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

 
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Psychology of Violence                                                                 © 2011 American Psychological Association
2011, Vol. 1, No. 4, 259 –274                                                        2152-0828/11/$12.00 DOI: 10.1037/a0024908

             The Effect of Video Game Competition and Violence on
               Aggressive Behavior: Which Characteristic Has the
                               Greatest Influence?
                                  Paul J. C. Adachi and Teena Willoughby
                                               Brock University, Canada

                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 competitive-
                ness influences aggressive behavior, as well as whether this relation holds in the
                long-term.

                Keywords: violent video games, aggressive behavior, competitiveness, violence

   The effect of violent video games on aggres-                Skoric, 2005), other research has shown that
sion, which is defined as behavior that is in-                 playing violent video games produces higher
tended to harm another individual (Coie &                      levels of aggressive behavior, aggressive cogni-
Dodge, 1998), is a hot topic today as video                    tion, aggressive affect, and physiological
games continue to increase in popularity. For                  arousal in the short-term than nonviolent video
instance, a large scale study in the United States             games (see Anderson, Gentile, & Buckley,
found that 88% of youth aged 8 to 18 years play                2007). However, there are three major limita-
video games (Gentile, 2009). In terms of fre-                  tions with the studies that have found an effect.
quency, youth played 3 or 4 times per week on                  First, to date, no study has matched a violent
average (median), and the average amount of                    and nonviolent video game on competitiveness,
time spent playing video games per week                        difficulty, and pace of action simultaneously,
was 13.2 hours. Although some research has                     and thus, the violent content has not been iso-
failed to find a relation between violent video                lated. Consequently, it is unclear whether the
game play and aggression (e.g., Ferguson &                     violent content alone is responsible for elevated
Reuda, 2010; Ferguson et al., 2008; Williams &
                                                               levels of aggression. Second, previous experi-
                                                               mental studies have tended to use a measure of
                                                               aggression that may also measure competitive-
This article was published Online First August 15, 2011.       ness, leading to questions about whether violent
  Paul J. C. Adachi and Teena Willoughby, Department of        video games are related to aggression or com-
Psychology, Brock University, Ontario, Canada.
  Teena Willoughby received funding from the Social Sci-       petitiveness. Third, the effect of video game
ences and Humanities Research Council of Canada and the        competition on aggressive behavior has not
Owl Children’s Trust.                                          been examined. Hence, the goal of the current
  Correspondence concerning this article should be ad-
dressed to Paul J. C. Adachi, Department of Psychology,
                                                               study was to examine whether a violent video
Brock University, St. Catharines, Ontario, Canada, L2S         game produced greater levels of aggression than
3A1. E-mail: pa08fg@brocku.ca                                  a nonviolent video game using an unambiguous
                                                           259
260                                  ADACHI AND WILLOUGHBY

measure of aggressive behavior, when both            concurrently addressed in a single study. Each
games were equated on competitiveness, diffi-        limitation will be reviewed in turn.
culty, and pace of action. In addition, we tested
whether a competitive video game produced            Differences Between Violent and Nonviolent
more aggressive behavior than a less competi-        Video Games Other Than Violence
tive video game when matched on violence,
difficulty, and pace of action.                         In general, violent video games tend to be
                                                     more competitive than nonviolent video games
                                                     (Carnagey & Anderson, 2005). Consequently,
       The General Aggression Model                  studies that have found that violent video games
                                                     produced more aggression than nonviolent
   The most comprehensive theory of the asso-
                                                     video games, but failed to equate the games on
ciation between violent video games and ag-
                                                     competitiveness, cannot conclude that the vio-
gression is Anderson and Bushman’s (2002)
                                                     lent content alone was responsible for the ele-
General Aggression Model (GAM), which was
                                                     vated levels of aggression. We propose that
adapted from past theories of aggression (see
                                                     violence (e.g., fighting, shooting, killing), com-
also Anderson & Carnagey, 2004, for a detailed
                                                     petitiveness (e.g., competing with other players
description of the model). The model depicts a
                                                     or computer-controlled opponents), difficulty
cyclical relationship between an individual and
                                                     (e.g., how difficult the game is to successfully
the environment, in which person variables such
                                                     complete), and pace of action (e.g., rate of speed
as trait hostility, as well as situation variables
                                                     of action sequences) are four main video game
such as exposure to real-world or media vio-
                                                     characteristics that may influence aggressive
lence (e.g., violent video games), interact to
                                                     behavior through the mechanisms (i.e., physio-
influence an individual’s present internal state.
                                                     logical arousal, aggressive cognition, and ag-
Within an individual’s internal state are cog-
                                                     gressive affect) proposed by the GAM (see
nition (aggressive scripts or hostile thoughts),
                                                     Adachi & Willoughby, 2011, for a detailed ex-
affect (anger and frustration), and arousal (el-
                                                     planation). For example, Barlett, Branch, Rode-
evated heart rate or blood pressure). Cogni-
                                                     heffer, and Harris, (2009) found that a violent
tion, affect, and arousal are the hypothesized
                                                     video game produced greater elevations in heart
mechanisms that interact to then influence an
                                                     rate, hostility, aggressive thoughts, and aggres-
individual’s aggressive behavior. According
                                                     sive behavior compared with a nonviolent video
to Anderson and Bushman, violent video
                                                     game. Similarly, video game competition may
games function as a situation variable that can
                                                     influence heart rate, as well as aggressive
increase aggressive cognition, affect, and
                                                     thoughts and feelings (see Adachi & Wil-
arousal, in turn leading to increased aggres-
                                                     loughby, 2011, for a more detailed discussion
sive behavior.
                                                     regarding the relation between competition, dif-
                                                     ficulty, and pace of action, and the mechanisms
            Empirical Background                     proposed by the GAM).
                                                        Although researchers have attempted to
   Experimental studies examining the short-term     equate games on competitiveness, difficulty,
effect of violent video games on aggression have     and pace of action, no one to date has equated a
typically involved randomly assigning partici-       violent and nonviolent game on these charac-
pants to play either a violent or nonviolent video   teristics simultaneously. For example, Carnagey
game, followed by a measure of aggression (e.g.,     and Anderson (2005) attempted to control for
Bushman & Anderson, 2002). Some of the re-           competition while examining the effect of video
searchers have found that participants in the        game violence on aggressive behavior by ma-
violent video game condition have shown more         nipulating the game-play settings of the car-
aggression than participants in the nonviolent       racing video game Carmageddon 2. Participants
condition for both men and women (see Ander-         were randomly assigned to one of three condi-
son et al., 2007, 2010, for a detailed review, as    tions: (a) awarded points for destroying other
well as Ferguson & Kilburn, 2010, for a critique     vehicles during the race (violence rewarded),
of this research). However, there are three lim-     (b) deducted points for destroying other vehi-
itations with this research that have yet to be      cles during the race (violence punished), or (c)
VIDEO GAME COMPETITION AND VIOLENCE                                  261

could not come into contact with other vehicles      salient. The second problem with the modified
during the race (nonviolent). Because the same       TCRTT is that it has been shown to lack validity
game was used in all three conditions, Carnagey      as a measure of aggressive behavior. Ferguson
and Anderson assumed that the level of com-          and Rueda (2009) found that both intensity and
petitiveness across the conditions was equal;        duration scores for the modified TCRTT were
however, without having participants rate each       not related to paper-and-pencil measures of trait
condition in terms of competitiveness, it is un-     aggression, domestic violence, or violent crim-
clear whether they were actually equal. For in-      inal.
stance, in the violence-punished and nonviolent         To assess direct and unambiguous aggressive
conditions, there is only one competitive goal:      behavior, Lieberman et al. (1999) created the
defeat the other opponents in the race. However,     Hot Sauce Paradigm. In the Hot Sauce Para-
in the violence-rewarded condition there are         digm, the participant is given an already com-
two competitive goals: defeat the other oppo-        pleted food preference questionnaire and told
nents in the race and defeat the other opponents     that another participant down the hall has com-
in a battle for survival. Thus, the violence-        pleted this questionnaire and, as indicated by
rewarded condition contained more competition        the questionnaire, does not like hot or spicy
which may have caused participants to feel           food. The participant is then given four bottles
more competitive, and in turn, behave more           of hot sauce ranked in terms of hotness and is
aggressively than the participants in the vio-       informed that his or her job is to choose one of
lence-punished and nonviolent conditions.            the four bottles and mix up some hot sauce for
                                                     the other participant to drink. The amount of
Problems With Measures of Aggression                 hot sauce given and the degree of hotness is
                                                     indicative of overt aggressive behavior (Bar-
   The most commonly used measure of aggres-         lett et al., 2009), and there are no competitive
sive behavior in the violent video game litera-      benefits gained from administering a hotter
ture is the modified Taylor competitive reaction     sauce to the confederate. Furthermore,
time test (TCRTT), in which the participant is       Lieberman et al. found that scores on this
told that he or she is competing with another        paradigm were positively related to both trait
participant (confederate) to see who can push a      and physical aggression scores on the Buss
button faster upon the appearance of a cue.          and Perry (1992) Aggression Questionnaire,
After each trial, the winner chooses the intensity   supporting the convergent validity of the Hot
and duration of a punishment for the loser (such     Sauce Paradigm, although to date no study
as a loud noise blast). The level of punishment      has measured its association with aggressive
intensity and duration that the participant sets     behavior outside the lab.
for his or her opponent are indicative of aggres-
sive behavior.                                       Aggression-Related Video Game
   The first problem with the modified TCRTT         Characteristics
is that the participant’s motivation to behave
aggressively is ambiguous (see Adachi & Wil-            Research regarding the effects of video game
loughby, 2011). Because aggression refers to         difficulty and pace of action on aggressive be-
behavior that is intended to harm another indi-      havior is scarce. In contrast, competition has
vidual, it is unclear whether participants view      been shown to be related to aggression. For
their behavior as competitive instead of aggres-     example, Anderson and Morrow (1995) exam-
sive, in that participants’ motivation to give       ined whether giving participants competitive
intense punishments may be to slow their op-         versus cooperative instructions led to differ-
ponents’ response time on subsequent trials,         ences in how aggressively they played the video
thus allowing participants to win the competi-       game Super Mario Brothers. In this game, var-
tion (Lieberman et al., 1999). Furthermore, be-      ious creatures try to attack the main character
cause violent games generally involve more           (Mario or Luigi), and the main character in turn
competition than nonviolent games, violent           has the option to either attack the creatures or
video games may prime competitive schemas            try to avoid them. Participants played the game
more than nonviolent video games, making the         in pairs, and each participant took turns playing
competitive element of the TCRTT especially          the game. In the competitive condition, partici-
262                                  ADACHI AND WILLOUGHBY

pants were told that their goal was to get further   game violence on aggressive behavior (the Hot
in the game than the other participant, and the      Sauce Paradigm). Pilot Study 2 was conducted
participants each used a different character (Ma-    to test whether four video games chosen
rio or Luigi). In the cooperative condition, par-    through pilot testing were matched on difficulty
ticipants were told that their goal was to get as    and pace of action, but differed on violence and
far in the game as possible together, and they       competitiveness, such that two of the games
took turns using the same character (Mario).         were equally violent but one was more compet-
Anderson and Morrow (1995) found that par-           itive than the other, while the other two games
ticipants in the competitive condition killed sig-   were equally nonviolent but one was more com-
nificantly more enemy creatures than partici-        petitive than the other. These four games were
pants in the cooperative condition. Thus, they       then used in Experiment 2 to test the effect of
concluded that competition elevated aggressive       video game competition on aggressive behav-
behavior compared with cooperation (see also         ior, and whether there was an interaction be-
Williams & Clippinger, 2002).                        tween competition and violence.
   Although Anderson and Morrow (1995) used
a video game that is competitive in nature, the                       Pilot Study 1
game is not very violent (also true for Williams
& Clippinger, 2002). Specifically, the violence         The goal of Pilot Study 1 was to test whether
is cartoonish and unrealistic. Schmierbach           a violent action video game called Conan
(2010) addressed this gap in the literature by       (THQ, 2007) and a nonviolent racing video
examining the effect of competitive video game       game called Fuel (Codemasters, 2009) were
play on aggressive cognition using the violent       matched on game characteristics, but differed in
first-person shooter video game Halo. In Halo,       violence. The goal was then to use these games
the main character must compete in a battle for      in Experiment 1. Conan is a violent game in
survival with the other opponent characters us-      which the main character must compete in a
ing a variety of different guns. Schmierbach         battle for survival using swords and axes against
randomly assigned pairs of participants to one       the opponent characters in order to progress
of three conditions: (a) participants played the     through the levels. Fuel is a nonviolent racing
game on their own against computer opponents         game in which the main character must compete
(solo mode), (b) participants played against         in several different races using vehicles such as
each other in a one-on-one battle (competitive       motorcycles and ATVs.
mode), and (c) participants played on the same          Fourteen introductory psychology students
team against computer opponents (cooperative         from a midsized university in Ontario, Canada
mode). Immediately after video game play, par-       (6 men, 8 women; M age ⫽ 20 years, 1 month)
ticipants completed a word completion task to        played the violent video game Conan and the
assess aggressive cognition. The results showed      nonviolent video game Fuel for 12 min each in
that participants in the competitive condition       a counterbalanced order. This study was ap-
had the highest aggressive cognition scores, fol-    proved by the University Ethics board, and all
lowed by participants in the solo condition,         participants provided active consent before par-
while participants in the cooperative condition      ticipation. The games were played on an XBOX
had the lowest aggressive cognition scores.          360 gaming system and 42-inch TV screen. In
Thus, consistent with past research, it appears      order to accurately compare participants’ rat-
that competition in a video game elevates ag-        ings of game characteristics, we controlled for
gression compared with cooperation.                  their previous experience with the relevant
                                                     video game genres of action (Conan) and racing
             The Current Studies                     (Fuel). Participants also completed a demo-
                                                     graphic questionnaire that assessed age and gen-
   The purpose of Pilot Study 1 was to test          der.
whether two games chosen through pilot testing          Participants rated each game in terms of the
differed in terms of violence, but were matched      four video game characteristics. Violence was
in terms of competitiveness, difficulty, and pace    measured on a scale from 1 (very low) to 7 (very
of action. The two matched games were then           high) by asking “how violent was the game.”
used in Experiment 1 to test the effect of video     Difficulty was measured by asking “how diffi-
VIDEO GAME COMPETITION AND VIOLENCE                                               263

cult was the game” on a scale of 1 (very low)                Conan and Fuel were used in Experiment 1 to
to 7 (very high). Pace of action was assessed on             test whether video game violence alone could
a scale from 1 (very slow) to 7 (very fast) by               produce elevations in aggressive behavior.
asking “how was the pace of the game.” Com-
petitiveness was assessed on a scale from 1                                         Experiment 1
(very low) to 7 (very high) using Anderson and
Carnagey’s (2009) four questionnaire items: “to                 The purpose of Experiment 1 was to test
what extent did this video game involve com-                 whether Conan and Fuel produced differences
petition,” “to what extent did you feel like you             in aggressive behavior when using an unambig-
were competing with your opponents (i.e., in a               uous measure of aggressive behavior, the Hot
battle or in a race),” “how competitive was this             Sauce Paradigm. Similar to Barlett et al. (2009),
video game,” and “how hard were you trying to                deception was used to disguise the purpose of
win the game/match/contest.” Alphas for the                  the Hot Sauce Paradigm so that participants
competitiveness scale were acceptable for both               would not be aware that we were assessing the
Conan (␣ ⫽ .86) and Fuel (␣ ⫽ .78).                          effect of violent video games on aggressive
   Participants’ experience with the two genres              behavior. Specifically, participants were told
of games (action and racing) did not signifi-                that they were participating in two unrelated
cantly differ, F(1, 12) ⫽ 3.41, p ⬎ .05, partial             studies looking at (a) video game play and eye-
␩2 ⫽ .22. A repeated measures analysis of vari-              gaze and (b) food preference and personality
ance (ANOVA) was then conducted to compare                   (the Hot Sauce Paradigm). In terms of expecta-
the two video games on the four video game                   tions: (a) No specific hypothesis was made as to
characteristics of violence, competitiveness,                whether there would be a main effect of game.
difficulty, and pace of action. Gender was in-               That is, it was not clear whether differences in
cluded as a between-subjects variable, and ex-               hot sauce scores (i.e., standardized summation
perience with racing and action games were                   of the amount of sauce and the degree of hot-
entered as covariates. Only the Type of game                 ness) would be found between the two video
(i.e., Conan and Fuel) ⫻ Game characteristics                games, as this was the first study to match a
(i.e., violence, competitiveness, difficulty, and            violent and nonviolent game on competitive-
pace of action) interaction was significant, F(3,            ness, difficulty, and pace of action; (b) We
30) ⫽ 7.59, p ⬍ .01, partial ␩2 ⫽ .43. To assess             predicted a main effect for gender, with men
this interaction, follow-up analyses were con-               expected to have higher hot sauce scores than
ducted to compare each of the four video game                women, consistent with past literature showing
characteristics between the two games (see Ta-               that men are more aggressive than women (e.g.,
ble 1 for mean ratings). Conan was rated as                  Coie & Dodge, 1998); (c) We did not expect to
significantly more violent than Fuel. However,               find an interaction between game and gender as
the two games did not differ on competitive-                 past research has shown that the relation be-
ness, difficulty, or pace of action. Consequently,           tween video game play and aggression does not

Table 1
Pilot Study 1 and Experiment 1 Mean Ratings of Video Game Characteristics for Conan and Fuel
                            Pilot Study 1                                                Experiment 1
                       Video game                                           Video game
 Game rating      Violent        Nonviolent      Fa      Partial ␩2    Violent       Nonviolent        Fb      Partial ␩2
Violence         5.36 (1.28)     1.50 (0.52)   19.31ⴱⴱ     0.66       5.14 (1.35)     2.05 (1.20)   61.75ⴱⴱⴱ     0.63
Competition      5.07 (1.23)     5.54 (1.30)    0.21       0.02       5.00 (0.99)     5.19 (1.19)    0.15        0.00
Difficulty       3.93 (1.07)     3.71 (1.44)    0.35       0.03       3.00 (1.14)     3.48 (1.17)    2.54        0.07
Pace of action   5.07 (0.83)     4.93 (1.21)    0.64       0.06       4.74 (1.08)     5.00 (0.89)    2.56        0.07
Note. N ⫽ 14 for Pilot study, and N ⫽ 42 for Experiment 1. Means are unadjusted; SDs are in parentheses. Violent ⫽
Conan, Nonviolent ⫽ Fuel.
a
  df ⫽ 1, 10. b df ⫽ 1, 34.
ⴱⴱ
   p ⬍ .01. ⴱⴱⴱ p ⬍ .001.
264                                    ADACHI AND WILLOUGHBY

differ for men and women (e.g., Anderson et al.,       sauces and four sauces were selected that
2010); and (d) We also included a measure of           ranked in order from least to most hot. Each
trait aggression at the end of the study to test the   sauce was transferred into a plastic squeeze
convergent validity of the Hot Sauce Paradigm.         bottle and was given a number from one to four
It was hypothesized that hot sauce scores would        (with one being the least hot and four being the
be moderately related to scores on a trait ag-         hottest). In addition, a styrofoam cup to place
gression questionnaire, consistent with past re-       the hot sauce into, a cup of water, popsicle
search (e.g., Lieberman et al., 1999, r ⫽ .30;         sticks, and white bread (to help ease the hot
Ferguson & Rueda, 2009, r ⫽ .25).                      sensation after tasting the sauce) were used.
                                                          Ratings of the video game characteristics.
Method                                                 See Pilot Study 1 for a description. Alphas for
                                                       the competitiveness scale were acceptable for
   Participants. Participants consisted of 42          both Conan (␣ ⫽ .74) and Fuel (␣ ⫽ .89).
introductory psychology students from the                 Food preference. Food preference was as-
same university as in Experiment 1 (25                 sessed by asking “how much do you LIKE the
men, 17 women; M age ⫽ 18 years 6 months).             following kinds of foods” for six items (i.e.,
There were 21 participants that played Conan           sweet, savory, spicy, hot, bland, and salty
(13 men and 8 women), and 21 that played               foods) on a 1 (not at all) to 5 (extremely) scale
Fuel (12 men, 9 women). This study was ap-             (Barlett et al., 2009). Consistent with Barlett et
proved by the University Ethics board, and all         al., we confirmed that both the degree of hotness
participants provided active consent before par-       and the amount the hot sauce selected by par-
ticipation. Students were recruited using the          ticipants was not a function of their liking hot
psychology participant pool and earned course          food. Liking hot food did not account for a
credit in exchange for their participation.            significant portion of the variability in the de-
   Materials.                                          gree of hotness, R2 ⫽ .07, F(1, 40) ⫽ 2.78, p ⬎
   Demographics. As in Pilot Study 1, a de-            .05, or the amount of sauce R2 ⫽ .04, F(1,
mographic questionnaire was used to assess             40) ⫽ 1.44, p ⬎ .05.
age, gender, and experience with action and               Suspiciousness. Because the growing pop-
racing games. Participants indicated how many          ularity of research proposing a relation between
hours per weekday and weekend (1 ⫽ not at all          violent video games and aggression and the fact
to 5 ⫽5 or more hours per day) that they played        that deception was used, a suspiciousness ques-
action and racing games.                               tionnaire was given that asked participants
   Video games and equipment. Conan and                whether they knew the true purpose of the
Fuel were played using an XBOX 360 console             study, whether anyone had told them about the
on a 42-inch TV screen.                                study before completing it, and whether they
   Aggressive behavior. The Hot Sauce Par-             were aware of any deception (Barlett et al.,
adigm (Lieberman et al., 1999) was used to             2009).
measure overt aggressive behavior. Participants           Trait aggression. The Buss-Perry Aggres-
were asked to prepare some hot sauce for an-           sion Questionnaire (Buss & Perry, 1992) was
other participant to drink who does not like hot       used to measure trait aggression and to examine
sauce (note that there actually was no other           the convergent validity of the Hot Sauce Para-
participant). Participants were asked to choose        digm. The scale consists of 29 items (e.g., “once
the intensity of hot sauce (ranging from 1 ⫽           in a while, I can’t control the urge to strike
least hot to 4⫽ most hot) and the amount,              another person”) and responses range from 1
knowing that the other participant had to drink        (strongly disagree) to 7 (strongly agree), with
whatever amount was in the cup. Participants           higher scores indicating higher trait aggression.
could also taste the sauce in order to see how         The internal consistency for this scale was good
hot it was. Aggressive behavior was operation-         (␣ ⫽ .89).
alized as the sum of the standardized number              Procedure. Participants were tested one at
(i.e., hotness rating) of sauce selected and the       a time by the first author. First, they were told
weight in grams (Barlett et al., 2009). Hot sauce      that they were participating in two unrelated
was purchased from a local food establishment          studies: a video game study examining video
that has a ranked system of hotness for the            games and eye gaze and a study looking at
VIDEO GAME COMPETITION AND VIOLENCE                                    265

personality and food preference. For the food        the true purpose of the study before being de-
study, participants were told that they were ran-    briefed or whether they were aware of any de-
domly assigned to the role of “food administra-      ception. Furthermore, 26 participants (13 who
tor” and that when the time came their job           played Conan and 13 who played Fuel) com-
would be to prepare a certain type of food for       pleted the Buss and Perry (1992) Trait Aggres-
another participant who had been assigned to         sion Questionnaire to examine the convergent
the role of “food taster.” Participants were then    validity of the Hot Sauce Paradigm. The time
given the demographic questionnaire followed         lapse between the video game play and the
by the food preference questionnaire.                completion of the trait aggression questionnaire
   Next, participants were told that they were       was over 10 min (M ⫽ 11 min).
going to begin the video game and eye-gaze
study. Participants were randomly assigned to        Results and Discussion
play either the violent or nonviolent video
game for 12 min while wearing a piece of                Suspiciousness. We originally had 48 par-
eye-tracker headgear which they believed was         ticipants, but six participants indicated that they
measuring their eye-gaze, although we did not        knew the true purpose of the study or were
actually record their eye-gaze. Upon comple-         aware of the deception and thus, their data were
tion, participants were then given the question-     not included in the analysis (final N ⫽ 42).
naire assessing the video game characteristics          Experience. In order to include past video
and were then told it was time to complete the       game experience for both genres of games as
food preference study. Specifically, the experi-     covariates in the main analyses, we first deter-
menter explained that it was time for the par-       mined that participants’ experience with action
ticipant to prepare some food for the food taster.   and racing games did not differ between the two
Participants were given an already completed         game conditions, F(1, 38) ⫽ .93, p ⬎ .05,
food preference questionnaire and were told that     partial ␩2 ⫽ .02.
the food taster completed this questionnaire.           Video game ratings. A multivariate anal-
The food preference questionnaire clearly indi-      ysis of variance (MANOVA) was conducted to
cated that the food taster did not like hot or       confirm that Conan and Fuel were equated on
spicy food.                                          the three video game characteristics of compet-
   The experimenter then provided the partici-       itiveness, difficulty, and pace of action, but dif-
pant with the materials for the food preference      fered on violence, and experience with racing
study (i.e., the hot sauce, a cup, a cup of water,   and action games were included as covariates.
bread, and popsicle sticks) and explained that       There was a main effect for game, F(4,
the participant could choose the intensity of hot    33) ⫽ 28.98, p ⬍ .01, partial ␩2 ⫽ .78. The
sauce (ranging from 1 ⫽ least hot to 4 ⫽ most        video games differed only in ratings of vio-
hot) and the amount, and that the food taster        lence, as Conan was rated as more violent than
would have to drink whatever amount was in           Fuel (see Table 1 for mean ratings). Thus, con-
the cup. As in Barlett et al. (2009), participants   sistent with Pilot Study 1, participants rated
were told that they could not mix sauces. Also,      Conan as more violent than Fuel, but not sig-
if they wished to know how hot the sauces were       nificantly different in terms of competitiveness,
before choosing one, they could sample the           difficulty, and pace of action.
sauces using the popsicle stick. The experi-            Aggressive behavior.            A univariate
menter left the room and watched from behind         ANOVA was conducted with the summation of
a two-way mirror as the task was performed,          the standardized amount of hot sauce given and
and then returned to retrieve the cup of hot         the standardized degree of hotness as the depen-
sauce to allegedly bring to the food taster. The     dent variable, video game condition (i.e., vio-
time lapse between the video game play and hot       lent vs. nonviolent) and gender as the indepen-
sauce preparation was 2 to 3 min, well within        dent variables, and game experience for both
the 5- to 10-min time frame in which the effect      genres of games as the covariates. Participants
of violent video games on aggression has been        who played Conan did not differ in hot sauce
shown to last (Barlett et al., 2009). Finally,       scores (M ⫽ .09) compared with participants
participants completed the suspiciousness ques-      who played Fuel (M ⫽ ⫺.09), F(1, 36) ⫽ .00,
tionnaire to assess whether participants knew        p ⬎ .05, partial ␩2 ⫽ .00. As predicted, men
266                                   ADACHI AND WILLOUGHBY

(M ⫽ .40) had higher hot sauce scores than            with the scores for Barlett et al.’s nonviolent
women (M ⫽ ⫺.59), F(1, 36) ⫽ 6.34, p ⬍ .05,           video game (.60) and slightly smaller than the
partial ␩2 ⫽ .15, and the interaction between         scores for the violent video game (1.27). Thus,
game and gender is not significant, F(1, 36) ⫽        hot sauce scores for Conan and Fuel were very
.23, p ⬎ .05, partial ␩2 ⫽ .01. The results           similar to Barlett et al.’s violent video game,
suggest that the violent content alone was not        and larger than their nonviolent video game.
sufficient to produce elevations in aggressive        The fact that Barlett et al.’s violent video game
behavior compared with a nonviolent video             produced more aggressive behavior than their
game.                                                 nonviolent video game suggests that in our
   Convergent validity of the Hot Sauce Par-          study, Conan and Fuel likely elevated aggres-
adigm. We decided to test the convergent              sive behavior from baseline.
validity of the hot sauce paradigm after the             Another possible criticism of the current
study had begun, so only the final 26 partici-        study is that the sample size may have been too
pants completed the trait aggression question-        small to find a significant effect for video game
naire. As predicted, hot sauce scores were pos-       condition on aggressive behavior. However, a
itively correlated with trait aggression (r ⫽ .32),   power analysis using G*Power 3.1.2 revealed
although this correlation was not statistically       that with the current sample size of N ⫽ 42, we
significant because of the small sample size.         had power of .755 to detect the significance of
However, the size of the moderate correlation is      an effect size equivalent to Barlett et al. (2009;
consistent with previous results (e.g., Ferguson      partial ␩2 ⫽ .15). In addition, the effect size for
& Rueda, 2009; Lieberman et al., 1999).               game in the current study was zero (partial ␩2 ⫽
   Experiment 1, therefore, demonstrated that         .000), and thus increasing the sample size would
video game violence alone is not sufficient to        not have made the effect statistically significant.
produce elevations in aggressive behavior in a        Given our finding that video game violence
lab setting. Using an unambiguous measure of          alone is not sufficient to produce elevations in
aggressive behavior, participants did not have        aggressive behavior in a lab setting, the next
higher hot sauce scores after playing a violent       step is to examine which video game character-
game compared with a nonviolent game that             istics have the largest impact on aggressive be-
was equated on competitiveness, difficulty and        havior and how these characteristics interact.
pace of action. This finding suggests that the        Although a few researchers have attempted to
level of violence in video games may be less          control for the level of competitiveness when
influential in elevating aggression than previ-       testing the effect of video game violence on
ously believed. In addition, the present study        aggressive behavior, no one has examined the
provided support for the validity of the Hot          effect of video game competition on aggressive
Sauce Paradigm as a measure of aggressive             behavior. Thus, Pilot Study 2 and Experiment 2
behavior, because of its positive relation with a     were conducted to test the effect of the level of
measure of trait aggression.                          competitiveness in video games on aggressive
   An alternative explanation for this finding        behavior.
may be that neither video game elevated aggres-
sive behavior from baseline because the games                          Pilot Study 2
may not have been sufficiently violent, compet-
itive, difficult, or contained fast enough action        The purpose of Pilot Study 2 was to isolate
to influence aggression. To assess this hypoth-       competitiveness by matching four games on
esis, we compared hot sauce scores for partici-       difficulty and pace of action, and to systemati-
pants who played Conan and Fuel with hot              cally control for violence, so that we could use
sauce scores from participants in Barlett et al.’s    these games in Experiment 2 to examine the
(2009) violent and nonviolent video game con-         effect of competitiveness on aggressive behav-
ditions. In terms of intensity, scores for both       ior. After extensive testing by the first author,
Conan (2.52) and Fuel (2.33) were larger com-         four games were selected that appeared to be
pared with scores found in both violent (2.12)        matched on difficulty and pace of action. Two
and nonviolent (1.76) games reported by Barlett       of the games appeared to be equally violent, and
et al. In terms of weight, scores for Conan           the other two games appeared to be equally
(1.01) and Fuel (1.01) were larger compared           nonviolent. Of the two violent games, one was
VIDEO GAME COMPETITION AND VIOLENCE                                   267

more competitive than the other, and of the two      sus DC Universe and Left 4 Dead 2 (because
nonviolent games, one was more competitive           Left 4 Dead 2 does contain some competition
than the other. The two violent games that were      against opponent characters). The games were
chosen were Mortal Kombat versus DC Uni-             played on an XBOX 360 gaming system and
verse (Midway Games, 2008) and Left 4 Dead 2         42-inch TV screen.
(Valve, 2009). Mortal Kombat versus DC Uni-             Nineteen undergraduate students from the
verse is a fighting game in which the main           same university as in Experiment 1 (12 men, 7
character must battle another opponent charac-       women; M age ⫽ 22 years 2 months) played the
ter in hand-to-hand combat. The goal of the          four games for 10 min each in a counterbal-
game is to defeat the opponent character in a        anced order and rated each game in terms of the
3-round fight so a new opponent can be faced.        four characteristics after playing it. This study
Because of the competitive nature of the game        was approved by the University Ethics board,
(i.e., three rounds of one-on-one combat), the       and all participants provided active consent be-
competitive element of this game is quite sa-        fore participation. Instead of using a 4-item
lient. Thus, Mortal Kombat versus DC Universe        composite to assess competitiveness, only two
was hypothesized to be the more competitive          items were used, “to what extent did this video
violent game. Left 4 Dead 2 is a first-person        game involve competition” and “to what extent
shooter in which the main character must battle      did you feel like you were competing with your
zombies using guns and other weapons. Al-            opponents (i.e., in a battle or in a race).” The
though the main character must compete in a          remaining two items, “how competitive was this
battle for survival with every other character in    video game” and “how hard were you trying to
the game, Left 4 Dead 2 was hypothesized to be       win the game/match/contest,” were not used
less competitive than Mortal Kombat versus DC        because they did not discriminate between com-
Universe. Unlike most other first-person shoot-      petitive and noncompetitive games. For exam-
ers, the opponent characters in Left 4 Dead 2 are    ple, after playing a noncompetitive game, a
zombies, and hence they do not possess weap-         participant might report that he or she tried very
ons. Consequently, instead of engaging in a          hard to win the game, even though there was no
competitive shoot-out against other armed char-      competition. Correlations for the two competi-
acters as in most first-person shooters, many        tiveness items were acceptable for Mortal Kom-
scenarios in Left 4 Dead 2 involve standing at a     bat versus DC Universe (r ⫽ .73), Left 4 Dead
distance and shooting a barrage of charging          2 (r ⫽ .77), Marble Blast Ultra (r ⫽ .57), and
zombies.                                             Fuel (r ⫽ .64). As in Experiment 1, a demo-
   The two nonviolent games were Fuel (Code-         graphic questionnaire was used to assess age,
masters, 2009) and Marble Blast Ultra (Ga-           gender, and past video game experience.
rageGames, 2006). As previously described,              A repeated measures ANOVA revealed that
Fuel is a racing game in which the main char-        participants’ experience across the different
acter must compete against other characters          genres did not significantly differ, F(3,
while in a series of races while driving a variety   51) ⫽ 1.32, p ⬎ .05 partial ␩2 ⫽ .07. A repeated
of vehicles such as motorcycles and ATVs. Be-        measures ANOVA was conducted to compare
cause of the competitive nature of the game,         the four video games on the four video game
Fuel was hypothesized to be the competitive          characteristics of violence, competitiveness,
nonviolent game. In contrast, Marble Blast Ul-       difficulty, and pace of action. Gender was in-
tra involves controlling a marble through a se-      cluded as a between-subjects variable, and ex-
ries of labyrinth-like mazes as quickly as pos-      perience with all game genres were entered as
sible. As there are no other characters in the       covariates. Only the Type of game (i.e., Fuel,
game with which to compete with, Marble Blast        Left 4 Dead, Marble Blast Ultra, Mortal Kom-
Ultra was hypothesized to be less competitive        bat versus DC Universe) ⫻ Game characteris-
than Fuel. In terms of comparing the violent and     tics (i.e., violence, competitiveness, difficulty,
nonviolent games, Fuel was hypothesized to be        and pace of action) interaction was significant,
equally competitive to Mortal Kombat versus          F(9, 117) ⫽ 5.01, p ⬍ .01, partial ␩2 ⫽ .28 (see
DC Universe, and more competitive than Left 4        Table 2 for mean ratings of the video game
Dead 2. Marble Blast Ultra was hypothesized          characteristics for the four video games). Thus,
to be less competitive than Mortal Kombat ver-       participants’ ratings of video game characteris-
268                                                                                                                                                                                                                                               ADACHI AND WILLOUGHBY

                                                                                                                                                                      significantly different at the .05 level. SDs are in parentheses. C ⫽ competitive, NC ⫽ noncompetitive, LC ⫽ less competitive, V ⫽ violent, NV ⫽ nonviolent, C, NV ⫽ Fuel, C,
                                                                                                                                                                      Note. N ⫽ 19 for Pilot Study 2 and N ⫽ 60 for Experiment 1. Means are unadjusted; cells within a row with common subscripts for the pilot study and experiment are not
                                                                                                                                                                                                                                                                                                                                                      tics differed between the four video games. Fol-

                                                                                                                                                    1.07 (0.26)b
                                                                                                                                                    1.40 (0.69)c
                                                                                                                                                    3.60 (1.18)a
                                                                                                                                                    4.47 (0.99)a
                                                                                                                                      NC, NV
                                                                                                                                                                                                                                                                                                                                                      low-up comparisons indicated that the four
                                                                                                                                                                                                                                                                                                                                                      games did not significantly differ in their ratings
                                                                                                                                                                                                                                                                                                                                                      of difficulty, F(3, 42) ⫽ .17, p ⬎ .05, partial
                                                                                                                                                                                                                                                                                                                                                      ␩2 ⫽ .01, or in pace of action, F(3, 42) ⫽
                                                                                                                                                                                                                                                                                                                                                      .48, p ⬎ .05, partial ␩2 ⫽ .03. Thus, all four
                                                                                                                                                    3.10 (1.67)b
                                                                                                                                                    5.87 (1.13)a

                                                                                                                                                    3.53 (0.92)a
                                                                                                                                                    4.87 (0.92)a
                                                                                                                                                                                                                                                                                                                                                      games were matched on difficulty and pace of
                                                                                                                                      LC, NV
                                                                                                           Experiment 2 video game

                                                                                                                                                                                                                                                                                                                                                      action.
                                                                                                                                                                                                                                                                                                                                                         Follow-up comparisons were then conducted to
                                                                                                                                                                                                                                                                                                                                                      examine differences in violence ratings between
                                                                                                                                                                                                                                                                                                                                                      the four games. The two nonviolent games, Mar-
                                                                                                                                                                                                                                                                                                                                                      ble Blast Ultra and Fuel, were not rated differ-
                                                                                                                                                    5.20 (0.86)a
                                                                                                                                                    6.13 (0.93)a
                                                                                                                                                    3.67 (0.82)a
                                                                                                                                                    5.20 (0.77)a

                                                                                                                                                                                                                                                                                                                                                      ently in terms of violence, F(1, 16) ⫽ 2.24, p ⬎
                                                                                                                                      C, V

                                                                                                                                                                                                                                                                                                                                                      .05, partial ␩2 ⫽ .12. Similarly, the two violent
                                                                                                                                                                                                                                                                                                                                                      games, Mortal Kombat versus DC Universe and
                                                                                                                                                                                                                                                                                                                                                      Left 4 Dead 2, did not differ in terms of violence
                                                                                                                                                                                                                                                                                                                                                      ratings F(1, 16) ⫽ 2.00, p ⬎ .05, partial ␩2 ⫽ .11.
      Pilot Study 2 and Experiment 2 Mean Ratings of Video Game Characteristics for the Four Video Games

                                                                                                                                                                                                                                                                                                                                                      It is important to note, however, Mortal Kombat
                                                                                                                                                    1.33 (0.82)b
                                                                                                                                                    5.40 (1.02)a
                                                                                                                                                    3.27 (1.10)a
                                                                                                                                                    4.73 (1.33)a
                                                                                                                                      C, NV

                                                                                                                                                                                                                                                                                                                                                      versus DC Universe was significantly more vio-
                                                                                                                                                                                                                                                                                                                                                      lent than both Fuel, F(1, 16) ⫽ 50.96, p ⬍ .01,
                                                                                                                                                                                                                                                                                                                                                      partial ␩2 ⫽ .76, and Marble Blast Ultra, F(1,
                                                                                                                                                                                                                                                                                                                                                      16) ⫽ 52.19, p ⬍ .01, partial ␩2 ⫽ .77. Similarly,
                                                                                                                                                                      V ⫽ Mortal Kombat versus DC Universe, LC, V ⫽ Left 4 Dead 2, NC, NV ⫽ Marble Blast Ultra.

                                                                                                                                                                                                                                                                                                                                                      Left 4 Dead 2 was significantly more violent than
                                                                                                                                                                                                                                                                                                                                                      both Fuel, F(1, 16) ⫽ 71.73, p ⬍ .01, partial ␩2 ⫽
                                                                                                                                                    1.00 (0.00)b
                                                                                                                                                    1.36 (0.44)c
                                                                                                                                                    4.68 (1.16)a
                                                                                                                                                    4.57 (1.26)a
                                                                                                                                      NC, NV

                                                                                                                                                                                                                                                                                                                                                      .82, and Marble Blast Ultra, F(1, 16) ⫽ 84.32,
                                                                                                                                                                                                                                                                                                                                                      p ⬍ .01, partial ␩2 ⫽ .84. Therefore, as predicted,
                                                                                                                                                                                                                                                                                                                                                      the two violent games (Mortal Kombat versus DC
                                                                                                                                                                                                                                                                                                                                                      Universe and Left 4 Dead 2) were equally violent,
                                                                                                                                                                                                                                                                                                                                                      and both were more violent than the two nonvio-
                                                                                                                                                    3.18 (1.67)b
                                                                                                                                                    6.42 (0.84)a

                                                                                                                                                    4.42 (1.74)a
                                                                                                                                                    5.11 (1.29)a

                                                                                                                                                                                                                                                                                                                                                      lent games (Fuel and Marble Blast Ultra). In
                                                                                                                                      LC, V
                                                                                                           Pilot Study 2 video game

                                                                                                                                                                                                                                                                                                                                                      addition, the two nonviolent games were both
                                                                                                                                                                                                                                                                                                                                                      equally nonviolent.
                                                                                                                                                                                                                                                                                                                                                         Follow-up analyses were then conducted to ex-
                                                                                                                                                                                                                                                                                                                                                      amine differences in competitiveness ratings be-
                                                                                                                                                                                                                                                                                                                                                      tween the four games. Fuel and Mortal Kombat
                                                                                                                                                    5.37 (0.90)a
                                                                                                                                                    6.32 (0.58)a
                                                                                                                                                    4.47 (1.58)a
                                                                                                                                                    5.42 (0.90)a

                                                                                                                                                                                                                                                                                                                                                      versus DC Universe were the two most competi-
                                                                                                                                      C, V

                                                                                                                                                                                                                                                                                                                                                      tive games, and they did not differ in competitive-
                                                                                                                                                                                                                                                                                                                                                      ness ratings F(1, 16) ⫽ 1.45, p ⬎ .05, partial ␩2 ⫽
                                                                                                                                                                                                                                                                                                                                                      .08. Fuel was more competitive than Marble Blast
                                                                                                                                                                                                                                                                                                                                                      Ultra, F(1, 16) ⫽ 80.01, p ⬍ .01, partial ␩2 ⫽ .83,
                                                                                                                                                                                                                                                                                                                                                      and Left 4 Dead 2, F(1, 16) ⫽ 5.39, p ⬍ .05,
                                                                                                                                                    1.52 (0.70)b
                                                                                                                                                    5.86 (0.76)a
                                                                                                                                                    3.63 (1.38)a
                                                                                                                                                    4.74 (1.05)a

                                                                                                                                                                                                                                                                                                                                                      partial ␩2 ⫽ .25. Similarly, Mortal Kombat versus
                                                                                                                                      C, NV

                                                                                                                                                                                                                                                                                                                                                      DC Universe was more competitive than Left 4
                                                                                                                                                                                                                                                                                                                                                      Dead 2, F(1, 16) ⫽ 7.12, p ⬍ .05, partial ␩2 ⫽
                                                                                                                                                                                                                                                                                                                                                      .31, and Marble Blast Ultra, F(1, 16) ⫽ 94.85,
                                                                                                                                                                                                                                                                                                                                                      p ⬍ .01, partial ␩2 ⫽ .86. Finally, Left 4 Dead 2
                                                                                                                                                    Competitiveness

                                                                                                                                                                                                                                                                                                                                                      was more competitive than Marble Blast Ultra
                                                                                                                                      Game rating

                                                                                                                                                    Pace of action

                                                                                                                                                                                                                                                                                                                                                      F(1, 16) ⫽ 6.06, p ⬍ .05, partial ␩2 ⫽ .28.
                                                                                                                                                    Difficulty

                                                                                                                                                                                                                                                                                                                                                      Thus, we confirmed that of the four games, two
                                                                                                                                                    Violence
      Table 2

                                                                                                                                                                                                                                                                                                                                                      were significantly more competitive than the other
                                                                                                                                                                                                                                                                                                                                                      two.
VIDEO GAME COMPETITION AND VIOLENCE                                  269

                Experiment 2                        Fuel and Mortal Kombat versus DC Universe
                                                    would produce the greatest elevations in heart
   The purpose of Experiment 2 was to examine       rate from baseline. This finding would be con-
the effect of video game competitiveness on         sistent with the suggestion that elevations in
aggressive behavior (using the Hot Sauce Par-       physiological arousal may be one mechanism
adigm), as well as test whether competitiveness     through which video game competitiveness
interacts with violence to influence aggression,    may influence aggressive behavior. Also con-
using the four video games from Pilot Study 2.      sistent with predictions regarding aggressive
Although previous research has attempted to         behavior, it was unclear whether the moderately
equate video games on competitiveness (e.g.,        competitive, violent game Left 4 Dead 2 would
Anderson & Carnagey, 2009; Carnagey & An-           produce greater increases in heart rate from
derson, 2005), this was the first experiment to     baseline compared with the less competitive,
directly test the effect of video game competi-     nonviolent game Marble Blast Ultra.
tion on aggressive behavior. Moreover, as pre-
viously described, video game competitiveness       Method
may influence aggressive behavior through the
mechanism of physiological arousal. In order to        Participants. Participants consisted of 60
further examine the relation between competi-       introductory psychology students from the same
tiveness and aggressive behavior, we recorded       university as in Pilot Study 2 (32 men, 28 wom-
participants’ heart rate at baseline and during     en; M age ⫽ 18 years 4 months). Participants
video game play to test whether video game          were randomly assigned to play one of the four
competitiveness would produce elevations in         video games, and thus, each video game was
heart rate from baseline.                           played by 15 participants (8 men and 7 women).
   Four hypotheses were tested: (1) Consistent      This study was approved by the University Eth-
with research showing a relation between video      ics board and all participants provided active
game competition and aggression (e.g., Ander-       consent before participation. Students were re-
son & Morrow, 1995; Williams & Clippinger,          cruited using the psychology participant pool
2002; Schmierbach, 2010), we expected that          and earned course credit in exchange for their
there would be a significant main effect for type   participation.
of game. Specifically, we hypothesized that the        Materials.
highly competitive, violent video game, Mortal         Demographics.        See Experiment 1 for a
Kombat versus DC Universe, and the highly           Description.
competitive nonviolent video game Fuel would           Video games and equipment. Fuel, Left 4
produce more aggressive behavior than the less      Dead 2, Marble Blast Ultra, and Mortal Kom-
competitive, violent video game Left 4 Dead 2,      bat versus DC Universe were played using an
and the less competitive, nonviolent game,          XBOX 360 console on a 42-inch TV screen.
Marble Blast Ultra. As the less competitive,           Aggressive behavior. See Experiment 1 for
violent video game Left 4 Dead 2 was rated as       a description of the paradigm.
moderately competitive in Pilot Study 2 (i.e.,         Ratings of the video game characteristics.
mean score ⫽ 3.18/7), it was unclear whether it     See Pilot Study 2 for a description. Correlations
would produce greater levels of aggressive be-      for the two competitiveness items were accept-
havior than the less competitive, nonviolent        able for Fuel (r ⫽ .72), Left 4 Dead 2 (r ⫽ .59),
game Marble Blast Ultra. (2) It was predicted       Marble Blast Ultra (r ⫽ .54), and Mortal Kom-
that there would be a significant main effect for   bat versus DC Universe (r ⫽ .67).
gender, such that men would give more of a             Food preference. See Experiment 1 for a
hotter sauce than women, consistent with the        description. Consistent with Experiment 1, lik-
results of Experiment 1. However, we did not        ing hot food did not account for a significant
expect to find an interaction between game and      portion of the variability in the degree of hot-
gender, again consistent with the results of Ex-    ness R2 ⫽ .00, F(1, 58) ⫽ 0.01, p ⬎ .05, or the
periment 1.(3) Consistent with our predictions      amount of sauce R2 ⫽ .00, F(1, 58) ⫽ 0.01, p ⬎
regarding aggressive behavior, we expected a        .05.
significant main effect for type of game on heart      Suspiciousness.      See Experiment 1 for a
rate scores. Specifically, we hypothesized that     description.
270                                   ADACHI AND WILLOUGHBY

   Trait aggression. See Experiment 1 for a           as more competitive than Marble Blast Ultra
description (in the current sample, ␣ ⫽ .84).         and Left 4 Dead 2. Finally, Left 4 Dead 2 was
   Heart rate. Electrocardiogram (ECG) re-            rated as more competitive than Marble Blast
cordings were collected during a 5-min rest           Ultra. Thus, ratings of the video game charac-
period at the beginning of the session (baseline),    teristics in this experiment were consistent with
and throughout the video game session. ECG            Pilot Study 2. Consequently, we were able to
signals were recorded from two electrodes             isolate the effect of video game competitiveness
placed on the participants’ collarbone with a         on aggressive behavior. In addition, we were
hardware gain of 1000. R-R (interbeat) intervals      able to examine whether competitiveness and
were visually checked in the MindWare pro-            violence interact to influence aggression.
gram and edited where necessary according to             Aggressive behavior.           A univariate
principles advocated by Berntson and Stowell          ANOVA was conducted with the summation of
(1998).                                               the standardized amount of hot sauce given and
   Procedure. The procedure was identical to          the standardized degree of hotness as the depen-
Experiment 1, other than participants were told       dent variable, video game condition (four
that in addition to assessing their eye-gaze, their   games) and gender as the independent variables,
heart rate would be monitored for 5 min at            and experience with the four genres of games as
baseline as well as continuously during video         the covariates. There was a main effect for
game play.                                            game F(3, 48) ⫽ 7.04, p ⬍ .01, partial ␩2 ⫽ .31.
                                                      Follow-up analyses revealed that participants
Results and Discussion                                who played Fuel (M ⫽ .79) and Mortal Kombat
                                                      versus DC Universe (M ⫽ .90) had significantly
   Suspiciousness. We originally had 65 par-          higher hot sauce scores (Figure 1) than partici-
ticipants, but 5 participants indicated that they     pants who played Marble Blast Ultra (M ⫽
knew the true purpose of the study or were
                                                      ⫺.91) and Left 4 Dead 2 (M ⫽ ⫺.78). Hot sauce
aware of the deception and thus, their data were
                                                      scores did not differ between Fuel and Mortal
not included in the analysis (final N ⫽ 60).
                                                      Kombat versus DC Universe, or between Mar-
   Experience.        A repeated measures
                                                      ble Blast Ultra and Left 4 Dead 2. Although
MANOVA was conducted to examine whether
participants in the four video game conditions        men (M ⫽ .31) had higher hot sauce scores than
differed in their experience with the four genres     women (M ⫽ ⫺.35), this difference did not
of games. Experience with the four genres did         reach significance F(3, 48) ⫽ 1.49, p ⬎ .05,
not differ between video game conditions, F(9,        partial ␩2 ⫽ .03, and the interaction between
156) ⫽ .46, p ⬎ .05, partial ␩2 ⫽ .03.                game and gender also was not significant, F(3,
   Video game ratings. A MANOVA was                   48) ⫽ .41, p ⬎ .05, partial ␩2 ⫽ .03.
conducted to confirm that Fuel, Left 4 Dead 2,           Trait aggression. To confirm that random
Marble Blast Ultra, and Mortal Kombat versus          assignment was successful in placing equally
DC Universe were equated on difficulty and            aggressive participants in the four video game
pace of action, but differed on competitiveness       conditions, an ANOVA was conducted with
and violence, and experience with the four            trait aggression as the dependent variable, and
video game genres were included as covariates.        game and gender as the independent variables.
There was a main effect for game, F(12,               There were no differences in trait aggression
141) ⫽ 39.10, p ⬍ .01, partial ␩2 ⫽ .76. The          scores among the four conditions, F(3, 52) ⫽
video games differed only on ratings of com-          .06, p ⬎ .05, partial ␩2 ⫽ .00. Thus, the four
petitiveness, F(3, 48) ⫽ 54.02, p ⬍ .01, partial      video game conditions contained equally ag-
␩2 ⫽ .77, and violence, F(3, 48) ⫽ 216.78, p ⬍        gressive participants.
.01, partial ␩2 ⫽ .93. Follow-up analyses re-            Heart rate.          A repeated measures
vealed that consistent with Pilot Study 2, Mortal     MANOVA was conducted to examine differ-
Kombat versus DC Universe was rated as more           ences in heart rate between baseline and video
competitive than Left 4 Dead 2 and Marble             game play among the four video game condi-
Blast Ultra, but not significantly different than     tions. Game and gender were entered as the
Fuel (see Table 2 for mean ratings of video           between-subjects variables, while heart rate
game characteristics). Similarly, Fuel was rated      (baseline and during video game) was entered
VIDEO GAME COMPETITION AND VIOLENCE                                          271

                                                                             Video game
                                              1

              of the amount of hot sauce
              Standardized summation
                                            0.8

                and degree of hotness
                                            0.6
                                            0.4
                                            0.2
                                              0
                                           -0.2
                                           -0.4
                                           -0.6
                                           -0.8
                                             -1
                                                   C, V                   C, NV                LC, V      NC, NV

              Figure 1. The effect of video game condition on aggressive behavior in Experiment 4. C ⫽
              competitive, NC ⫽ noncompetitive, LC ⫽ Less competitive, V ⫽ violent, NV ⫽ nonviolent,
              C, V ⫽ Mortal Kombat versus DC Universe, C, NV ⫽ Fuel, LC, V ⫽ Left 4 Dead 2, NC,
              NV ⫽ Marble Blast Ultra.

as the within-subjects variable. A significant                                    competitive, highly violent game (Left 4 Dead
heart rate x video game interaction was found,                                    2) was not sufficient to elevate aggressive be-
F(3, 48) ⫽ 12.76, p ⬍ .01, partial ␩2 ⫽ .44.                                      havior compared with a less competitive, non-
Follow-up analyses were then conducted for                                        violent game (Marble Blast Ultra). These find-
each video game condition to see which video                                      ings suggest that the level of competitiveness
games produced elevations in heart rate from                                      in video games is an important factor in the
baseline (Table 3). Fuel and Mortal Kombat                                        relation between video games and aggressive
versus DC Universe both led to significant                                        behavior, with highly competitive games
elevations in heart rate from baseline, while                                     leading to greater elevations in aggression
Marble Blast Ultra and Left 4 Dead 2 did                                          than less competitive games. As expected,
not.                                                                              men gave more of a hotter sauce than women,
   In summary, Experiment 2 confirmed the hy-                                     although this difference did not reach signif-
pothesis that the two most competitive games,                                     icance. Also as expected, there was no inter-
Fuel and Mortal Kombat versus DC Universe,                                        action between game and gender when pre-
would produce greater aggressive behavior                                         dicting aggressive behavior. Finally, we
scores than the less competitive games, Marble                                    found that only the two highly competitive
Blast Ultra and Left 4 Dead 2. Also as expected,                                  games, Fuel and Mortal Kombat versus DC
Fuel and Mortal Kombat versus DC Universe                                         Universe, elevated heart rate from baseline.
did not produce differences in aggressive be-                                     This is consistent with the theory that physi-
havior. In addition, we found that a moderately                                   ological arousal may be one mechanism

Table 3
Experiment 2 Baseline and Heart Rate Scores for the Four Video Games
                                                                          Heart rate
        Video game                                          Baseline                      Game             Fa            Partial ␩2
Competitive, nonviolent                                   76.92 (10.18)                78.95 (11.25)      6.07ⴱ            0.32
Competitive, violent                                      74.89 (16.15)                86.36 (17.52)     31.00ⴱⴱ           0.71
Less competitive, violent                                 78.85 (11.88)                77.32 ( 8.53)      0.78             0.06
Non-competitive, nonviolent                               75.81 (11.88)                76.62 (12.25)      0.72             0.05
Note. SDs are in parentheses. N ⫽ 60; Means are unadjusted. Competitive, nonviolent ⫽ Fuel; competitive, violent ⫽
Mortal Kombat versus DC Universe; less competitive, violent ⫽ Left 4 Dead 2; noncompetitive, nonviolent ⫽ Marble Blast
Ultra.
a
  df ⫽ 1, 13.
ⴱ
  p ⬍ .05. ⴱⴱ p ⬍ .01.
272                                 ADACHI AND WILLOUGHBY

through which video game competitiveness            lescents (e.g., 12 to 19 years) versus adults
may influence aggressive behavior.                  (e.g., 25 years and older), because of the hy-
                                                    pothesis that some adolescents may experience
              General Discussion                    a temporal gap between an early maturing so-
                                                    cioemotional system (hypothesized to be a re-
   The present study was the first to isolate the   sult of increases in dopaminergic activity, per-
violent content in a video game by matching a       haps linked to puberty, leading to increases in
violent and nonviolent game on competitive-         reward seeking, need for novelty and stimula-
ness, difficulty, and pace of action (Pilot Study   tion), and a slower maturing self-regulatory sys-
1). We then demonstrated that the violent con-      tem (hypothesized to be led by the prefrontal
tent alone was not sufficient to elevate aggres-    cortex, responsible for planning, judgment, and
sive behavior in the short-term (Experiment 1).     inhibition, which may not be fully mature until
This finding suggests that the level of violence    the mid 20s; Steinberg, 2010). Thus, adoles-
in video games may be less influential in ele-      cents on average may be more likely to behave
vating aggression than previously believed.         aggressively than adults after playing a compet-
   After demonstrating that video game vio-         itive video game because of their potentially
lence alone was not sufficient to elevate aggres-   greater difficulty (on average) in regulating their
sive behavior, we examined the effect of video      arousal than adults. Future research should
game competitiveness. The present study was         compare the effect of video game competitive-
the first to isolate video game competitiveness     ness on aggression between these different age
by matching two violent games, and two non-         groups. Second, although this study addressed
violent games on violence, difficulty, and pace     the short-term effect of video game competition
of action (Pilot Study 2). We found that video      on aggressive behavior, we did not examine
game competitiveness elevated aggressive be-        long-term effects. Thus, longitudinal research
havior in the short-term, regardless of the level   examining the relation between video game
of violent content, as the two most competitive     competition and aggression is needed. Finally,
video games, Mortal Kombat versus DC Uni-           findings may not generalize to other geographic
verse (violent) and Fuel (nonviolent), produced     regions, including those with differing ethnic
the greatest levels of aggressive behavior. We      and/or demographic mixes.
also found that a moderately competitive game
(Left 4 Dead 2), even when paired with a high       Research Implications
level of violence, was not sufficient to elevate
aggressive behavior compared with a less com-          We have expanded on previous research
petitive, nonviolent game (Marble Blast Ultra).     that has found a relation between violent
In terms of mechanisms, according to the GAM,       video games and aggression (see Anderson et
violent video games may influence aggressive        al., 2010) by demonstrating that when isolat-
behavior through aggressive thoughts, feelings,     ing specific video game characteristics, com-
and physiological arousal. Consistent with the      petitiveness had a much larger impact on ag-
GAM, we demonstrated that physiological             gressive behavior than the violent content. At
arousal may be a mechanism through which            first glance, this finding may seem to contra-
video game competitiveness influences aggres-       dict past research which has found that vio-
sive behavior, as only Mortal Kombat versus         lent video games produced more aggression
DC Universe and Fuel produced elevations in         than nonviolent video games. However, be-
heart rate from baseline.                           cause past studies have failed to equate the
                                                    violent and nonviolent video games on com-
Limitations                                         petitiveness, difficulty, and pace of action si-
                                                    multaneously, researchers may have attrib-
   There were several limitations with this         uted too much of the variability in aggression
study. First, the present study only used samples   to the violent content. For example, since vi-
of university students. Findings, however, may      olent video games are more competitive in gen-
be different for other age groups. For example,     eral than nonviolent games, it was likely the
the relation between video game competitive-        competition, rather than the violence, that was
ness and aggression may be different for ado-       responsible for the elevations in aggression in
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