Contemporary Study - Bastian et al (2011) Flashcards
1
Q
aim
A
- to investigate whether playing violent video games has dehumanising (self perception of those playing video games and self) consequences in relation to others and self
- study 1= to investigate the effect in a violent video games in context where players were violent towards each other
- study2= to investigate whether playing violent video games against computer avatars rather than human opponents had any effect on self perceived humanity
2
Q
procedure of study1
A
- 106 participants who were undergraduate aged 17-34, 74 female and 32 male
- participants were randomly assigned to one of two groups: violent game (mortal kombat) and non violent video game (spin tennis)
- played for 15 mins
- pps played on same screen but was a wall between them so they couldn’t see each other
- pps were asked how much they enjoyed the game and how frustrating they found the game on a scale of 1-7
- pps had to rate themselves and opponent on 8 human nature items on a scale of 1-7 by thinking about their experiences whilst playing the game
3
Q
procedure of study 2
A
- pps played Call of Duty with another player against a computer generated avatar
- screen was split into two so they could see their pov and co players pov by still separated with a wall
- 38 participants, 28 female and 10 male undergraduates randomly assigned to call of duty or spin tennis
- mood was measured using 20 item PANAS and self esteem was measured using the state self esteem scale
- measure enjoyability, frustration and humanness like study1