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The effect of violent video game exposure on emotion modulation of startle and aggression PDF

93 Pages·2014·1.05 MB·English
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THE EFFECT OF VIOLENT VIDEO GAME EXPOSURE ON EMOTION MODULATION OF STARTLE AND AGGRESSION A DISSERTATION IN Psychology Presented to the Faculty of the University of Missouri-Kansas City in partial fulfillment of The requirements for the degree DOCTOR OF PHILOSOPHY by WADE RUSSELL ELMORE B.A., University of Missouri-Kansas City, 2000 M.A., University of Missouri-Kansas City, 2011 Kansas City, Missouri 2014 iii © 2014 WADE RUSSELL ELMORE ALL RIGHTS RESERVED iii THE EFFECT OF VIOLENT VIDEO GAME EXPOSURE ON EMOTION MODULATION OF STARTLE AND AGGRESSION Wade Russell Elmore, Candidate for the Doctor of Philosophy Degree University of Missouri – Kansas City, 2014 ABSTRACT Video games are quickly becoming the most widely accessible, and used, form of entertainment, with those that contain violence have consistently been the most popular. Building on previous research examining other forms of media, a growing body of literature suggests a connection between violent video game exposure and increased aggression. The General Aggression Model (GAM), has been developed to help explain this relationship, which combines decades of aggression research into a single model. While the GAM describes several routes to increased aggression there are only two cognitive routes. These cognitive routes are desensitization (diminished natural negative response) and priming (pre-activation of neural circuitry related to aggression), and the current study competitively tests these two routes in relation to violent video game exposure (VVGE) using Emotion Modulated Startle (EMS). The objective psychophysiological measure EMS assesses emotional state through either potentiation, or inhibition of the startle response. The startle response is a negative-defensive response, a negative emotional state enhances the startle response through priming, while a positive emotional state diminishes the startle response. In the context of VVGE, if priming is iii the primary route to increased aggression, EMS would predict a primed startle response while viewing violent-negative images, and therefore a larger startle response post exposure. If desensitization is the primary route EMS would predict a diminished startle response reflecting less negative priming by the emotional state elicited by VVGE. In the present study EMS was used to assess the effects of both chronic and acute violent video game exposure by comparing baseline and pre-post gameplay (violent, nonviolent) EMS for participants with high and low violent video game exposure. A modified Taylor Competitive Reaction Time Task (TCRTT) was used after completing the post-gameplay EMS session to assess aggression. The results of this study suggest that desensitization is the primary cognitive route to increased aggression with decreased EMS responses to violent negative images associated with chronic and acute VVGE. The relationship between desensitization and laboratory aggression was also examined, finding an increased level of aggression exhibited after acute violent video game exposure, but only for those with high chronic VVGE. iv APPROVAL PAGE The faculty listed below, appointed by the Dean of the College of Arts and Sciences have examined a dissertation titled “The Effect of Violent Video Game Exposure on Emotion Modulation of Startle, and Aggression,” presented by Wade R. Elmore, candidate for the Doctor of Philosophy degree, and certify that in their opinion it is worthy of acceptance. Supervisory Committee Diane L. Filion, Ph.D., Committee Chair Department of Psychology Robin Aupperle, Ph.D. Department of Psychology Kymberly Bennett, Ph.D. Department of Psychology Lark Lin, Ph.D. Department of Psychology Ricardo Marte, Ph.D. Department of Sociology v CONTENTS ABSTRACT .................................................................................................................................. III   APPROVAL PAGE ....................................................................................................................... V   ILLUSTRATIONS .................................................................................................................... VIII   TABLES ....................................................................................................................................... IX   Chapter   1. INTRODUCTION .................................................................................................................. 1   Violent  Video  Games:  The  Need  for  Greater  Understanding  ........................................................................  1   2. REVIEW OF THE LITERATURE ........................................................................................ 3   Violent  Media  Research:  Building  A  Model  For  Increased  Aggression   Through  Violent  Media  Exposure  ............................................................................................................................  3   Violent  Video  Game  Research  ....................................................................................................................................  9   Present  Research  ..........................................................................................................................................................  29   Measures  ..........................................................................................................................................................................  31   Emotion  Modulated  Startle  ...................................................................................................................................................  31   Taylor  Competitive  Reaction  Time  Task  .........................................................................................................................  36   Hypotheses  ......................................................................................................................................................................  38   3. METHODS ........................................................................................................................... 40   Design  ................................................................................................................................................................................  40   Participants  .....................................................................................................................................................................  41   Measures  ..........................................................................................................................................................................  42   Pregame  Questionnaires  .........................................................................................................................................................  42   Violent  Video  Game  Exposure  Estimate  .....................................................................................................................  42   Positive  and  Negative  Affect  Schedule  ........................................................................................................................  42   vi Buss  and  Perry  Aggression  Questionnaire  ................................................................................................................  43   Physiological  Measures  of  Violent  Video  Game  Effects  .............................................................................................  43   Emotion  Modulated  Startle  ..............................................................................................................................................  43   Autonomic  Arousal  During  Gameplay  ........................................................................................................................  44   Measures  of  Aggression  ..........................................................................................................................................................  44   Taylor  Competitive  Reaction  Time  Task  ....................................................................................................................  44   The  Cold  Pressor  Task  .......................................................................................................................................................  45   Procedure  ......................................................................................................................................................................................  46   Planned  Analyses  .......................................................................................................................................................................  47   4. ANALYSES AND RESULTS .............................................................................................. 48   5. DISCUSSION ....................................................................................................................... 59   REFERENCES ............................................................................................................................. 68   VITA ............................................................................................................................................. 84   vii ILLUSTRATIONS Figure Page 1. Percent Change Differences by Exposure Group and Picture Valence ...............50 2. Change score for Negative Images by Video Game Exposure .............................51 3. Percent Change from Baseline by Gameplay Condition ...……………...............53 4. Aggression Type by Gameplay Condition ……………………...........................54 5. Mean Aggression by Violent Video Game Exposure ……………......................55 viii TABLES Table Page 1. Control Variables by Gameplay Condition ...……………………………………............48 2. Aggression Measure Means for Gameplay Condition by Exposure Group ….................55 3. Correlations between Violent Video Game Exposure and Three Measures of Aggression..........................................................................................................................57 4. Correlations between Baseline Negative EMS Change and Three Measures of Aggression ………………………………………………………………………......................58 ix CHAPTER 1 INTRODUCTION Violent Video Games: The Need for Greater Understanding Video games as a form of entertainment have reached an unprecedented level of accessibility and use in the United States. The birth of the video game industry is marked with the introduction of PONG in 1972, a virtual take on table tennis, and the first highly popular video game. From these humble beginnings, video games have gone through a metamorphosis. Ascending from a fledgling specialty niche to the largest and most profitable segment of the entertainment industry while also advancing from a ball bounced back and forth between two paddles to an almost life like depiction of virtual environments with their own laws of physics, cultures, and races. The increase in quality of video games, reflected in market share, has been, and continues to be, fueled by advances in technology allowing for more realistic graphics, and more complex and immersive environments for players to become engaged. Although there are many genres of video game, including sports, puzzle and racing games, the most popular games as assessed by sales are generally those with the highest level of and most realistic violent depictions. The largest release day sales have consistently been for video games with violent content, with the most recent, and largest, being the 2013 release of Grand Theft Auto V having record breaking single day sales of $800 million, followed by Call of Duty: Black Ops 2 and Grand Theft Auto IV with $500 million each. These three games are all cutting-edge creating highly realistic and immersive experiences for the players and all rated “M for Mature” citing violence, drug use and sexual content portrayed in the games (Garside, 2013). The overall popularity of these ultra-violent video games is also apparent in that only five percent of games rated by the entertainment software rating board were rated as “M for Mature,” 1

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relation to violent video game exposure (VVGE) using Emotion Modulated Startle video game exposure by comparing baseline and pre-post gameplay .. life like depiction of virtual environments with their own laws of physics,.
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