1 of 29

Serious Violence:�

The effects of Violent Elements in Serious Games

Nat Sararit & Rainer Malaka

2 of 29

Idea

  • serious games... effective teaching tool
  • other research: s.games... may be more beneficial for educational than conventional methods, additional real life benefits (health, fitness)
  • s.games... stigmatized as dull, boring
  • some novel approach could maybe remedy that

3 of 29

Idea

  • society: violence in games – harmful?
  • entertainment media (games, movies, novels,...) heavily use the motives of violence, crime, murder, war etc. ( – good dramatic element; attracts people)
  • many studies into violence in games – mostly focus on negative effects

USA 2011

USA 2018

4 of 29

Idea

  • violence not common in serious games
  • „Can violent audiovisual elements in serious games make users learn any different than the traditional non-violent counterparts?“
  • will explore both positive and negative effects

5 of 29

To look out for

  • other studies: violence in media in general... negative effect on short-term memory
  • violence... moral disengagement?
    • appropriate narrative to lessen player’s guilt (justify his actions, frame it as just an experiment, etc. ) needed
    • if not handled well, can distract the player a lot

6 of 29

Interactive learning of anatomy

  • anatomy... exists in 3D space – more pleasant to learn through interactive 3D environment than from 2D sketches etc.
  • more potential for including game elements
  • e.g. Surgeon Simulator... non-realistic - violence+comedy, realistic enough to teach some very basics

7 of 29

Interactive learning of anatomy

8 of 29

Research approach

  • developed an educational serious game
  • subject: basic bone anatomy
  • talking skeleton – announces bone part that is interacted with
  • 3 versions: violent, friendly, neutral
  • measurements:
    • Player Experience Need Satisfaction (PENS) questionnaire
    • anatomy quiz (before&after the game)
  • both advantages and disadvantages shall be explored
  • can negative effects be remedied by appropriate narrative?

9 of 29

Research prototype

  • game for Android tablet
  • talking, full-body skeleton „Skelly“
  • 37 bone parts – each can be tapped, seen from any angle (can rotate the scene)
  • core mechanic: when tapped, Skelly announces name of the bone
  • play modes:
    • free play (can tap any bone to learn its name)
    • challenge (name prompt – must tap the correct bone to proceed)

10 of 29

Research prototype

11 of 29

Research prototype

  • audiovisual...
    • neutral...
      • just the bone name is written
      • Skelly makes neutral mumble sound
      • neutral grayscale color palette
    • violent...
      • tap... hammer smash - destroys the bone, blood everywhere
      • Skelly... scream, hurting animation
      • black and red
    • non-violent (pleasant)...
      • rebuilding Skelly from semi-transparent into solid
      • burst of hearts on each rebuilt bone
      • Skelly... announces bone names enthusiasticly, giggle, nodding animation
      • refreshing blue and green

12 of 29

Research prototype

  • narrative... in-game cutscene at the beginning
    • neutral...
      • nothing
    • violent...
      • experimental program to create talking skeletons for teaching bone anatomy – defect in this particular model – murders lab puppies (makes him happy) – player tasked to decomission it by destroying its parts
    • non-violent (pleasant)...
      • experimental program to create talking skeletons for teaching bone anatomy – this model’s parts keep getting stolen by lab puppies (dogs love bones) – player tasked to reconstruct it from parts

13 of 29

Testing

14 of 29

Audiovisuals experiment

  • 30 participants - well-briefed adult volunteers
  • international students, various age, gender,...
  • avg. age: 24; 12 female, 18 male
  • pre- and post-tests...
    • both identical
    • multichoice quiz on basic anatomy
    • includes all the 37 items
  • randomly assigned one of the three game variants
  • without the narrative cutscene

15 of 29

Narrative experiment

  • 38 participants
  • international students, various age, gender,...
  • avg. age: 20; 15 female, 23 male
  • randomly assigned one of the two groups (only Violent and Pleasant (Neutral has no narrative))
  • same as Audiovisuals test, except it includes the narrative cutscene

16 of 29

Results

17 of 29

Short-term memorization

1st experiment

Violent

Neutral

Pleasant

Pre – mean

10.4

9.7

13

Pre – std. deviation

8.36

7.39

6.36

Post – mean

19.7

22

23.1

Post – std. deviation

6.36

10.38

8.1

Difference

9.3

12.3

10.1

2nd experiment

Violent

Pleasant

Pre – mean

4.9

4.26

Pre – std. deviation

4.33

4.64

Post – mean

15.11

17.26

Post – std. deviation

6.61

6.02

Difference

10.21

13

18 of 29

Short-term memorization

  • improvement...
    • lowest of all... 2p
    • highest of all... 23p
  • 2 scored lower in post- than pre-
    • both female with violent version; with low aggression score in the questionaire
    • only in 1st test, mitigated by introduction of narrative

19 of 29

Player experience

20 of 29

Interviews

21 of 29

Interviews

  • participant’s general opinion...
    • everyone... liked the game more than traditional learning methods
    • 1/3... highly positive opinion;
    • 1/3... game is more like edutainment or e-learning
    • 2%... game is boring
    • rest... various other unspecified opinions

22 of 29

Interviews

  • participant’s usual memorization methods...
    • 25%... writing-down technique
    • 23%... visual aids
    • 25%... repetition, repeat reading
    • rest... various other unspecified methods

    • almost all people with big test improvements (> 60percentile)... preferred visualisation and repetition

23 of 29

Interviews

  • most impactful element...
    • 26%... audio
    • 25%... graphics
    • 13%... animations
    • rest... combination of two or more

24 of 29

Interviews

  • participant’s prefference...
    • neutral version...
      • preffered by 12 people from 1st and 6 from 2nd experiment
      • least distractions
    • violent version...
      • preffered by 5 people from 1st and 9 from 2nd experiment
      • exciting setup, more pressure, potential to grab attention
    • pleasant version...
      • most preffered (13 people from 1st and 9 from 2nd experiment)
      • more exciting than neutral, less disturbing than violent
  • many people in 1st exp. complained about lack of narrative

25 of 29

Summary

  • violent audiovisuals can have quite negative effects
  • negative effects eliminated by appropriate narrative
  • with narrative, violent version performed similar as the non-violent
  • cannot recommend use of violent audiovisuals right now
  • more research needed (with more complex game mechanics)

26 of 29

Limitations

  • sample...
    • small size
    • mostly international students with some prior interest in anatomy
    • unbalanced gender distribution

27 of 29

Review of the paper

  • Pros:
    • explores an idea, that I’d say comes naturally, yet is quite novel to its particular field
    • comes with open mind – no preplanned intent to either support or reject the idea
    • acknowledges some importance of narrative
  • Cons:
    • sees narrative only as a tool to mitigate negative effects of violent elements
    • says many times that more research into the subject is needed, yet it:
      • does not provide the game demo
      • does not provide the raw test outputs for other researchers to examine, only the aggregate results shown here

28 of 29

29 of 29

Presentation by: Jakub Hroník