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PSYCHOLOGICAL EFFECTS OF FIRST- PERSON SHOOTER GAMES

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FIRST PERSON GAMES

  • Definition:
    • “… in which the player assumes the field of vision of the protagonist…but the rest of the character model is not seen.” 1

  • Examples:
    • Counterstrike, Call of Duty, PUBG Battleground, Minecraft

This Photo by Unknown Author is licensed under CC BY

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WHAT MAKES THESE GAMES VIOLENT

Rating: Mature 2

Unsanitized violence: blood/gore, strong language

Rating: E10+

Sanitized Violence: fantasy violence, mobs attacked turn red then disappear 3

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PERSONAL OPINION

  • There are documented effects of first - person shooter games
    • BUT the current methodology to study these effects are inefficient
        • Studies on aggression 4 ~ not ethical for participants to be aggressive to each other
        • Time Playing Games 4 ~ only playing games between 5 – 20 minutes 🡪 not enough to understand the controls
        • Type of Game Chosen 5 ~ depending on the difficulty or fast-paced nature of the game, can lead to more frustration (e.g., Call of Duty, Halo, Doom)
  • These effects are affected by different factors
        • Age of Player 6, 7 ~ average video game player is about 34 years old, development can affect game selection
        • Gender 8,9 ~ there are gendered differences when exhibiting: example: physical violence and spatial attention (more seen in boys)
        • Culture ~ different norms around being outwardly aggressive or reactive

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VIDEO GAMES: THE GLOBAL PHENOMENON

  • United States 10 ~ more than 165 million players
    • Mobile Games (85.2%) and FPS (57.8%) 11
  • Japan 12 ~ 73.4 million players
    • Play more role-playing games with cooperative fights with computer-controlled players & text reading13

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GUN-CULTURE VS. NON-GUN CULTURES

  • Gun Control Laws
    • United States:
      • Bipartisan Safer Communities Act14 ~ added increases security on buyer >21; ’red flag’ laws: removing guns from people considered a threat; $15 billion in funding for mental health programs
    • Japan:
      • Police and military can have access to handguns and rifles / hunters must take a course & pass a test to get a shotgun15
  • Causalities related to guns 16
    • Per 100,000 people

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PAST AND PRESENT SCAPEGOATING OF VIDEOGAMES

Bloomberg

Times Magazine

CNN

New York Times

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BRIEF BACKGROUND ON THE POLITICS OF VIDEO GAMES

  • Games are inherently political
    • Based on the framing of the argument: ”How politicians respond to the ’facts’ of the external world, but how they conceptualize or ‘frame’ that world in their own discourse17
  • 2004 Presidential Election ~ videogames became aligned with political discourse 18
    • John Kerry’s Tax Invaders vs. Space Invaders
  • Relevant Example:
    • Grand Theft Auto: San Andreas18
      • Eating mechanic: eat to keep stamina and energy

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OPPOSING OPINION 1: ‘VIDEOGAMES CAUSE VIOLENCE’

  • Former President Trump
    • ”…This includes gruesome and grisly videogames that are now commonplace.” 19
    • Context: Parkland Shooting
  • Senator Cruz
    • “desensitizing the act of murder in videogames has contributed to the epidemic of mass shootings.” 20
    • Context: Uvalde Shooting

This Photo by Unknown Author is licensed under CC BY-SA-NC

This Photo by Unknown Author is licensed under CC BY-SA

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OPPOSING OPINION 2: ‘VIDEOGAMES DO NOT CAUSE VIOLENCE’

  • Antonin Scalia
    • In the case: Brown v. Entertainment Merchants 21

  • Hilary Clinton
    • “People suffer from mental illness in every other country on earth; people play video games in virtually every other country on earth…the difference is the guns.” 20
      • ~ 5% of mass shooting are related to severe mental illness 22

  • Jin Mo ‘Tobi’ Yang
    • “I think the mass shootings occur because you can easily access guns in the U.S” 23

This Photo by Unknown Author is licensed under CC BY-NC

This Photo by Unknown Author is licensed under CC BY-SA

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CRIMINOLOGY LITERATURE

  • Motivated offenders who play videogames at home, can’t commit crimes elsewhere 24
    • Context: Routine Activity Theory 25 ~ perpetrator must be in the same location as the victim 
  • Messner 1986 26
    • Even violent television decreases violent crimes.
  • Markey et al. 2019 27
  • “6.8% of the time when the perpetrator was White but mentioned videogames only 0.5% of the time when the perpetrator was Black.” 
      • Reasoning: “….a stereotypical association between racial minorities and violent crime.” 

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PSYCHOLOGY LITERATURE

Positive Effects

  • Cognitive Control
    • Videogame players had better performance in a N-back task and faster reaction times 28
  • Lazy Eye Shooters 29
    • Pros ~ helps with visual acuity
    • Cons~ takes 40 hours of playtime to learn the controls

Negative Effects

  • Empathy Studies 30,31
    • In adult studies ~ no difference in empathy; In children studies ~ long term exposure leads to lower empathy scores
  • Desensitization
    • Can happen with sanitized and unsanitized violence
    • “Exposure to media violence can lead to lowering empathy concern for other…” 32

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CULTURAL DIFFERENCES & AGGRESSION

  • Study 1: Comparison of Japanese and American Students
    • “the sex of the participant strongly predicted physical aggressiveness.” 33
  • Meta– Analysis 13:
    • Analyzed 134 papers
      • Found: “The effect of culture (Eastern vs. Western) was not significant in any of the research designs.” ; longitudinal studies ~ the effect was larger in Western than Eastern Studies
  • Main Take Away:
    • Culture (beliefs/social norms) in combination with exposure can predict physical and indirect/relational aggression 34

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NEUROSCIENCE LITERATURE

  • Positive Effects
    • Cognitive Flexibility ~ ability to adapt
      • “VGPs showed smaller switching costs (i.e., greater cognitive flexibility) than NVGPs supporting the idea that playing FPS games is associated with increased cognitive flexibility.” 35

    • Visual Search ~ “the common task of looking for something in a cluttered visual environment” 36
      • “FPS video games often require the player to search for a target against a distracting background… sniper hiding behind bushes or the rubble of a building..” 37

    • Visual Attention
      • ‘After only 10 days of training on an action game, participants showed increased capacity for visual attention” 38
        • Spatial - how much detail
        • Temporal ~ how fast

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NEUROSCIENCE LITERATURE CONT’D

  • Negatives
    • Conditioned reward for violence
      • “participants who played an FPS game that rewards headshots are most likely to hit a mannequin's head using “bullets” from a realistic gun. This effect occurred after only 20 min of gameplay” 39
  • Examples:
      • Fighting games with ‘finishing moves’ ~ very brutal attacks that is rewarded by extra points and cheering sounds 34

This Photo by Unknown Author is licensed under CC BY-SA-NC

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SOLUTIONS

Current Solutions

    • Rating System
      • ”Over 75% of teen gamers under 17 report playing Mature-rated games...” 40
      • Justin John Roberts ~ Any 13-year-old can bypass [them] in about 5 minutes” 41

    • Parental Supervision
      • Japanese 5th graders having their own TV sets (14%) compared to American 5th graders (39%) 42

Potential Future Solutions

  • Education
    • Children (Elementary – Highschool)
      • Includes: internet safety, pros and cons of playing videogames, and possible effects

    • Parents/caregivers:
      • Podcast series/radio segment ~ for on the go
      • Video series like crash course

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MAIN TAKE AWAYS

  • More research is needed
    • On both the positive and negative effects & the different factors (age, sex, culture)
    • Research needs to be accessible (not just publishing the most shocking results) 

  • Media bias hinder the information needed to make an informed opinion 
    • Need to look about both the research that supports and rejects your opinion 

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SPECIAL THANKS

My mentor: Kristana Textor

University of Rochester: DMS program

Collaborative Writing Group

U of R research librarian: Arjay

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REFERENCES+ QUESTIONS