The fun of dying: Physiological responses to violent game events - PowerPoint PPT Presentation

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The fun of dying: Physiological responses to violent game events

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THE CENTER FOR KNOWLEDGE AND INNOVATION RESEARCH H E L S I N K I S C H O O L O F E C O N O M I C S The fun of dying: Physiological responses to violent game events – PowerPoint PPT presentation

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Title: The fun of dying: Physiological responses to violent game events


1
The fun of dying Physiological responses to
violent game events
THE CENTER FOR KNOWLEDGE AND INNOVATION
RESEARCH H E L S I N K I S C H O O L O F
E C O N O M I C S
  • Niklas Ravaja, Ph.D.
  • Helsinki School of Economics, Finland
  • email ravaja_at_hse.fi

2
Background
  • Ravaja, N., Turpeinen, M., Saari, T., Puttonen,
    S., Keltikangas-Järvinen, L. (2008). The
    psychophysiology of James Bond Phasic emotional
    responses to violent video game events. Emotion,
    8, 114-120. (http//psycnet.apa.org/index.cfm?fas
    earch.displayRecorduid2008-01232-011)
  • Gamers Get Their Kicks From Dying, an article
    by Clive Thompson in Wired (http//www.wired.com/g
    aming/gamingreviews/commentary/games/2008/03/games
    frontiers_0310)
  • The Joy of Sucking, an article by Clive
    Thompson in Wired (http//www.wired.com/gaming/gam
    ingreviews/commentary/games/2006/07/71386)

What a death scene looks like on Halo 3.
3
Background
  • We know very little about phasic emotional
    responses elicited by violent video game events,
    although they might mediate the potential harmful
    effects of violent games
  • Self-report is an inadequate method to study this
    issue
  • The aim was to examine phasic emotion-related
    psychophysiological responses to violent events
    in a first-person shooter (FPS) game.

4
Hypotheses
  • Hypothesis 1a
  • Given that wounding or killing an opponent
    represents a victory and a success in the game
    (and in a real gun fight), these events might
    elicit positively valenced arousal.
  • Hypothesis 1b
  • The deeply ingrained moral code says that
    injuring or killing another human being is wrong,
    and symbolic aggression enacted by the player may
    elicit anxiety. Therefore, an alternative
    hypothesis would be that wounding or killing an
    opponent would elicit negatively valenced arousal
    (i.e., anxiety).
  • Hypothesis 2
  • When compared with low Psychoticism scorers,
    high Psychoticism individuals would exhibit a
    more positive, or less negative, emotional
    response to wounding and killing an opponent.
  • Hypothesis 3a
  • Wounding or killing of the players character by
    the opponent may be a threatening event and
    represents a failure in the game. Therefore,
    these events would be expected to elicit
    negatively valenced emotions (i.e., anxiety,
    anger, or depressed affect).
  • Hypothesis 3b
  • Although at first counterintuitive, it is also
    possible that these events elicit positively
    valenced high-arousal emotion (see Ravaja, Saari,
    Salminen, et al., 2006 Ravaja et al., 2005).

5
Methods
  • Participants
  • Participants were 36 (25 male and 11 female)
    Finnish undergraduates, who ranged from 20 to 30
    years of age.
  • Game
  • James Bond 007 NightFire (Electronic Arts Inc.)
    and Super Monkey Ball 2 (Sega Corporation
    nonviolent control condition). The games were
    played with the Nintendo GameCube and presented
    on a screen (image size 114 cm width ? 85 cm
    height).

6
Methods
  • Physiological measures
  • Facial electromyography (EMG)
  • Provides a direct measure of the electrical
    activity associated with facial muscle
    contractions (an important form of emotional
    expression)
  • Zygomaticus major (cheek) muscle area
  • An index of Positive Affect (PA)
  • Orbicularis oculi (periocular) muscle area
  • An index of PA
  • Corrugator supercilii (brow) muscle area
  • An index of Negative Affect (NA)
  • Electrodermal activity (EDA)
  • The primary psychophysiological index of arousal
  • As people experience arousal their sympathetic
    nervous system is activated, resulting in
    increased sweat gland activity and skin
    conductance

7
Dimensional Model of Emotion
8
Methods
  • Psychoticism
  • Psychoticism as a personality trait was measured
    with the Psychoticism scale of the Eysenck
    Personality Questionnaire-Revised, Short Form
    (Eysenck, Eysenck, Barrett, 1985).

9
Methods
  • Game Events
  • The exact onset times of predefined game events
    were determined by examining the played games,
    frame by frame, using V-ToolsPro 2.20 software.
  • We scored four different game events
  • The players character (James Bond) wounded an
    opponent character (NPC Opponent Wounded)
  • The players character (James Bond) killed an
    opponent character (NPC Opponent Killed)
  • The players character (James Bond) was wounded
    by an opponent character (NPC Bond Wounded)
  • The players character (James Bond) was killed by
    an opponent character (NPC Bond Killed)

10
Methods
  • Data Analysis
  • Mean values for the psychophysiological measures
    were derived for one 1-s epoch before each event
    (Second 1) and for six 1-s epochs after event
    onset (Seconds 2 to 7). The data were analyzed by
    the Linear Mixed Models procedure in SPSS with
    restricted maximum likelihood estimation and a
    first-order autoregressive covariance structure
    for the residuals.
  • Event-related changes in physiological activity
    were tested using the following orthogonal
    contrasts
  • Second 1 vs. Seconds 2 to 7 (Contrast 1)
  • Picking a Banana vs. Opponent Wounded Second 1
    vs. Seconds 2 to 7 (Contrast 2)
  • Picking a Banana vs. Opponent Killed Second 1
    vs. Seconds 2 to 7 (Contrast 3)
  • Low Psychoticism vs. High Psychoticism Second 1
    vs. Seconds 2 to 7 (Contrast 4)

11
Results I
Event Bond Killed
Event Opponent Killed
12
Results II
Event Opponent Killed
Event Bond Killed
13
Results III
Event Opponent Killed
Event Bond Killed
14
Results IV
  • Moderating effect of Psychoticism
  • Contrast 4 indicated that the decrease in both
    zygomatic and orbicularis oculi EMG activity
    elicited by the Opponent Killed event was less
    pronounced among high Psychoticism scorers
    compared to low Psychoticism scorers, ps .005
    and .003, respectively.

15
Conclusions
  • Instead of joy resulting from victory and
    success, wounding and killing the opponent may
    elicit anxiety, anger, or both.
  • Personality of the player influences the
    emotional responses to violence.
  • Although the wounding and death of the players
    own character are not likely to elicit solely
    joy, they appear to increase some aspects of
    positive emotion.
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