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Physiological responses to violent game events: Does it matter whose character you kill?

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Title: Physiological responses to violent game events: Does it matter whose character you kill?


1
Physiological responses to violent game events
Does it matter whose character you kill?
THE CENTER FOR KNOWLEDGE AND INNOVATION
RESEARCH H E L S I N K I S C H O O L O F
E C O N O M I C S
  • J Matias Kivikangas, M.A. Niklas Ravaja, Ph.D.
  • CKIR, Helsinki School of Economics, Finland
  • email ravaja_at_hse.fi

2
Background
  • Previous studies have shown that different
    violent and nonviolent game events elicit
    differential phasic emotion-related
    psychophysiological responses
  • Ravaja, N., Saari, T., Salminen, M., Laarni, J.,
    Kallinen, K. (2006). Phasic emotional reactions
    to video game events A psychophysiological
    investigation. Media Psychology, 8, 343-367.
  • Ravaja, N., Turpeinen, M., Saari, T., Puttonen,
    S., Keltikangas-Järvinen, L. (in revision). The
    Psychophysiology of James Bond Phasic Emotional
    Responses to Violent Video Game Events. Emotion.
  • Previous studies have also shown that the type of
    opponent (computer, stranger, friend) influences
    emotional responses as indexed by tonic
    psychophysiological measures (mean values during
    the game session)
  • Ravaja, N., Saari, T., Turpeinen, M., Laarni, J.,
    Salminen, M., Kivikangas, M. (2006). Spatial
    presence and emotions during video game playing
    Does it matter with whom you play? Presence
    Teleoperators and Virtual Environments, 15,
    381-392.
  • A question arises
  • Does it matter whose character you kill?
  • Do phasic emotion-related physiological responses
    to violent events differ as a function of
    opponent type (computer, stranger, friend)?

3
Methods
  • Participants
  • Participants were 99 (51 male and 48 female)
    Finnish undergraduates, who ranged from 19 to 34
    years of age (mean 23.8 years)
  • Participants participated in the experiment in
    groups of three same-sex persons. In each of the
    33 groups, two of the participants were friends
    who knew each other before and one was a person
    unknown to the others (i.e., a stranger).
  • In the present study, we used only the
    self-report and physiological data collected
  • from the 33 so-called main participants.
  • Game
  • Super Monkey Ball Jr. (Sega Corporation, Tokyo,
    Japan) and Duke Nukem Advance (Take 2
    Interactive, Berkshire, UK). The games were
    played with the Nintendo Game Boy Advance console
    (Nintendo Co., Ltd., Kyoto, Japan).
  • Design
  • A 2 (Game Super Monkey Ball Jr., Duke Nukem
    Advance) ? 3 (Opponent computer, stranger,
    friend) within-subjects design was employed

4
Methods
  • Physiological measures
  • Facial electromyography (EMG)
  • Provides a direct measure of the electrical
    activity associated with facial muscle
    contractions (an important form of emotional
    expression)
  • Zygomaticus major (cheek) muscle area
  • An index of Positive Affect (PA)
  • Orbicularis oculi (periocular) muscle area
  • An index of PA
  • Corrugator supercilii (brow) muscle area
  • An index of Negative Affect (NA)
  • Electrodermal activity (EDA)
  • The primary psychophysiological index of arousal
  • As people experience arousal their sympathetic
    nervous system is activated, resulting in
    increased sweat gland activity and skin
    conductance

5
Dimensional Model of Emotion
6
Methods
  • Game Events
  • The exact onset times of predefined game events
    were determined by examining the played games,
    frame by frame, using V-ToolsPro 2.20 software.
  • We scored four different game events
  • The players character (own PC) wounded an
    opponent character (NPC/PC Opponent Wounded)
  • The players character (own PC) killed an
    opponent character (NPC/PC Opponent Killed)
  • The players character (own PC) was wounded by an
    opponent character (NPC/PC Own PC Wounded)
  • The players character (own PC) was killed by an
    opponent character (NPC/PC Own PC Killed)

7
Methods
  • Data Analysis
  • Mean values for the psychophysiological measures
    were derived for one 1-s epoch before each event
    (Second 1) and for six 1-s epochs after event
    onset (Seconds 2 to 7). The data were analyzed by
    the Linear Mixed Models procedure in SPSS with
    restricted maximum likelihood estimation and a
    first-order autoregressive covariance structure
    for the residuals.
  • Event-related changes in physiological activity
    were tested using the following orthogonal
    contrasts
  • Linear trend across seconds 1 to 7 (Contrast 1a)
  • Quadratic trend across seconds 1 to 7 (Contrast
    1b)
  • Friend vs. Stranger Linear Trend across Seconds
    1 to 7 (Contrast 2a)
  • Friend vs. Stranger Quadratic Trend across
    Seconds 1 to 7 (Contrast 2b)
  • Computer vs. Friend and Stranger Linear Trend
    across Seconds 1 to 7 (Contrast 3a)
  • Computer vs. Friend and Stranger Quadratic
    Trend across Seconds 1 to 7 (Contrast 3b)

8
Hypotheses and Results I
  • H1 The wounding and death of the players own
    character will elicit PA as indexed by increased
    zygomatic and orbicularis oculi EMG activity.

Event Own PC killed
Event Own PC wounded
Contrast 1a, p lt .001 Contrast 3a, p lt .001
Contrast 1b, p lt .001
9
Hypotheses and Results II
  • H2 Killing or wounding the PC of another human
    (friend or stranger) will elicit greater PA as
    indexed by zygomatic and orbicularis oculi EMG
    activity compared to killing or wounding a NPC.

Event Opponent Killed
Event Opponent Wounded
Contrast 3b, p lt .001
Contrast 3a, p lt .001
10
Hypotheses and Results III
  • H3 NA as indexed by corrugator EMG activity will
    increase in the order of killing or wounding a
    NPC lt killing or wounding the PC of a stranger lt
    killing or wounding the PC of a friend.

Event Opponent Killed
Event Opponent Wounded
Contrast 2b, p lt .001 Contrast 3a, p lt .001
Contrast 3b, p lt .001
Contrast 2b, p lt .05 Contrast 3a, p lt .001
11
Hypotheses and Results IV
  • H4 Physiological arousal as indexed by EDA will
    increase in the order of killing or wounding a
    NPC lt killing or wounding the PC of a stranger lt
    killing or wounding the PC of a friend.
  • H5 Physiological arousal as indexed by EDA will
    increase in the order of the players character
    is wounded or killed by a NPC lt the players
    character is wounded or killed by the PC of a
    stranger lt the players character is wounded or
    killed by the PC of a friend.

Event Own PC Wounded
Event Opponent Wounded
Contrast 3a, p lt .001
Contrast 2a, p lt .001 Contrast 3a, p lt .001
12
Conclusions
  • Although counterintuitive, the wounding and death
    of the players own character elicits some aspect
    of PA
  • Killing and wounding the PC of another human
    elicits both greater PA and NA compared to
    killing and wounding a NPC
  • Arousal associated with all types of violent game
    events increases in the order of playing against
    a computer lt playing against a stranger lt playing
    against a friend
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