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Cultivation Effects of Video Games
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Introduction Abstract: Examine cultivation effects from longer-term exposure to a violent game (Grand Theft Auto IV) Can exposure to a violent video game affect our views and judgments of crime and violence in the world around us?
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Introduction Background Growing base of studies dedicated to potential links between playing violent games and real-life aggression. Much less research available that applies cultivation theory (television) to video games.
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Introduction Contributions Add a longer-term perspective to current work relating to short-term effects Provide a more holistic approach to research focused on aggression-related effects of video games Studying cultivation effects on a different media platform may bring deeper understanding of its application and mechanisms.
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Relevancy Advances in technology allow for increasingly realistic gaming experiences Pac-Man, 1980 The Last of Us, 2013
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Moore's Law
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Gameplay Themes Violence in Grand Theft Auto IV
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Gameplay Themes Car Theft in Grand Theft Auto IV
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First- and Second-Order Effects First-Order Effects General beliefs about the everyday world “The crime rate in Little Rock is X% higher than in Russellville.” Second-Order Effects Specific attitudes and judgments “I am worried that I will be mugged in Little Rock.”
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Research Questions RQ1: Does playing violent video games result in first-order cultivation? Do these games affect our perception of real- life crime? RQ2: Does playing violent video games result in second-order cultivation? Do these games affect our judgment of real-life crime?
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How do we test? All participants will have minimal previous exposure to violent media Less than 2 hours per week watching violent TV or movies, playing violent games 593 respondents :: 311 fulfilled requirement 135 agreed to participate No significant differences in age, gender, or media habits
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How do we test? Differences in variables Control group did not play the video game It is assumed that in the three weeks of the experiment, participants do not become avid gamers. Experimental group plays the game 8 – 12 hours per week. Controlled environment (campus computer lab)
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How do we test? Questionnaire After three weeks, both groups fill out questionnaire measuring first- and second-order effects
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How do we test? First-Order Questionnaire First-Order section focuses on three broad categories of violence 1. Perception of violence 2. Causes of death 3. Likelihood of crime
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How do we test? First-Order Questionnaire Perception: What is the percentage of serious crime among total crime rate in the past year? No significant difference in perception of crime. Experimental GroupControl Group MSDM t 22.616.620.314.7.86
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First-Order Questionnaire Likelihood Chances of being a victim of crime in the following year? No significant differences in likelihood. Experimental GroupControl Group MSDM t 10.113.612.715.7
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First-Order Questionnaire Causes of death Two significant differences: Car accidents as a driver and drug overdose. Percentages of death from Experimental Group Control Group MSDM t Car accidents - driving24.720.218.214.42.12 Car accidents - pedestrian17.620.014.415.01.08 Heart attack28.721.523.815.41.51 Physical assault9.29.08.87.1.31 Drug overdose10.814.07.15.52.06
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Second-Order Questionnaire Consist of a 7-point judgment scale 1 = Strongly disagree 7 = Strongly agree Focus on attitudes toward concepts relating to the game.
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Second-Order Questionnaire 1. Law and Order “Judges should punish criminals more severely.” “A person who is arrested should be kept in jail until he can appear in court.” “Criminals have too many rights.” “If the police were to shoot sooner, there would be fewer innocent victims.”
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Second-Order Questionnaire 1. Law and Order (cont.) “In order to catch criminals, the police should have more powerful weapons.” “There are too many restrictions on what the police can do.” No significant difference in perceptions of law and order. Experimental GroupControl Group MSDM t 3.808.53.67.79.86
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Second-Order Questionnaire 2. Fear of Crime “I am afraid that a stranger will threaten me with a weapon.” “I am afraid that a stranger will physically assault me.” No significant difference in perception of fear of crime. Experimental GroupControl Group MSDM t 3.691.453.811.59-.48
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Second-Order Questionnaire 3. Car Theft “Cars parked out in the open are likely to be stolen.” “It is easy to steal a car.” Significant difference: Perception of stealing cars. Experimental GroupControl Group MSDM t 2.711.113.111.04-2.13
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Second-Order Questionnaire 4. Drug Problem “Drugs are readily available if you know where to look.” “Drugs are one of the main problems of crime.” No significant difference in perception of drug problem. Experimental GroupControl Group MSDM t 4.824.76 1.16.31
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Second-Order Questionnaire 5. Traffic Accidents “I am worried that I will be knocked down by a car while walking along the road.” “I am fearful of being in a road traffic accident.” No significant difference in perception of traffic accidents. Experimental GroupControl Group MSDM t 4.824.76 1.16.31
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First-Order Questionnaire Results Experimental group thinks more people die from drug overdose and car accidents than control group. Percentages of death from Experimental Group Control Group MSDM t Car accidents - driving24.720.218.214.42.12 Car accidents - pedestrian17.620.014.415.01.08 Heart attack28.721.523.815.41.51 Physical assault9.29.08.87.1.31 Drug overdose10.814.07.15.52.06
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Second-Order Questionnaire Results Control group thought car theft was more likely than experimental group Experimental GroupControl Group MSDM t 2.711.113.111.04-2.13
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Research Review Similar to previous studies of cultivation in video games, study finds some evidence of first-order cultivation effects. These effects are reflective of the meta- narrative of the game: missions involving stealing cars and dealing drugs
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Research Review Study shows limited second-order cultivation effects Only one attitudinal measure varied between groups Varied in a counter-intuitive way
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Research Review Interpretation of social cognition offers insight into reason for this counter-intuitive result. According to Shrum study (2004), the level of engagement in the narrative may influence information processing during viewing experiences. This means that the portrayal of events in the game are so vastly different from personal experiences that it inhibits second-order cultivation
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Research Review Crime rate in Singapore is among the lowest in the world. 8 homicides in 2008 All were solved Less than 2,000 drug arrests annually in 2012 22 robberies per 100,000 people Compare to U.S., 147 per 100,000 ● Sources: – Regional Security Office statistics, 2008 – www.nationmaster.com ‘Compare countries’ www.nationmaster.com
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Research Review Suggests that the ease of access to stealing cars in the game is perceived as illogical and unrealistic. This reduces level of engagement, immersion in the game world. Similar to an unsuccessful persuasion attempt backfiring: re-enforces our own beliefs rather than changing them.
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Research Review Immersion
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Limiting Factors Time of play: Although 8 – 12 hours was 4-6 times greater than normal exposure levels for participants, could an even longer exposure produce a greater cultivation effect? Laboratory environment: People feel they are being studied, not a natural environment. May have effect on immersion.
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Limiting Factors Age group: Only college-age participants. Could there be different effects on younger or older age groups? Geographically specific demographics: Only Singapore residents participated. Could there be a different result in higher crime rate regions?
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Discussion Were you surprised by any of the results? Why? Which findings did not surprise you? Why?
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Discussion Do you think cultivation would be more prevalent in a different region? Detroit? More or less? Why?
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Discussion What do you think? Does playing a violent video game affect your view of real-world crime?
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Discussion Is there a ceiling for realism in video games? Will we reach a point where video games can somehow match real-world experiences? What effect might this have on cultivation?
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Reference Chong, Y.M., Teng, K.Z., Siew, S.C., Skoric, M.M. (2012, November 9). Cultivation effects of video games: A longer-term experimental test of first- and second-order effects. Journal of Social and Clinical Psychology, Vol. 31 952-971. Retrieved from http://libcatalog.atu.edu:2059/ehost/pdfviewer/pdfviewer?sid=4ddb 082d-9ed8-4f80-9f42- 0946aceaece2%40sessionmgr113&vid=3&hid=122
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