Featured White Papers
- Oct. 14th: Simplified IT with Software-as-a-Service (SaaS) (ZDNet)
- PCI DSS therapy for the smaller retailer (McAfee)
- The rise of Web commuting (Citrix Online)
Models for Aggressive Behavior: The Attributes of Violent Characters in Popular Video Games
Communication Studies, Dec 2005 by Lachlan, Kenneth A, Smith, Stacy L, Tamborini, Ron
Notes
[1] Additional post hoc analyses revealed differences across game system in some of the variables under consideration. Specifically, PlayStation games were more likely to feature perpetrators that were children, males, or liked, and less likely to feature Asian perpetrators. Nintendo 64 games were more likely to feature justified motives for aggression. DreamCast games were more likely to feature human perpetrators, while no differences for graphicness emerged across the three games systems. Due to space considerations, details of these analyses have been omitted from the current manuscript. These analyses are available by request from the first author.
[2] Sega DreamCast was introduced in the July of 1999. Thus, the top 20 games were derived from sales figures from September to December of 1999.
[3] For each game, the first 10 minutes was examined for violence. Towards this goal, each game was played by a research assistant with home gaming experience. Research assistants were recruited with similar levels of playing experience, and were not aware of the intended purpose of the study. As each game was being played, the audio and video signals were run through a V.C.R. and recorded on a standard V.H.S. tape.
References
Agresti, A., & Finlay, B. (1997). Statistical methods for the social sciences. Upper Saddle River, NJ: Prentice Hall.
Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78, 772-790.
Anderson, C. A., & Ford, C. M. (1986). Affect of the game player: Short-term effects of highly and mildly aggressive video games. Personality and Social Psychology Bulletin, 12, 390-402.
Ballard, M. E., & Lineberger, R. (1999). Video game violence and confederate gender: Effects on reward and punishment given by college males. Sex Roles, 41, 541-558.
Bandura, A. (1986). Social foundations of thought and action: A social cognitive theory. Englewood Cliffs, NJ: Prentice Hall.
Bandura, A. (1990). Selective activation and disengagement of moral control. Journal of Social Issues, 46, 27-46.
Bandura, A., Ross, D., & Ross, S. H. (1963). Imitation of film-mediated aggressive models. Journal of Abnormal and Social Psychology, 66 (1), 3-11.
Berkowitz, L., & Geen, R. G. (1967). Stimulus qualities of the target of aggression: A further study. Journal of Personality and Social Psychology, 13, 71-80
Berkowitz, L., & Powers, P. C. (1979). Effects of timing and justification of witnessed aggression on the observers' punitiveness. Journal of Research in Personality, 13, 71-80.
Berndt, T. J., & Berndt, E. G. (1975). Children's use of motives and intentionality in person perception and moral judgement. Child Development, 46, 904-912.
Braun, C. M. J., & Giroux, J. (1989). Arcade video games: Proxemic, cognitive, and content analyses. Journal of Leisure Research, 21, 92-105.
Dietz, T. (1998). An examination of violence and gender role portrayals in video games: Implications for gender socialization and aggressive behavior. Sex Roles, 38, 425-442.