Download - The Hand that Holds the Controller: The Moderating Effect of Personality on Violent Video Games
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The Hand that Holds the Controller:The Moderating Effect of Personality on
Violent Video Games
Interpersonal Research LabInterpersonalResearch.com
Patrick M. Markey & Charlotte N. Markey
Healthy Development LabHealtyDevelopmentLab.com
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Past research suggests VVGs are linked to various negative behaviors and cognitions (e.g., Anderson et al., 2004; Bushman & Anderson, 2002; Gentile, Lynch, Linder, & Walsh, 2004; Sheese & Graziano, 2005).
However, a considerable number of studies have failed to find compelling links between VVGs and negative outcomes (e.g., Ferguson et al., 2008; Weigman & van Schie, 1998; Williams & Skoric, 2005).
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Why?Poor designInvalid measurementsPublication biases(Ferguson, 2007a, 2007b)
Personality traits moderate the effects of VVGs(Giumetti & Markey,2007; Markey & Scherer, 2009; Markey & Markey, 2010)
Psychoticism Aggression
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Psychotocism
Individuals with high levels of psychoticism. . .
. . . experience less anxiety playing VVGs and are less disturbed and frightened by violent media.
. . . are more aggressive after playing VVGs and are more likely to express violent desires after exposure to violent media
(Lynn, Hampson, and Agahi, 1989 ; Zillman & Weaver, 1996; Barnes, Malamuth, & Check, 1984; Markey & Sherer, 2009).
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Aggression
Individuals with high levels of aggression. . .
. . . feel more angry after viewing violent media
. . . after playing VVGs are more hostile (Giumett & Markey, 2007; Panee & Ballard, 2002; Arriaga et al., 2006)
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Finding a Common Language
The Five Factor Model (FFM)
A useful coordinate system for categorizing various personality constructs within its five dimensions (Ozer & Reise, 1994).
By categorizing seemingly differing traits (e.g., psychoticism and aggression) under a few common dimensional labels, the FFM can be used to assimilate past research (Funder, 2007).
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Psychoticism = low agreeableness + low conscientiousness (Costa & McCrae, 1995; Costa, McCrae, & Dye, 1991; Goldberg & Rosolack, 1994; McCrae & Costa, 1985).
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Aggression = high neuroticism + low agreeableness (Sharpe & Desai, 2001).
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high N + low A + low C =
=+ +
Markey & Markey (2006)
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0o
90o
135o180o
225o
270o
315o
Agreeableness
Neuroticism
Conscientiousness
45o
Longitude
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Conscientiousness
Agreeableness0o
45o
-45o
90o
-90o
Latitude
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High Conscientiousness (C+)
Low Conscientiousness (C-)
High Agreeableness (A+)
Low Neuroticism (N-)
Easy-Going (N-A+)
Temperamental (N+ A-)
Overcontrolled (N+ C+)
Relaxed (N-C-) Undercontrolled (N+ C-)
Directed (N-C+) Effective Altruists (A+C+)
Undistinguished (A- C-)
Well-Intentioned (A+ C-)
Self-Promoters (A- C+)
N-A+C-
N+A-C+
Front Back
N-A+C+
High Conscientiousness (C+)
Low Conscientiousness (C-)
High Neuroticism (N+)
Low Agreeableness (A-)
N+A-C-
Predictions
Λ 315 and Φ 35 Λ 135 and Φ -35
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Method
118 participants (M age = 19.35 years; 42% female).
Study done in 3 phases
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Phase 1
Completed the Big Five Inventory dimensions of neuroticism, agreeableness, and conscientiousness.
The three dimensions scores were forced to be orthogonal using a PC with varimax rotation• Resulting component scores were highly corrected to the
original scales (all r values > .90) while being orthogonal
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Phase 2Video Game PlayParticipants were randomly assigned to play
either a VVG or a non-VVG for 20 min.
Tiger Woods Golf Manhunt 2
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Phase 3
Current level of hostility
State Hostility Scale (Anderson, Deuser, & DeNeve, 1995).
– Particpants use 35 items to describe their current level of hostility
– ‘‘I feel furious.”– ‘‘I feel like banging on a table.”
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Typical Analysis
Step 1 B SE B β Semi-Partial r
Violent Video Game (VVG) .24 .12 .18 .18*
Neuroticism (N) .17 .06 .26 .26**
Agreeableness (A) -.14 .06 -.21 -.21*
Conscientiousness (C) -.05 .06 -.08 -.08
Step 2
VVG x N .17 .12 .18 .12
VVG x A -.17 .12 -.19 -.12
VVG x C -.19 .12 -.21 -.14
* p < .05 ** p < .01 n = 118
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Geometric Analysis
• Interaction effect
.
Step 1 B SE B β Semi-Partial r
Violent Video Game (VVG) .24 .12 .18 .18*
Neuroticism (N) .17 .06 .26 .26**
Agreeableness (A) -.14 .06 -.21 -.21*
Conscientiousness (C) -.05 .06 -.08 -.08
Step 2
VVG x N .17 .12 .18 .12
VVG x A -.17 .12 -.19 -.12
VVG x C -.19 .12 -.21 -.14
* p < .05 ** p < .01 n = 118
Gurtman, 1992; Markey & Markey,2006; Markey & Markey, 2009
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Geometric Analysis
• Interaction effect
.
Step 1 B SE B β Semi-Partial r
Violent Video Game (VVG) .24 .12 .18 .18*
Neuroticism (N) .17 .06 .26 .26**
Agreeableness (A) -.14 .06 -.21 -.21*
Conscientiousness (C) -.05 .06 -.08 -.08
Step 2
VVG x N .17 .12 .18 .12
VVG x A -.17 .12 -.19 -.12
VVG x C -.19 .12 -.21 -.14
* p < .05 ** p < .01 n = 118 Longitude
Λ = arctangent (rneu/ ragr)Λ = 137o
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Geometric Analysis
• Interaction effect
.
Step 1 B SE B β Semi-Partial r
Violent Video Game (VVG) .24 .12 .18 .18*
Neuroticism (N) .17 .06 .26 .26**
Agreeableness (A) -.14 .06 -.21 -.21*
Conscientiousness (C) -.05 .06 -.08 -.08
Step 2
VVG x N .17 .12 .18 .12
VVG x A -.17 .12 -.19 -.12
VVG x C -.19 .12 -.21 -.14
* p < .05 ** p < .01 n = 118 Latitude
Φ = arctangent (rcon / rneu2+ ragr
2)1/2])Φ = -39o
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Geometric Analysis
• Interaction effect
.
Step 1 B SE B β Semi-Partial r
Violent Video Game (VVG) .24 .12 .18 .18*
Neuroticism (N) .17 .06 .26 .26**
Agreeableness (A) -.14 .06 -.21 -.21*
Conscientiousness (C) -.05 .06 -.08 -.08
Step 2
VVG x N .17 .12 .18 .12
VVG x A -.17 .12 -.19 -.12
VVG x C -.19 .12 -.21 -.14
* p < .05 ** p < .01 n = 118 Vector Length
VL = [(rneu)2+(ragr) 2+(rcon) 2] ½
VL = .22
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Geometric AnalysisIt is possible to compute the expected interaction effect (r-value)
for any location on the sphere (Gurtman, 1992; Markey & Markey,2006; Markey & Markey, 2009).
r = VL(cosθdiff)
cosθdiff = [cos(Ʌ)cos(λ)+sin(Ʌ)sin(λ)]cos(Ø)cos(ɸ)+sin(Ø)sin(ɸ)
Where:Ʌ and Φ are the longitude and latitude location of the effectλ and Ø are the longitude and latitude location of a given octant
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-0.4
-0.3
-0.2
-0.1
0
0.1
0.2
0.3
0.4
C- C C+
Inte
ract
ion
Effe
ct (
r)
A-N- A- A-N+ N+ A+N+ A+ A+ N- N-
Interaction Effect
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-0.4
-0.3
-0.2
-0.1
0
0.1
0.2
0.3
0.4
C- C C+
Inte
ract
ion
Effe
ct (
r)
A-N- A- A-N+ N+ A+N+ A+ A+ N- N-
Interaction Effect
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-0.4
-0.3
-0.2
-0.1
0
0.1
0.2
0.3
0.4
C- C C+
Inte
ract
ion
Effe
ct (
r)
A-N- A- A-N+ N+ A+N+ A+ A+ N- N-
Interaction Effect
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-0.4
-0.3
-0.2
-0.1
0
0.1
0.2
0.3
0.4
C- C C+
Inte
ract
ion
Effe
ct (
r)
A-N- A- A-N+ N+ A+N+ A+ A+ N- N-
Interaction Effect
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Interaction Effect
High Conscientiousness (C+)
Low Conscientiousness (C-)
High Agreeableness (A+)
Low Neuroticism (N-)
Easy-Going (N-A+)
Temperamental (N+ A-)
Overcontrolled (N+ C+)
Relaxed (N-C-) Undercontrolled (N+ C-)
Directed (N-C+) Effective Altruists (A+C+)
Undistinguished (A- C-)
Well-Intentioned (A+ C-)
Self-Promoters (A- C+)
N-A+C-
N+A-C+
Front Back
N-A+C+
High Conscientiousness (C+)
Low Conscientiousness (C-)
High Neuroticism (N+)
Low Agreeableness (A-)
N+A-C-
Least Effected Most Effected
Predicted Location: Λ 315 and Φ 35 Λ 135 and Φ -35Actual Location: Λ 317 and Φ 39 Λ 137 and Φ -39
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Replication
N = 115 (M age =18.54; 52% female)
Video Games– 3 VVGs– 3 Non-VVGs
DV = Aggressive responses to story stems (Rule, Taylor, & Dobbs 1987; Bushman & Anderson,2002)
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Interaction Effect
High Conscientiousness (C+)
Low Conscientiousness (C-)
High Agreeableness (A+)
Low Neuroticism (N-)
Easy-Going (N-A+)
Temperamental (N+ A-)
Overcontrolled (N+ C+)
Relaxed (N-C-) Undercontrolled (N+ C-)
Directed (N-C+) Effective Altruists (A+C+)
Undistinguished (A- C-)
Well-Intentioned (A+ C-)
Self-Promoters (A- C+)
N-A+C-
N+A-C+
Front Back
N-A+C+
High Conscientiousness (C+)
Low Conscientiousness (C-)
High Neuroticism (N+)
Low Agreeableness (A-)
N+A-C-
Least Effected Most Effected
Predicted Location: Λ 315 and Φ 35 Λ 135 and Φ -35Study 1: Λ 317 and Φ 39 Λ 137 and Φ -39Study 2: Λ 293 and Φ 40 Λ 113 and Φ -40
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The notion that all, or even most, individuals who play VVGs will inevitably become aggressive may be unwarranted.
The “perfect storm” of FFM traits are:– high neuroticism– low agreeableness– low conscientiousness
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Video Games and Peanut Butter“Why do some individuals appear to be affected by VVGs while others are
not?”
For VVGs it appears that many individuals who are adversely affected have a preexisting disposition (i.e., high neuroticism, low agreeableness and low conscientiousness) which causes them to be susceptible to such violent media.