Mortal Kombat: The Effect of Violent Videogame Play on Males
Mortal Kombat: The Effect of Violent Videogame Play on Males
Mortal Kombat: The Effect of Violent Videogame Play on Males
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<str<strong>on</strong>g>of</str<strong>on</strong>g> violent game play, including increased CV reactivity, hostility, behavioral<br />
aggressi<strong>on</strong> (Schutte et al., 1988), and activity levels (Cooper & Mackie, 1986)<br />
and decreased prosocial behavior (Chambers & Asci<strong>on</strong>e, 1987; Silvern &<br />
Williams<strong>on</strong>, 1987).<br />
Several factors not c<strong>on</strong>sidered in the current study must be taken into<br />
account before definitive recommendati<strong>on</strong>s are made. First, subjects were<br />
exposed to the game for a brief time. L<strong>on</strong>ger exposure could result in <strong>on</strong>e <str<strong>on</strong>g>of</str<strong>on</strong>g><br />
two possible outcomes: (a) sensitizati<strong>on</strong> whereby the effects <str<strong>on</strong>g>of</str<strong>on</strong>g> violent<br />
videogame play are even more pr<strong>on</strong>ounced or (b) desensitizati<strong>on</strong> whereby the<br />
player habituates to the violence <str<strong>on</strong>g>of</str<strong>on</strong>g> the game. Further, even extended<br />
videogame play in the laboratory might fail to replicate the effects <str<strong>on</strong>g>of</str<strong>on</strong>g> chr<strong>on</strong>ic<br />
videogame play. Future investigati<strong>on</strong>s could examine the effects <str<strong>on</strong>g>of</str<strong>on</strong>g> violent<br />
videogame play <strong>on</strong> habitual versus occasi<strong>on</strong>al game players. Sec<strong>on</strong>d, developmental<br />
status should be c<strong>on</strong>sidered. <str<strong>on</strong>g>Videogame</str<strong>on</strong>g> violence may have varying<br />
effects <strong>on</strong> the player as a functi<strong>on</strong> <str<strong>on</strong>g>of</str<strong>on</strong>g> developmental status. Third, more<br />
attenti<strong>on</strong> should be focused <strong>on</strong> gender differences in resp<strong>on</strong>se to videogame<br />
play. Finally, we <strong>on</strong>ly examined self-reported hostility following videogame<br />
play. To determine if varying levels <str<strong>on</strong>g>of</str<strong>on</strong>g> video violence differentially affects<br />
overt behavior, direct measures <str<strong>on</strong>g>of</str<strong>on</strong>g> behavioral aggressi<strong>on</strong> and hostility should<br />
be gathered.<br />
In additi<strong>on</strong> to the findings that CV reactivity and hostility increase with the<br />
level <str<strong>on</strong>g>of</str<strong>on</strong>g> violence in the video game played, we also found that CV reactivity<br />
and hostility were significantly correlated. <str<strong>on</strong>g>The</str<strong>on</strong>g>se correlati<strong>on</strong>s strengthen the<br />
c<strong>on</strong>clusi<strong>on</strong> that the noted changes are indeed the result <str<strong>on</strong>g>of</str<strong>on</strong>g> varying levels <str<strong>on</strong>g>of</str<strong>on</strong>g><br />
videogame violence. As in the present study, SBP has <str<strong>on</strong>g>of</str<strong>on</strong>g>ten been found to<br />
correlate with measures <str<strong>on</strong>g>of</str<strong>on</strong>g> hostility (Diam<strong>on</strong>d, 1982; Felsten & Leitten, 1993;<br />
Lawler et al., 1993). This leads to another questi<strong>on</strong>-Do violent videogames<br />
increase arousal, thereby increasing both CV and hostility, or do violent<br />
videogames increase hostility which in turn increases CV reactivity? In the<br />
same vein, another avenue for research <strong>on</strong> the effects <str<strong>on</strong>g>of</str<strong>on</strong>g> videogame violence is<br />
to examine the correlati<strong>on</strong> between videogame preference and basal arousal.<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g>re is evidence that sensati<strong>on</strong> seekers have lower basal arousal than those<br />
who are not sensati<strong>on</strong> seekers (e.g., Sales, 1971; Zuckerman, 1990). Sensati<strong>on</strong><br />
seekers are thought to seek out stimulating activities to achieve a higher, more<br />
optimal level <str<strong>on</strong>g>of</str<strong>on</strong>g> arousal, while those with high basal arousal seek to decrease<br />
stimulati<strong>on</strong> (e.g., Kohn, 1987; Zuckerman, 1990).<br />
A few limitati<strong>on</strong>s in the study should be acknowledged. First, the sample<br />
c<strong>on</strong>sisted <str<strong>on</strong>g>of</str<strong>on</strong>g> a homogeneous, White male college populati<strong>on</strong>. Thus, the results<br />
might not generalize to those outside this demographic pr<str<strong>on</strong>g>of</str<strong>on</strong>g>ile. Sec<strong>on</strong>d, the<br />
sample size is relatively small and should be increased in future studies.<br />
However, the magnitude <str<strong>on</strong>g>of</str<strong>on</strong>g> the effects suggests that the findings are quite<br />
robust. <str<strong>on</strong>g>The</str<strong>on</strong>g> stimuli and measures used could also be improved. First, due to<br />
time restraints, we used <strong>on</strong>ly a porti<strong>on</strong> <str<strong>on</strong>g>of</str<strong>on</strong>g> each hostility measure. In the future,<br />
it might be better to use the entire measures rather than subscales. However,<br />
the significant correlati<strong>on</strong>s between the hostility measures used bespeaks their<br />
reliability in this study. Sec<strong>on</strong>d, the billiards game differed from the <str<strong>on</strong>g>Mortal</str<strong>on</strong>g><br />
<str<strong>on</strong>g>Kombat</str<strong>on</strong>g> game not <strong>on</strong>ly in regard to the level <str<strong>on</strong>g>of</str<strong>on</strong>g> violence involved, but in regard<br />
to the level <str<strong>on</strong>g>of</str<strong>on</strong>g> acti<strong>on</strong>. Future studies should use a game that is both active and