Higher graphical fidelity decreases players' access to aggressive concepts in violent video games

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Standard

Higher graphical fidelity decreases players' access to aggressive concepts in violent video games. / Zendle, David; Cairns, Paul; Kudenko, Daniel.

CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play. Association for Computing Machinery, Inc, 2015. p. 241-251.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Harvard

Zendle, D, Cairns, P & Kudenko, D 2015, Higher graphical fidelity decreases players' access to aggressive concepts in violent video games. in CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play. Association for Computing Machinery, Inc, pp. 241-251, 2nd ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2015, London, United Kingdom, 5/10/15. https://doi.org/10.1145/2793107.2793113

APA

Zendle, D., Cairns, P., & Kudenko, D. (2015). Higher graphical fidelity decreases players' access to aggressive concepts in violent video games. In CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (pp. 241-251). Association for Computing Machinery, Inc. https://doi.org/10.1145/2793107.2793113

Vancouver

Zendle D, Cairns P, Kudenko D. Higher graphical fidelity decreases players' access to aggressive concepts in violent video games. In CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play. Association for Computing Machinery, Inc. 2015. p. 241-251 https://doi.org/10.1145/2793107.2793113

Author

Zendle, David ; Cairns, Paul ; Kudenko, Daniel. / Higher graphical fidelity decreases players' access to aggressive concepts in violent video games. CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play. Association for Computing Machinery, Inc, 2015. pp. 241-251

Bibtex - Download

@inproceedings{1047cde548a1470a8dfc0422a01ef780,
title = "Higher graphical fidelity decreases players' access to aggressive concepts in violent video games",
abstract = "Several features of violent video games (hence VVGs) may cause gamers to access aggressive concepts during play. Two of these features are graphical fidelity and use of narrative. In particular, the increased graphical fidelity of modern VVGs is widely theorised to cause increased access to aggressive concepts. However, despite this theoretical speculation, there is little empirical evidence of whether these formal features of VVGs actually do influence players to access aggressive concepts during play. Therefore, a 2x2 between-subjects factorial online experiment (N = 710) was employed. This examined the effects of graphical fidelity and narrative content on the extent to which players accessed aggression-related concepts when playing a VVG. Results indicated that the presence of realistic graphics in a video game representing aggression caused players to access aggressive concepts less (p = 0.014). The presence of narrative content was not found to have a statistically significant effect. Under an influential (though controversial) model of VVG effects known as the General Aggression Model, increased access to aggressive concepts causally contributes to anti-social behaviour by players of VVGs. These findings suggest that even if playing modern VVGs did lead to these negative effects, they would not be influenced by the increased graphical fidelity of modern VVGs.",
keywords = "Aggression, GAM, Games, Graphical fidelity, Narrative content, Video game effects, Violent video games, VVGs",
author = "David Zendle and Paul Cairns and Daniel Kudenko",
year = "2015",
month = oct,
day = "5",
doi = "10.1145/2793107.2793113",
language = "English",
isbn = "9781450334662",
pages = "241--251",
booktitle = "CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play",
publisher = "Association for Computing Machinery, Inc",
note = "2nd ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2015 ; Conference date: 05-10-2015 Through 07-10-2015",

}

RIS (suitable for import to EndNote) - Download

TY - GEN

T1 - Higher graphical fidelity decreases players' access to aggressive concepts in violent video games

AU - Zendle, David

AU - Cairns, Paul

AU - Kudenko, Daniel

PY - 2015/10/5

Y1 - 2015/10/5

N2 - Several features of violent video games (hence VVGs) may cause gamers to access aggressive concepts during play. Two of these features are graphical fidelity and use of narrative. In particular, the increased graphical fidelity of modern VVGs is widely theorised to cause increased access to aggressive concepts. However, despite this theoretical speculation, there is little empirical evidence of whether these formal features of VVGs actually do influence players to access aggressive concepts during play. Therefore, a 2x2 between-subjects factorial online experiment (N = 710) was employed. This examined the effects of graphical fidelity and narrative content on the extent to which players accessed aggression-related concepts when playing a VVG. Results indicated that the presence of realistic graphics in a video game representing aggression caused players to access aggressive concepts less (p = 0.014). The presence of narrative content was not found to have a statistically significant effect. Under an influential (though controversial) model of VVG effects known as the General Aggression Model, increased access to aggressive concepts causally contributes to anti-social behaviour by players of VVGs. These findings suggest that even if playing modern VVGs did lead to these negative effects, they would not be influenced by the increased graphical fidelity of modern VVGs.

AB - Several features of violent video games (hence VVGs) may cause gamers to access aggressive concepts during play. Two of these features are graphical fidelity and use of narrative. In particular, the increased graphical fidelity of modern VVGs is widely theorised to cause increased access to aggressive concepts. However, despite this theoretical speculation, there is little empirical evidence of whether these formal features of VVGs actually do influence players to access aggressive concepts during play. Therefore, a 2x2 between-subjects factorial online experiment (N = 710) was employed. This examined the effects of graphical fidelity and narrative content on the extent to which players accessed aggression-related concepts when playing a VVG. Results indicated that the presence of realistic graphics in a video game representing aggression caused players to access aggressive concepts less (p = 0.014). The presence of narrative content was not found to have a statistically significant effect. Under an influential (though controversial) model of VVG effects known as the General Aggression Model, increased access to aggressive concepts causally contributes to anti-social behaviour by players of VVGs. These findings suggest that even if playing modern VVGs did lead to these negative effects, they would not be influenced by the increased graphical fidelity of modern VVGs.

KW - Aggression

KW - GAM

KW - Games

KW - Graphical fidelity

KW - Narrative content

KW - Video game effects

KW - Violent video games

KW - VVGs

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DO - 10.1145/2793107.2793113

M3 - Conference contribution

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EP - 251

BT - CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play

PB - Association for Computing Machinery, Inc

T2 - 2nd ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2015

Y2 - 5 October 2015 through 7 October 2015

ER -