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Video Game Violence And Anti-Social Research

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The Effects of Pro-Social Context vs. Anti-Social Context in Violent Video Games
Eduardo Bunn
Texas A & M International University

Author Note
Eduardo Bunn, Undergraduate student of Psychology, Texas A & M International University.
Correspondence concerning this article should be addressed to Eduardo Bunn, Undergraduate student of Psychology, Texas A & M International University, TX.
Contact: eduardobunn@dusty.tamiu.edu

Abstract
The impact of playing violent video games in a decade where video games have become a part of the mainstream popular culture across the world has become an area of debate for modern psychologists. This research proposal will attempt to identify the effects of violent video game context on aggression, …show more content…

The two levels of the this independent variable will be the pro-social context of video game violence and anti-social context of video game violence. The pro-social context of video game violence will be provided with the Playstation 4 video game Batman: Arkham Knight (2015), an action and adventure game (see Appendix A). The anti-social context of video game violence will be provided with the Playstation 4 video game, Grand Theft Auto V (2014), an action and adventure game (see Appendix B). The dependent variable will be the Buss & Perry Aggression Questionnaire, to measure the participants’ aggression after the manipulation (see Appendix C). The Normal Beliefs About Aggression will be utilized as a pre-test to establish the participants’ beliefs about behaving aggressively, depending on situation presented (see Appendix …show more content…

Independent variable level 2 will engage in the anti-social context of video game violence with the Grand Theft Auto V video game. This video game incorporates free-roaming gameplay unnecessary violence through the perspective of a former gangster, a retired professional criminal, and a violent criminal maniac, all looking for violence and a big score. In this game the participant engages in all sorts of crime, from burglary to cold blooded murder. The synopsis gameplay provides the participant with an anit-social perspective (Appendix B). Measurement. The Normative Beliefs About Aggression will be utilized as a pretest to establish the participants’ normative beliefs about aggression through a series of questions of scenarios. Participant will have 4 choices from “it’s perfectly OK” to “it’s really wrong” (see Appendix D). After manipulation, the participant will complete the Buss-Perry Aggression Questionnaire to assess the aggressive attitudes between subjects of independent variable level 1 and independent variable level 2. The Buss-Perry Aggression Questionnaire consists of 29 items that assess verbal aggression, physical aggression, anger and hostility in a likert-scale format from extremely uncharacteristic of me to extremely characteristic of me (Appendix C).

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