Mackie, 1986, Video Games and Aggression in Children

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Cooper, Joel, and Diane Mackie. 1986. “Video Games and Aggression in Children.” Journal of Applied Social Psychology 16 (8): 726-744.

This study examined the effect of playing an aggressive or nonaggressive video game on fifth-graders’ free play. Twenty-two pairs of boys and 20 pairs of girls were randomly assigned to one of three conditions. One of the children in each pair played a video game rated by peers as aggressive, a video game with little aggression, or a non-video maze-solving game for 8 minutes. The other child watched. Each child was then left individually to engage in free play in a separate room for 8 minutes, and also given the opportunity to deliver rewards and punishments to another child. The results were similar for both players and observers. Girls shoed significantly more general activity and aggressive free play after playing the aggressive video game, but they perceived Missle Command as only slightly more violent than Pac-Man. Girls’activity decreased and their quiet play slightly increased after playing the low aggressive game compared to the control group. Differences in boy’s vs. girls’ activity may be a function of socialization in appropriate boy/girl behavior. Neither video game had any significant effect on boys’ free play. Video games did not affect boys’ or girls’ behavior on the intepersonal measure of aggression (ie. neither girls nor boys gave significantly more punishments or rewards after playing any of the games). According to the authors, these results suggest that video game effects are not parallel with violent television effects.