Findings

Take Your Best Shot

Kevin Lewis

October 23, 2011

The Effect of Video Game Competition and Violence on Aggressive Behavior: Which Characteristic Has the Greatest Influence?

Paul Adachi & Teena Willoughby
Psychology of Violence, October 2011, Pages 259-274

Objective: This study is the first to our knowledge to isolate the effect of video game violence and competitiveness on aggressive behavior.

Method: In Pilot Study 1, a violent and nonviolent video game were matched on competitiveness, difficulty, and pace of action, and the effect of each game on aggressive behavior was then compared using an unambiguous measure of aggressive behavior (i.e., the Hot Sauce Paradigm) in Experiment 1. In Pilot Study 2, competitiveness was isolated by matching games on difficulty and pace of action, and systematically controlling for violence. The effect of video game competition on aggressive behavior was then examined in Experiment 2.

Results: We found that video game violence was not sufficient to elevate aggressive behavior compared with a nonviolent video game, and that more competitive games produced greater levels of aggressive behavior, irrespective of the amount of violence in the games.

Conclusion: It appears that competition, not violence, may be the video game characteristic that has the greatest influence on aggressive behavior. Future research is needed to explore the mechanisms through which video game competitiveness influences aggressive behavior, as well as whether this relation holds in the long-term.

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Cyber-Dehumanization: Violent video game play diminishes our humanity

Brock Bastian, Jolanda Jetten & Helena Radke
Journal of Experimental Social Psychology, forthcoming

Abstract:
Across two studies we show that engaging in violent video game play diminishes perceptions of our own human qualities. In addition, when other players are the targets of this violence it reduces our perceptions of their humanity also. In Study 1, we demonstrate that playing Mortal Kombat against another player reduces the perceived humanity of the self as well as the humanity of one's opponent (compared to playing a non-violent game). In Study 2 we replicate this effect on perceived humanity of the self when playing a violent game with a co-player. However, we find no dehumanization of co-players who are not the targets of violence. We demonstrate these effects cannot be reduced to mood, self-esteem, gender, or other characteristics of the game such as excitement and enjoyment. The findings provide a broader perspective from which to view previous work on the adverse effects of violent video games.

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Acciphilia on the road: An analysis of severe collisions

Roni Factor, Gad Yair & David Mahalel
Journal of Safety Research, forthcoming

Introduction: Although prior studies of road traffic accidents have found between-group differences in risk, little attention has been given to the encounter between drivers involved in severe collisions.

Method: The present study empirically evaluates two different possible causes of "social accidents," which are defined as collisions between two or more drivers where some faulty social interaction might be assumed, and which are the most prevalent cause of road injuries. The analyses use merged Israeli collision records from 1983 to 2004 with data from two national censuses, thus providing an unprecedented empirical basis to study the social foundations of car accidents. The data are used to adjudicate between two alternative hypotheses: the heterogeneity hypothesis (socially different drivers tend to collide) versus the homogeneity hypothesis (socially similar drivers tend to collide).

Results: Multivariate analyses provide preliminary support for the latter hypothesis. Given an accident, there are more collisions among drivers from the same broad educational group, and the factors that influence this correlation are independent of geography. The paper thus leads to the idea that severe collisions reflect a sociological or ecological process that is akin to acciphilia.

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Profanity in Media Associated With Attitudes and Behavior Regarding Profanity Use and Aggression

Sarah Coyne et al.
Pediatrics, forthcoming

Objective: We hypothesized that exposure to profanity in media would be directly related to beliefs and behavior regarding profanity and indirectly to aggressive behavior.

Methods: We examined these associations among 223 adolescents attending a large Midwestern middle school. Participants completed a number of questionnaires examining their exposure to media, attitudes and behavior regarding profanity, and aggressive behavior.

Results: Results revealed a positive association between exposure to profanity in multiple forms of media and beliefs about profanity, profanity use, and engagement in physical and relational aggression. Specifically, attitudes toward profanity use mediated the relationship between exposure to profanity in media and subsequent behavior involving profanity use and aggression.

Conclusions: The main hypothesis was confirmed, and implications for the rating industry and research field are discussed.

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Physical punishment and childhood aggression: The role of gender and gene-environment interplay

Brian Boutwell et al.
Aggressive Behavior, November 2011, Pages 559-568

Abstract:
A large body of research has linked spanking with a range of adverse outcomes in children, including aggression, psychopathology, and criminal involvement. Despite evidence concerning the association of spanking with antisocial behavior, not all children who are spanked develop antisocial traits. Given the heterogeneous effects of spanking on behavior, it is possible that a third variable may condition the influence of corporal punishment on child development. We test this possibility using data drawn from a nationally representative dataset of twin siblings. Our findings suggest that genetic risk factors condition the effects of spanking on antisocial behavior. Moreover, our results provide evidence that the interaction between genetic risk factors and corporal punishment may be particularly salient for males.

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Can Uniform Color Color Aggression? Quasi-Experimental Evidence From Professional Ice Hockey

Gregory Webster, Geoffrey Urland & Joshua Correll
Social Psychological and Personality Science, forthcoming

Abstract:
Is uniform color related to aggressive behavior? Prior research has produced mixed results comparing the effects of black (vs. colored) uniforms on aggressive penalties in the National Hockey League (NHL), and the effect of white (vs. colored) uniforms remains unexamined. Luckily, the NHL has conducted multiple quasi-experiments with uniform (jersey) color over time. To examine the color-aggression link, the authors analyzed the last 25 seasons of NHL penalty-minute data (649 seasons from 30 teams collapsed across 52,098 games). When teams wore black jerseys, they were penalized more than when they did not (d = 1.19; Study 1). When teams switched to wearing colored jerseys at home games, they were penalized more than when they wore white jerseys at home games (d = 0.83; Study 2). Collectively, these quasi-experimental findings suggest that black jerseys are associated with more aggression and that white jerseys are associated with less. The authors discuss possible causes for these color-aggression effects.

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Hungry like the wolf: A word-pattern analysis of the language of psychopaths

Jeffrey Hancock, Michael Woodworth & Stephen Porter
Legal and Criminological Psychology, forthcoming

Purpose: This study used statistical text analysis to examine the features of crime narratives provided by psychopathic homicide offenders. Psychopathic speech was predicted to reflect an instrumental/predatory world view, unique socioemotional needs, and a poverty of affect.

Methods: Two text analysis tools were used to examine the crime narratives of 14 psychopathic and 38 non-psychopathic homicide offenders. Psychopathy was determined using the Psychopathy Checklist-Revised (PCL-R). The Wmatrix linguistic analysis tool (Rayson, 2008) was used to examine parts of speech and semantic content while the Dictionary of Affect and Language (DAL) tool (Whissell & Dewson, 1986) was used to examine the emotional characteristics of the narratives.

Results: Psychopaths (relative to their counterparts) included more rational cause-and-effect descriptors (e.g., ‘because', ‘since'), focused on material needs (food, drink, money), and contained fewer references to social needs (family, religion/spirituality). Psychopaths' speech contained a higher frequency of disfluencies (‘uh', ‘um') indicating that describing such a powerful, ‘emotional' event to another person was relatively difficult for them. Finally, psychopaths used more past tense and less present tense verbs in their narrative, indicating a greater psychological detachment from the incident, and their language was less emotionally intense and pleasant.

Conclusions: These language differences, presumably beyond conscious control, support the notion that psychopaths operate on a primitive but rational level.

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Does excessive play of violent first-person-shooter-video-games dampen brain activity in response to emotional stimuli?

Christian Montag et al.
Biological Psychology, forthcoming

Abstract:
The present case-control study investigated the processing of emotional pictures in excessive first-person-shooter-video-players and control persons. All participants of the fMRI experiment were confronted with pictures from four categories including pleasant, unpleasant, neutral content and pictures from the first-person-shooter-video-game ‘Counterstrike'. Compared to controls, gamers showed a significantly lower activation of the left lateral medial frontal lobe while processing negative emotions. Another interesting finding of the study represents the higher activation of frontal and temporal brain areas in gamers when processing screen-shots from the first-person-shooter-video-game ‘Counterstrike'. Higher brain activity in the lateral prefrontal cortex could represent a protection mechanism against experiencing negative emotions by down-regulating limbic brain activity. Due to a frequent confrontation with violent scenes, the first-person-shooter-video-gamers might have habituated to the effects of unpleasant stimuli resulting in lower brain activation. Individual differences in brain activations of the contrast Counterstrike > neutral pictures potentially resemble the activation of action-scripts related to the video-game.

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Playing With Fire: The Impact of Football Game Chanting on Level of Aggression

Moshe Bensimon & Ehud Bodner
Journal of Applied Social Psychology, October 2011, Pages 2421-2433

Abstract:
Studies report higher levels of spectator aggression at the end rather than the beginning of sports games. None of these studies have examined the effect of chanting in this context. Based on contagion theory, we hypothesized that at the end of a football (soccer) game, spectators who had taken part in collective chanting would report higher levels of aggression than would spectators who had not chanted. Male football fans (N = 80) participated in the study: Half completed the Buss-Durkee Hostility Inventory before the game, and half completed it after the game. Findings show that chanting spectators reported a heightened level of aggression in comparison with non-chanting spectators. Theoretical explanations for these findings are discussed. Practical recommendations are suggested.

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He Just Wants to Play: How Goals Determine the Influence of Violent Computer Games on Aggression

Markus Denzler, Michael Häfner & Jens Förster
Personality and Social Psychology Bulletin, forthcoming

Abstract:
Generally, the accessibility of goal-related constructs is inhibited upon goal fulfillment. In line with this notion, the current studies explored whether violent computer games may reduce relative accessibility of aggression if the game involves the fulfillment of an aggressive goal. Specifically, in Study 1, participants who watched a trailer for a violent computer game that fulfilled the goal of venting anger showed less relative accessibility of aggression compared to participants who watched the trailer without goal fulfillment. In Study 2, actually playing a violent computer game to vent anger also decreased the relative accessibility of aggression compared to a control condition in which the game was played without such a goal. Lastly, in Study 3, the relative accessibility of aggression was reduced after playing a violent computer game for participants who reported a high general tendency to vent their anger.

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Anthropometric correlates of human anger

Michael Price et al.
Evolution and Human Behavior, forthcoming

Abstract:
The recalibrational theory of human anger predicts positive correlations between aggressive formidability and anger levels in males, and between physical attractiveness and anger levels in females. We tested these predictions by using a three-dimensional body scanner to collect anthropometric data about male aggressive formidability (measures of upper body muscularity and leg-body ratio) and female bodily attractiveness (waist-hip ratio, body mass index, overall body shape femininity, and several other measures). Predictions were partially supported: in males, two of three anger measures correlated significantly positively with several muscularity measures; in females, self-perceived attractiveness correlated significantly positively with two anger measures. However, most of these significant results were observed only after excluding from the sample 27 participants who were older than undergraduate age, leaving a subsample of 40 males and 51 females. Evidence for relationships between anthropometric attractiveness indicators and anger measures was weak, but there was some evidence for relationships between anthropometric attractiveness indicators and self-perceived attractiveness measures. While our results support the recalibrational theory's prediction that anger usage and formidability are positively correlated in males and suggest that this formidability can be assessed via anthropometric measures alone, they also suggest that this prediction may not apply to populations older than undergraduate age. Further, our results suggest that while female anger levels relate positively to self-perceived attractiveness, they are unrelated to most anthropometric measures of bodily attractiveness.

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Synchronous activity boosts compliance with requests to aggress

Scott Wiltermuth
Journal of Experimental Social Psychology, forthcoming

Abstract:
An experiment demonstrates that cultural practices involving physical synchrony can emotionally bind people together, making those people more likely to comply with others' requests to engage in aggressive behavior. Participants who acted in synchrony with a confederate were more likely than were participants in the asynchronous and control conditions to comply with the confederate's request to administer a noise blast to another group of participants. Increased feelings of emotional connection with the confederate mediated the relationship between synchrony and heightened compliance with the request to engage in aggressive behavior.

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A behavioral test of Horney's linkage between authenticity and aggression: People living authentically are less-likely to respond aggressively in unfair situations

Diana Pinto et al.
Personality and Individual Differences, January 2012, Pages 41-44

Abstract:
This study links Horney's account of human growth and neurosis to authenticity by examining aggressive responses on the point subtraction aggressive paradigm, providing the first empirical test of whether authenticity can predict objective behavior. Data from undergraduate, postgraduate, and mature students demonstrate that when controlling for age, gender, trait-anger, agreeableness, and functional dimensions of coping, individuals who measure high on authentic-living respond less aggressively to attacks and counter-attacks in unfair situations. Authentic-living uniquely accounted for 14.2% of variance in aggressive-responses (r = -.37). The findings suggest that inauthenticity is a strong predictor of aggressive behavior, and therefore increasing levels of authenticity in counseling practice may reduce maladaptive levels of anger. We suggest future exploration between authenticity and models of emotional regulation will unearth the cause and effects of aggression within inauthentic individuals.

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On the overlap between victimization and offending: A review of the literature

Wesley Jennings, Alex Piquero & Jennifer Reingle
Aggression and Violent Behavior, forthcoming

Abstract:
Theoretical and empirical research investigating victimization and offending has largely been either ‘victim-focused' or ‘offender-focused.' This approach ignores the potential theoretical and empirical overlap that may exist among victims and offenders, otherwise referred to as ‘victim-offenders.' This paper provides a comprehensive review of the research that has examined the relationship between victimization and offending. The review identified 37 studies, spanning over five decades (1958-2011), that have assessed the victim-offender overlap. The empirical evidence gleaned from these studies with regard to the victim-offender overlap is robust as 31 studies found considerable support for the overlap and six additional studies found mixed/limited support. The evidence is also remarkably consistent across a diversity of analytical and statistical techniques and across historical, contemporary, cross-cultural, and international assessments of the victim-offender overlap. In addition, this overlap is identifiable among dating/intimate partners and mental health populations. Conclusions and directions for future research are also discussed.

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Automatic Cognitions and Teen Dating Violence

Ernest Jouriles et al.
Psychology of Violence, October 2011, Pages 302-314

Objective: The present research examined whether the level of aggression in automatic cognitions was positively associated with teen dating violence after accounting for more consciously controlled, self-reported attitudes about dating violence.

Method: At baseline, 95 teens who had been remanded to the juvenile court system because of antisocial behavior completed a word-completion task designed to measure the level of aggression in their automatic cognitions. Teens also completed questionnaire measures of attitudes about dating violence and dating violence perpetration during the previous three months, and then provided data on dating violence perpetration every two weeks over a 3-month follow-up period.

Results: The level of aggression in automatic cognitions was positively associated with dating violence perpetration after accounting for teens' self-reported attitudes about dating violence. This pattern of results emerged with both concurrent and prospective associations. It is noteworthy that aggression in automatic cognitions also predicted changes in dating violence perpetration over the 3-month follow-up period, even after controlling for baseline levels of the perpetration of dating violence and teens' self-reported attitudes about dating violence.

Conclusions: These findings suggest that theoretical models of teen dating violence should consider the role of automatic as well as more consciously controlled cognitive processes in the perpetration of teen dating violence. In addition, clinical efforts to reduce teen dating violence might benefit from targeting automatic as well as more controlled cognitive processes.


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