Presentation is loading. Please wait.

Presentation is loading. Please wait.

Video Games and Aggression Chris Quance Bryan Hayes.

Similar presentations


Presentation on theme: "Video Games and Aggression Chris Quance Bryan Hayes."— Presentation transcript:

1 Video Games and Aggression Chris Quance Bryan Hayes

2

3 General Outline  Why Study Video Games?  Research Questions  A Predictive Model  Method  Results  Discussion

4 Why Study Video Games?  According to the Entertainment Software Association: In 2004, more than 248 million computer and video games were sold, almost two games for every household in America. Three of the record twelve games selling more than 1 million units were rated “M” for Mature. The top two best selling games in 2004 by units sold were rated “M” for Mature.

5 Why Study Video Games?  Children under 18 comprise 35% of all game players.  63% of parents believe video games are a positive part of their children's life  Since 1996 Video game sale have increased by 150%

6 Why Study Video Games?

7 Research Questions 1) Do Violent Video Games Increase Aggression? 2) If So, Does Aggression Dissipate with Time ?

8 A Predictive Model Time Aggression Violent Video Games Aggression

9 Method  Participants  Students attending Campbell University  N=58  Males=36 Female=22  4 groups  Sauls Hall Dorm (HALO Tournament) (two groups)  Intramural Department (John Madden 2007)  Dr. Asbury Class (No Game)

10 Method  Instrument  Word Completion task  Designed by Craig A. Anderson  98 Incomplete words  Three Minutes to Answer as many as Possible  XBOX Video Game Console  HALO 2 Tournament (Violent Game)  John Madden 2007 Tournament (Neutral Game)

11 Procedure  HALO 2 Tournament (Violent Game)  Posted fliers around Campbell University  Held Tourney at Sauls  Groups of eight played head- to-head  As participants concluded play, they were asked to take Word-Completion Test  3 min. Word Completion  Followed up next day  John Madden 2007 (Neutral Game)  Tournament sponsored by Intramural Dept.  Held in Natatorium  Groups of two played head-to-head  As participants concluded play, they were asked to take Word-Completion Test.  3 min. Word Completion

12 Procedure  Control Group  Psychology students at Campbell U.  Administered Word-Completion test  Given 3 min. to complete

13 Results

14

15 Discussion  Aggression in Immediate group not significantly different than control group  Was significant difference between Next Day group and Neutral Game group.

16 Discussion  The primary limitation of this study was the number of subjects.  Control issues


Download ppt "Video Games and Aggression Chris Quance Bryan Hayes."

Similar presentations


Ads by Google