| Notes on
Anderson
C and Ford C (1987) 'Affect of the Game Player: short term effects of
highly
and mildly aggressive video games', Personality and Social
Psychology
Bulletin 12, 4: 390--402
This is an old study (so we
will
want to assess what might have changed), but it represents a classic
example
of how to perform an experimental study.
Procedure
1. In 'Experiment
1', a
sample of 11 games was reviewed and graded by 55 student volunteer
players.
Players were given a 7-point scale on which to assess the games
(measuring
violence [content and graphics], action, lack of pauses, difficulty,
enjoyment
and frustration). 2 games were then selected for further research --
these
represented games which scored very differently only on the 'violence'
ratings. Thus we have 'highly' and 'mildly aggressive' video games
ready
for the next stage.
2. In 'Experiment 2',
another sample
of 60 student volunteers were recruited. They were then randomly
assigned
to one of three groups -- one group played the highly aggressive game
(from
Experiment 1), one the mildly aggressive, and one played a non-video
game
(the card game solitaire). Volunteers then rated their own feelings
immediately
afterwards. They did this by using a self-administered checklist which
asked them to ring words best describing how they felt -- this
checklist
is an apparently reliable instrument which can yield information about
people's anxiety, hostility and depression. The student then also
filled
in a 'Departmental Questionnaire' designed to get at how they felt
towards
psychology in general and towards this experiment. All volunteers were
then thoroughly debriefed.
Additional
Comments
on Procedure
1. Experiment 1 is
a good
way to gauge violence and difficulty etc -- these are relative values
of
course, but it is better to let players gauge these, rather than
outside experts? However, there is an unexplained slip between ratings
of violence and ratings of aggression? Perhaps they are the same thing?
2. Experiment 2 is
classically designed
-- random allocations and a control group. The self-administered
checklist
seems like a useful way to describe feelings -- and Anderson and Ford
say
it also helps prevent the students from guessing what the researchers
wanted
(which a conventional conversation might have prompted). The debriefing
helped eliminate this possibility too, as did the complexity of the
findings
(see below) -- especially in the deliberate inclusion of measures of
depression
to act as a kind of test of integrity [no-one had ever suggested that
video
game playing causes depression, and the researchers did not seriously
think
it would). The Departmental Questionnaire was designed to see if
students
subsequently felt hostile towards the experiment -- if they did, the
researchers
might be able to check to see if playing aggressive games had had some
sort of transfer effect on to actual human situations (none was found).
Main results
1. Hostility was
recorded
at [statistically] significantly higher levels for both groups who had
played video games compared to the solitaire players.
2. Hostility levels were
higher in
the group who had played the highly aggressive game compared to the
players
of the mildly aggressive one -- but not significantly
3. Anxiety levels were
significantly
higher in those playing the highly aggressive game, compared to those
in
the other two groups. The sex of the player was not significant in this
respect. Anxiety levels seemed unaffected by playing the mildly
aggressive
game
4. As expected, no
connection overall
was found between levels of depression and games played, but
puzzling
sex differences were detected -- men were more likely to be depressed
in
the 'mild' game playing group, and women more than men in the other two
groups -- Anderson and Ford say there is no obvious interpretation for
these results, so they can be ignored.
5. The effect of the sex
of the players
was only marginally significant apart from these odd cases.
Comments on
the
Results
1. As usual in
careful studies,
actual differences were always tested statistically to see if they were
significant (i.e. more than would be expected by chance alone)
2. I especially liked the
idea of
including items known NOT to be related, as a kind of test of the
methodology.
I also liked the careful work to detect signs of the respondents trying
to guess what the researchers wanted -- 'demand artifacts' as Anderson
and Ford call such results. I think they are dead right to insist that
no-one could really guess at such a complex pattern of results
(especially
those in 4 above), and that any guessers would probably inflate the
hostility
they felt towards the researchers too -- and the Departmental
Questionnaire
found none.
3. Anderson and Ford
discuss some
possible psychological theories to explain their findings. I am not
competent
here, but they seem to favour an approach known as 'semantic priming'
--
mass media affect people 'due to the priming of semantic categories
(e.g.
aggression) and spreading activation along associative networks to
related
categories' (p.392). If I understand this at all, I think it means that
mass media encourage us to map the world in aggressive ways ('kill or
be
killed', 'winners or losers' etc?) -- games encourage this in the world
of the game, but the mapping gets spread to situation outside the games
as we use these categories in real life. Anderson's and Ford's study is
more modest than this though, and more focused on short-term effects --
they think that 'the aggression inherent in games may cue certain
cognitions
that are linked, in memory, to the aggression-related effects' (p.
392),
which may mean that the games do not actually create or spread
aggressive
categories but can 'cue' them. Anderson and Ford suspect that the games
induce 'temporary world-view changes', and that players engage in
'self-observation
of highly aggressive symbolic actions' [i.e. they get 'fired up' but
only
while they play?]. This more limited approach also explains why the
cognitive
categories of the self-administered checklist can be seen as reliable
indications
of feelings?
Self-critical
Analysis
As with all good research,
Anderson
and Ford are quite open about the problems that remain:
1. No actual
theory was
rigorously tested by this study -- maybe 'semantic priming' should have
been pursued more systematically?
2. Problems remain in
interpreting
what it actually was about the games that produced the effects -- we
have
the items on the 7-point rating scale in Experiment 1, but there may be
other unmeasured factors. Anderson and Ford suspect that similarities
between
games and actual human situations might be a factor -- but this is not
actually tested here.
3. Their study focused on
short-term
effects, but long-term ones might be more important. There may be no
transfer
at all between games and life, or there may be cumulative effects.
No-one
knows until they do the research, but 'attention to these possibilities
is clearly warranted' (p. 400)
4. Other issues arise
too. (a) Mild
levels of hostility and anxiety can be 'good', since they can aid in
learning
how to cope with these feelings. (b) Various 'indirect' effects may
exist,
connected to the whole 'social emotional and intellectual development'
[and cultural experience] of youth, video games, and video arcades.
Final comment
Clever stuff this -- but, as
usual,
very mixed in its findings. Nice methods on offer --especially those
designed
to see if the respondents are really reporting what they feel or
whether
they are trying to guess what they should be feeling. As usual again,
it
is odd to find such hard-nosed measurers resorting to the mysteries of
'long term' and 'indirect' effects at the end though (and see my comments
on Belson's study here)
Now here is something for
you to
consider --what important changes have there been since 1987, do you
think?
Remember that it is not enough to list changes and assume that the
consequences
are self-evident. Other students have said that the games are far more
graphic and violent than they were then, for example, which is correct
-- but has this made them more or less likely to induce or transfer
aggression?
(It might be the case that more graphic violence is more effective --
but
also that kids are more used to graphic violence). The same goes for
statistics
showing the greater use of games. Are there any important
differences
at all, then?
Above all, the techniques
seem as
strong as ever. Certainly we should inquire into any study, including
recent
ones, to see if there has been an advance in methodology since
Anderson
and Ford?
Actually now there is one -- a more recent study by Anderson and Dill.
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