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).

Thurstone, 1930, Influence of Motion Pictures on Children’s Attitudes

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Thurstone, L. L. 1931. “Influence of Motion Pictures on Children’s Attitudes”. The Journal of Social Psychology. 2 (3): 291-305.

This was one of a series of studies aimed at determining whether the effect of motion pictures on school-aged children can be measured and whether effects could be predicted. The two films looked at for this study were Street of Chance (a film on the life of a gambler) and Hide Out (a bootlegging film), both shown to the experimental population in 1929. The subjects, school children between 9th and 12th grade, were given the same survey to fill out several days before viewing and the morning after viewing the movie to assess their attitudes toward crime. Surveys included 78 pairs of crimes, such as “gambler-bootlegger,” “drunkard-beggar,” “gangster-tramp.” They were to underline which crime was deserving of a more severe punishment (292). Those who watched Hide Out were given a second survey on Prohibition. They were to agree or disagree with 28 statements, such as “Prohibition should come as the result of education, not legislation” and “the present prohibition laws are necessary for the good of the United States” (300-301).

A lot of complicated statistical math followed.

The researchers found that the film Hide Out “did not have any measurable effect on the attitudes of children toward bootlegging or toward prohibition.” The film Street of Chance “made the children more severe in their judgment of gambling than they were before seeing the film.” They concluded: It seems to be evident from these experiments and from others of a similar type that motion pictures can be used to affect the social attitudes of school children and that these effects can be objectively measured” (304).