Summer 2012
RESEARCH

Violent Digital Games: Are They Just a Game?

...continued from previous page.


Four Different Situations

Digital games are a multi-billion dollar business. But as Tami learned, many seemingly violent digital games also have a pedagogic element to them. Can we harness this? "Apply the same cooperative game playing strategy to the world of educators, policy makers and game developers. Have these professionals work in a more cooperative, as opposed to more competitive environment, and the results could lead to enriched learning experiences for children"
Tami Dubi
In conducting her research study, Tami assembled a group of 10-12 year-olds, all familiar with online digital games. She selected an equal number – 28 of each – of girls and boys.

She created four separate situations, in which each game reflected two situations:
  • violent game; cooperative playing (playing with another individual)
  • non-violent game; cooperative playing
  • violent game; competitive playing (playing against another individual)
  • non-violent game; competitive playing
To create an 'aggression baseline,' prior to playing, the children filled out a widely used questionnaire constructed by Arnold H. Buss and Mark Perry of the University of Texas at Austin. The 29 questions are designed to measure four different types of hostility: physical aggression, verbal aggression, anger and hostility. Children were asked to respond to situations such as:
  • Given enough provocation, I may hit another person
  • If somebody hits me, I hit back
  • I flare up quickly, but get over it quickly
  • When frustrated, I let my irritation show
  • I am sometimes eaten up with jealously
  • Other people seem to get the breaks
  • I sometimes feel that people are laughing behind my back
After explaining the purpose and goal of each game, all 56 children were given a few minutes of practice sessions. The children then played each game for ten minutes, and upon completion filled out a second, "Hostility Scale" questionnaire, this one developed by Craig Anderson of the University of Iowa, which measures the children's current state of mind. Tami supplemented the written answers with an open interview, speaking with each child individually and compared their written responses with their verbal ones.

After a healthy break, the children played another game, of opposite type and strategy to what they had previously played. In each case, the order of the games changed, so that the children could not anticipate or plan for the next game.

The results of Tami's study were not only eye-opening, but also contradict much commonly accepted knowledge in this vast field of study.

One, no difference was found between boys and girls in terms of violence or aggressiveness.

Two, the level of aggressiveness in an individual is impacted not by the violence of the game itself, but rather by the game's strategy. Tami discovered that games played competitively against another player tend to lead to greater hostility, as opposed to games that are played cooperatively. Specifically, competitive, non-violent games raised the level of hostility among the players after the game, while cooperative, violent games lowered the hostility level.

Digital Games in Education

For Tami Dubi, and Prof. Yoram Eshet-Alkalai, this study is the first in what they hope will be additional research projects which can contribute to understanding aggressive behavior and hostility.

Tami also believes that the results from her study can have challenging applications in education.

Digital games are a multi-billion dollar business. But as Tami learned, many seemingly violent digital games also have a pedagogic element to them. Can we harness this?

Tami suggests, "Apply the same cooperative game playing strategy to the world of educators, policy makers and game developers. Have these professionals work in a more cooperative, as opposed to a more competitive environment, and the results could lead to enriched learning experiences for children."

Page: 1  2