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View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Brock University Digital Repository Demolishing the Competition: The Association between Competitive Video Game Play and Aggression among Adolescents and Young Adults by Paul J. C. Adachi A thesis Submitted in partial fulfilment of the requirements for the degree Doctor of Philosophy Department of Psychology Brock University St. Catharines, Ontario, Canada April 28, 2015 © Paul Adachi Abstract The link between video game play and aggression is an important issue as video games are the fastest growing form of entertainment in the world. Past research on this association has been focused primarily on the link between video game violence and aggression; however, this research has confounded the effect of video game violence versus competition on aggression. The main goal of the current dissertation, therefore, was to examine the short- and long-term associations between competitive video game play and aggression. In addition, the longitudinal work on this association to date has been limited to adolescent samples, but not young adults. Thus, the second goal of the dissertation research was to investigate whether video game play predicts aggression in the long-term among young adults in addition to adolescents. To address these goals, three studies were conducted. Study 1 consisted of a series of experiments examining the short-term effect of video game violence versus competition on aggression. Study 2 examined the long-term association between competitive video game play and aggression among adolescents, and Study 3 examined this long-term link among young adults, in addition to adolescents. Taken together, the results of the three dissertation studies converged to suggest that video game competition, rather than violence, may be a stronger predictor of aggression in both the short- and long-term. Overall, the current research represents an important advance in our understanding of the association between video game play and aggression, and leads to a new direction in the video game and aggression literature. ii Acknowledgements I am extremely grateful for all of the mentorship and support that I have received from my Ph.D. supervisor Dr. Teena Willoughby. You have played an integral role in my development as a researcher, and I will be forever thankful for your guidance and support. In addition to providing me with excellent training in research and teaching, you helped me persevere through the tough times and you always encouraged me to savor my accomplishments (usually with good wine). I look forward to continuing to collaborate with you throughout my career as a researcher. I am also very thankful for the guidance and support of my Ph.D. committee members, Dr. Gordon Hodson and Dr. Zopito Marini. In addition to receiving excellent feedback and guidance from you regarding my dissertation work, I have had the pleasure of collaborating with each of you on side research projects. You have played a critical role in my development as a researcher, and I hope to continue to collaborate with you in the future. I also would like to thank Dr. Michael Busseri for his dedication to statistical training and mentorship. Through your statistical courses in longitudinal data analysis and structural equation modeling, I developed the knowledge and ability to conduct complicated longitudinal analyses, including those in Study 2 and Study 3 of my dissertation. I am also honored to have been a member of the Adolescent Development Lab. I would like to offer a special thank you to all of the members of this lab, especially Marie Good, Chloe Hamza, Royette Tavernier, Thalia Semplonius, and Tina Brook for all of iii your encouragement and support over the years. I look forward to watching your careers develop and I hope that we continue to collaborate in the future. I want to offer my deepest gratitude to my parents for their unconditional love and support, and their encouragement to pursue my intrinsic interests in psychology. Thank you for always believing in me and for showing me what a strong work ethic is all about. And of course, I want to thank the number 1 person in my life, my loving wife Ashlynn for all of her love and support through this journey. You have put up with many late nights in the lab, research discussions, and even sat through many of my practice presentations. You encouraged me to persevere through the tough times, and you are always excited to celebrate my accomplishments. I can’t imagine the past six and a half years without you. iv Table of Contents Chapter 1: General Introduction…………..…………………………………………........1 Theoretical Background: The Frustration-Aggression Hypothesis and Self- Determination Theory……………………………………………………………..3 The Frustration-Aggression Hypothesis…………………………………..3 Self-Determination Theory………………………………………………..4 The Effect of Video Game Violence versus Competition on Aggression: A Case for the Existence of a Competitive Confound……………………...……………..5 Developmental Context: Adolescents and Young Adults………………………...8 Overview of the Current Studies…………………………………………………..9 References………………………………………………………………………..13 Chapter 2 (Study 1): The Effect of Video Game Competition and Violence on Aggressive Behavior: Which Characteristic has the Greatest Influence?............................................21 The General Aggression Model……………………………………………….…22 Empirical Background…………………………………………………………...22 Differences between Violent and Non-Violent Video Games other than Violence……………………………………………………………….....23 Problems with Measures of Aggression………………………………....25 Aggression-Related Video Game Characteristics……………..…………26 The Current Studies………………………………………………………..…….28 Pilot Study 1a……………………………………………………………….……28 Experiment 1a……………………………………………………………………30 Method………………………………………………………………...…32 v Participants……………………………………………………….32 Materials…………………………………………………………32 Demographics……………………………………………32 Video Games and Equipment……..……………………..33 Aggressive Behavior……..………...…………………….33 Ratings of the Video Game Characteristics……………...33 Food Preference………………………………………….33 Suspiciousness…………………………………………...34 Trait Aggression………………………………………….34 Procedure……………………………………………………...…34 Results and Discussion…………………………………………………..36 Suspiciousness…………………………………………………...36 Experience………………………………………………….……36 Video Game Ratings……………………………………….…….36 Aggressive Behavior…………………………………………..…37 Convergent Validity of the Hot Sauce Paradigm……………...…37 Pilot Study 1b…………………………………………………………………….39 Experiment 1b……………………………………………………………………43 Method…………………………………………………………………..46 Participants……………………………………………………....46 Materials……………………………………………………..…..46 Demographics………………………………………...….46 Video Games and Equipment……………………………46 vi Aggressive Behavior……………………………………..46 Ratings of the Video Game Characteristics……………...46 Food Preference…………………………………….……46 Suspiciousness……………………………………...……47 Trait Aggression………………………………………....47 Heart Rate……………………………………………….47 Procedure…………………………………………………….….47 Results and Discussion……………………………………………..……47 Suspiciousness………………………………………...………....47 Experience……………………………………………………….47 Video Game Ratings……………………………………………..48 Aggressive Behavior……………………………………………..48 Trait Aggression………………………………………………….49 Heart Rate………………………………………………………..49 General Discussion………………………………………………………………52 Limitations…………………………………………………………….…53 Research Implications……………………………………………………54 Conclusion……………………………………………………………….55 References…………………………………………………………………..……56 Chapter 3 (Study 2): Demolishing the Competition: The Longitudinal Link between Competitive Video Games, Competitive Gambling, and Aggression………………...…60 Theories of Competition and Aggression………………………………………..62 vii The Link between Video Game Play and Aggression, and between Gambling and Aggression………………………………….……………………………………63 Video Game Competition and Aggression……………………….……...64 Gambling and Aggression……………………………………………..…67 The Present Study……………………………………………………………..…68 Method…………………………………………………………………………...71 Participants……………………………………………………………….71 Procedure………………………………………………………………...73 Measures…………………………………………………………………73 Demographic Factors…………………………………………….74 Sports Involvement……………………………………………....74 Direct Aggression………………………………………………..74 Competitive Video Game Play…………………………………..76 Non-Competitive Video Game Play……………………………..76 Playing of Violent Video Games over the Four Years (Moderator Variable)……………………………………………………...….76 Frequency of Competitive Gambling……………………………77 Frequency of Non-Competitive Gambling………………………77 Results…..……………………………………………………………………….77 Preliminary Analyses…………………………………………………….77 Assessment of the Socialization and Selection Hypotheses……………..78 viii Association between Aggression, Competitive Video Game Play and Frequency of Competitive Gambling from Grades 9 through 12…………………………………………………………………78 Association between Aggression and Frequency of Competitive Video Game Play and Frequency of Competitive Gambling in Grades 11 and 12…………………………………………..….....81 Violent Video Game Play as a Moderator…………………….…………84 Gender as a Moderator……………..…………………………………….85 Discussion……………………………………..…………………………………85 References………………………………………………………………………..93 Chapter 4 (Study 3): The Long-Term Associations between Competitive Video Game Play, Aggressive Affect, and Aggressive Behavior: Theoretical and Developmental Implications for Adolescents and Young Adults………………...………………………99 The Long-Term Association between Video Game Play and Aggression among Adolescents and Young Adults…………………………………………………101 Research on the Effects of Video Game Violence versus Competition on Aggression……..……………………………………………………………….103 The Frustration-Aggression Hypothesis………………………………………..106 The Commonality between Action/Fighting (Violent) Video Game Play and Sports/Racing (Non-Violent) Video Game Play……………………………….109 Third Variable Framework……………………………………………………..110 Study 3a………………………………………………………………………...110 Method………………………………………………………………….112 ix Participants……………………………………………………...112 Procedure……………………………………………………….113 Measures………………………………………………………..114 Aggressive Behavior……………………………………114 Aggressive Affect………………………………………114 Competitive and Non-Violent (Sports/Racing) Video Game Play………………………………………………….….115 Competitive and Violent (Action/Fighting) Video Game Play………………………………………………..……115 Third Variables that were Controlled………………..…115 Demographics……………………………..……115 Involvement in Sports………………………….116 Alcohol Consumption……………………….…116 Online Gambling…………………………….…116 Plan of Analyses: General Overview of the Manifest and Latent Path Models………………………………………………………………….116 Results and Discussion…………………………………………………119 Preliminary Analyses…………………………………………...119 The Long-Term Bidirectional (Cross-Lagged) Associations between Aggressive Behavior and Action/Fighting Video Game Play, and between Aggressive Behavior and Sports/Racing Video Game Play, Among Young Adults…………………….……….121 The Long-Term Bidirectional (Cross-Lagged) Associations x

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Chapter 3 (Study 2): Demolishing the Competition: The Longitudinal Link between. Competitive competitive, violent video game, Mortal Kombat vs.
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