Notes
on Anderson C and Ford C (1987) 'Affect of the Game
Player: short term effects of highly and mildly
aggressive video games', Personality and Social
Psychology Bulletin 12, 4: 390--402
Dave Harris
This is an old study
(so we will want to assess what might have changed), but
it represents a classic example of how to perform an
experimental study.
Procedure
1. In
'Experiment 1', a sample of 11 games was reviewed and
graded by 55 student volunteer players. Players were
given a 7-point scale on which to assess the games
(measuring violence [content and graphics], action, lack
of pauses, difficulty, enjoyment and frustration). 2
games were then selected for further research -- these
represented games which scored very differently only on
the 'violence' ratings. Thus we have 'highly' and
'mildly aggressive' video games ready for the next
stage.
2. In 'Experiment
2', another sample of 60 student volunteers were
recruited. They were then randomly assigned to one of
three groups -- one group played the highly aggressive
game (from Experiment 1), one the mildly aggressive,
and one played a non-video game (the card game
solitaire). Volunteers then rated their own feelings
immediately afterwards. They did this by using a
self-administered checklist which asked them to ring
words best describing how they felt -- this checklist
is an apparently reliable instrument which can yield
information about people's anxiety, hostility and
depression. The student then also filled in a
'Departmental Questionnaire' designed to get at how
they felt towards psychology in general and towards
this experiment. All volunteers were then thoroughly
debriefed.
Additional
Comments
on
Procedure
1. Experiment
1 is a good way to gauge violence and difficulty etc --
these are relative values of course, but it is better to
let players gauge these, rather than outside
experts? However, there is an unexplained slip between
ratings of violence and ratings of aggression? Perhaps
they are the same thing?
2. Experiment 2 is
classically designed -- random allocations and a
control group. The self-administered checklist seems
like a useful way to describe feelings -- and Anderson
and Ford say it also helps prevent the students from
guessing what the researchers wanted (which a
conventional conversation might have prompted). The
debriefing helped eliminate this possibility too, as
did the complexity of the findings (see below) --
especially in the deliberate inclusion of measures of
depression to act as a kind of test of integrity
[no-one had ever suggested that video game playing
causes depression, and the researchers did not
seriously think it would). The Departmental
Questionnaire was designed to see if students
subsequently felt hostile towards the experiment -- if
they did, the researchers might be able to check to
see if playing aggressive games had had some sort of
transfer effect on to actual human situations (none
was found).
Main
results
1. Hostility
was recorded at [statistically] significantly higher
levels for both groups who had played video games
compared to the solitaire players.
2. Hostility levels
were higher in the group who had played the highly
aggressive game compared to the players of the mildly
aggressive one -- but not significantly
3. Anxiety levels
were significantly higher in those playing the highly
aggressive game, compared to those in the other two
groups. The sex of the player was not significant in
this respect. Anxiety levels seemed unaffected by
playing the mildly aggressive game
4. As expected, no
connection overall was found between levels of
depression and games played, but puzzling sex
differences were detected -- men were more likely to
be depressed in the 'mild' game playing group, and
women more than men in the other two groups --
Anderson and Ford say there is no obvious
interpretation for these results, so they can be
ignored.
5. The effect of the
sex of the players was only marginally significant
apart from these odd cases.
Comments
on the Results
1. As usual
in careful studies, actual differences were always
tested statistically to see if they were significant
(i.e. more than would be expected by chance alone)
2. I especially
liked the idea of including items known NOT to be
related, as a kind of test of the methodology. I also
liked the careful work to detect signs of the
respondents trying to guess what the researchers
wanted -- 'demand artifacts' as Anderson and Ford call
such results. I think they are dead right to insist
that no-one could really guess at such a complex
pattern of results (especially those in 4 above), and
that any guessers would probably inflate the hostility
they felt towards the researchers too -- and the
Departmental Questionnaire found none.
3. Anderson and Ford
discuss some possible psychological theories to
explain their findings. I am not competent here, but
they seem to favour an approach known as 'semantic
priming' -- mass media affect people 'due to the
priming of semantic categories (e.g. aggression) and
spreading activation along associative networks to
related categories' (p.392). If I understand this at
all, I think it means that mass media encourage us to
map the world in aggressive ways ('kill or be killed',
'winners or losers' etc?) -- games encourage this in
the world of the game, but the mapping gets spread to
situation outside the games as we use these categories
in real life. Anderson's and Ford's study is more
modest than this though, and more focused on
short-term effects -- they think that 'the aggression
inherent in games may cue certain cognitions that are
linked, in memory, to the aggression-related effects'
(p. 392), which may mean that the games do not
actually create or spread aggressive categories but
can 'cue' them. Anderson and Ford suspect that the
games induce 'temporary world-view changes', and that
players engage in 'self-observation of highly
aggressive symbolic actions' [i.e. they get 'fired up'
but only while they play?]. This more limited approach
also explains why the cognitive categories of the
self-administered checklist can be seen as reliable
indications of feelings?
Self-critical
Analysis
As with all good
research, Anderson and Ford are quite open about the
problems that remain:
1. No actual
theory was rigorously tested by this study -- maybe
'semantic priming' should have been pursued more
systematically?
2. Problems remain
in interpreting what it actually was about the games
that produced the effects -- we have the items on the
7-point rating scale in Experiment 1, but there may be
other unmeasured factors. Anderson and Ford suspect
that similarities between games and actual human
situations might be a factor -- but this is not
actually tested here.
3. Their study
focused on short-term effects, but long-term ones
might be more important. There may be no transfer at
all between games and life, or there may be cumulative
effects. No-one knows until they do the research, but
'attention to these possibilities is clearly
warranted' (p. 400)
4. Other issues
arise too. (a) Mild levels of hostility and anxiety
can be 'good', since they can aid in learning how to
cope with these feelings. (b) Various 'indirect'
effects may exist, connected to the whole 'social
emotional and intellectual development' [and cultural
experience] of youth, video games, and video arcades.
Final
comment
Clever stuff this --
but, as usual, very mixed in its findings. Nice methods
on offer --especially those designed to see if the
respondents are really reporting what they feel or
whether they are trying to guess what they should be
feeling. As usual again, it is odd to find such
hard-nosed measurers resorting to the mysteries of 'long
term' and 'indirect' effects at the end though (and see
my comments on Belson's study
here)
Now here is something
for you to consider --what important changes have there
been since 1987, do you think? Remember that it is not
enough to list changes and assume that the consequences
are self-evident. Other students have said that the
games are far more graphic and violent than they were
then, for example, which is correct -- but has this made
them more or less likely to induce or transfer
aggression? (It might be the case that more graphic
violence is more effective -- but also that kids are
more used to graphic violence). The same goes for
statistics showing the greater use of games. Are there
any important differences at all, then?
Above all, the
techniques seem as strong as ever. Certainly we should
inquire into any study, including recent ones, to see if
there has been an advance in methodology since
Anderson and Ford? Actually now there is one -- a
more recent study by Anderson
and Dill.
More notes
|