To investigate whether computer-generated games depicting a lot of violence affected children and whether they affected boys and girls differently.84 children (44 males, 40 females) from the fourth- and fifth-grades in schools in New Jersey, USA. For the experimental session, the children were paired randomly with the constraint that they were of the same sex and from the same grade. Consent was gained from the children’s parents.
Procedure
Boys and girls will perceive video games differently. Aggressive video games will have a greater impact on children’s behaviour than non-aggressive video games.
Results
Laboratory experiment with an independent measures design. The independent variables (IV): Whether participants were placed in the high aggression, low aggression or control group. (Participants only took part in one condition). Whether participants were players or observers. (Participants were either player or observer, not both). Observation was used to gather data in the experimental section. Self-report method was used to gather other data: questionnaires - video gaming experience, perception of video games and interpersonal aggression measures.
Conclusions
Not affected
Children entered experimental room in pairs- randomly allocated high aggression, low aggression, control.One played game, the other observed (interact but not participant)- for 8 minutes.
Boys: more enjoyment playing, liked all three games. Girls: more enjoyment observing
1. Girls: measurable consequences (playing & observing) on girls’ behaviour. Playing aggressive video games=increased activity & play with aggressive toys. Boys: not affected.2. Girls & boys: playing or observing not affect behaviour in relations to interpersonal measures of aggression.3. Playing & observing: affects are the same.
Increased playtime with aggressive toys
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