The motivating role of violence in Video Games (Przybylski, Ryan & Rigby, 2009).
Summary of this article in 3 points.
- Ran a total of six studies exploring whether the needs-based satisfaction model and violence (we implicitly seek out autonomy, relatedness and competence) were motivators in why we play video games
- Found that competence and autonomy consistently predicted game enjoyment and future preference, while violence was not a significant motivator (unless you were high in trait violence, in which case it did predict future preference for violent games)
- While it does support the theory, it seems to have a few flaws and needs a few more studies to back it up such as no self-report measures
Abstract
Six studies, two survey based and four experimental, explored the relations between violent content and people’s motivation and enjoyment of video game play. Based on self-determination theory, the authors hypothesized that violence adds little to enjoyment or motivation for typical players once autonomy and competence needs satisfactions are considered. As predicted, results from all studies showed that enjoyment, value and desire for future play were robustly associated with the experience of autonomy and competence in gameplay. Violent content added little unique variance in accounting for these outcomes and was also largely unrelated to need satisfactions. The studies also showed that players high in trait aggression were more likely to prefer or value games with violent contents, even though violent contents did not reliably enhance their game enjoyment or immersion. Discussion focuses on the significance of the current findings for individuals and the understanding of motivation in virtual environments.
Method
Participants/Design
- Study 1
- 1028 participants, 99 female and 929 male mostly recruited from online forums
- Ranged from 18 to 39 years – asked questions about their favourite game
- Mean age of 24.14, and 38.40% were in a relationship or committed
- Note that later on, 105 participants were dropped from analyses
- Study 2
- 68 undergraduate students, 21 male, 47 female with a mean age of 19.5 years
- Study 3
- 99 students, 41 males, 58 females with a mean age of 20.1 years
- Study 4
- 101 students – 36 males, 65 females with a mean age of 19.6 years
- Study 5
- 39 students – mean age of 19.54 years
- Limited to males who regularly spent more than 5 hours per week playing video games (average of 7.47 hours a week)
- Study 6
- 1642 participants – 195 female, 1447 male, ranging from 18 to 43 with a mean age of 23.9 years
- Recruited from the same online community as in study 1
- Note that 94 titles did not have ratings, resulting 94 people dropping out
Thoughts on participants
- Study 1 and 6 are sort of problematic as they used one online community from a popular forum – while they are all gamers, certain gamers tend to be attracted to certain forums, so it may not be an accurate representation of actual video gamers – especially if it’s only PC gamers instead of console gamers for instance
- Study 5 used a small sample size of people who asked for course credit – may not be indicative of general male gaming population as it’s supposed to be
- Other then that, looks pretty normal and typical
Materials
Study 1
All items were given online and all were rated on a 7-point Likert scale unless mentioned otherwise.
Player experience of Needs Satisfaction (PENS)- Ryan et al. 2006
A scale designed to measure in-game competence and in-game autonomy. Competence was rated on a three-item scale with an alpha level of .70, and autonomy was rated on a four-item scale with an alpha level of .69. Self-report.
Presence.
Nine-item scale from the PENS – three items each assess emotional, physical and narrative presence – averaged together to form presence with a total alpha level of .88. Self-report.
Game enjoyment.
Four items adapted from Intrinsic motivation inventory – alpha level of .82. Self-report.
Sequel interest.
One item to test this – self-report.
Word of mouth.
One item to assess whether people were likely to spread the word bout the game via word of mouth – self-report.
Violence ratings.
Based on the following two measures:
ESRB rating.
THE ERSB is a group that rates games on a 1-5 scale: E for everyone, E10+ for everyone that is 10 years or older, T for teen, M for mature, and AO for adults only. This was coded as 1-5, although in this study no AO games were picked, leaving a scale that was 1-4. Additionally, 105 participants picked games that were not rated, and these were dropped from the analyses. This left 923 participants (85 females, 838 males – mean age of 24.17).
Violence coding.
Three raters coded games on the following scale: 1 was given for games with no violent content, 2 was given for games with abstract violence (i.e., Mario killing things by jumping on them), 3 for games with impersonal violence (killing groups of people that aren’t really related to you or don’t look human), 4 for games with fantasy violence (World of Warcraft), and 5 for games with realistic violence. An inter-rater reliability of .95 was found based on 50 game titles, so after these 50 titles only 2 raters continued rating the remaining games.
Study 2
House of the Dead 3 (Xbox 360).
Video game that offers graphically violent gameplay.
Game Enjoyment/Presence/Player experience of Needs Satisfaction (PENS) measures.
As Above.
Preference for Future Play
Five self-report items were used, with an alpha level of .92.
Trait Aggression (Buss & Perry, 1992).
A 29-item self-report scale was used. Formed four subscales: physical aggression, verbal aggression, anger and hostility, collapsed together to form trait aggression. Alpha level of .94.
Study 3
Glider Pro 4.
Arcade game that is non-violent
Marathon 2.
First-person shooter that involves challenges with violence involved
Same self-report measures as in study 2.
All alpha levels were .85 or above.
Study 4
Half-Life 2.
Created three environments in Half-life 2:
A training ground with no violent content for participants to practice in. They were then asked to play one of two versions of the actual game: in one, they are told that their enemies want to kill them and they must kill them in a bloody manner, and in the other, enemies were only programmed to target them with a nonweapon marker.
Same self-report measures as in other studies.
Alpha levels were .75 or above for all measures
Study 5
House of the Dead 3.
Asked to either play a version with highly graphical and realistic violence, or a version with no blood, gore and wounds were neon colours
Same self-report measures as in Study 2.
Alpha levels ranged from .86 to .94
Study 6
Same self-report measures as Study 1.
Alpha levels were: .68 for competence, .73 for autonomy, .80 for enjoyment, .78 for presence and .95 for trait aggression. Sequel interest and word of mouth were also assessed with one item
Same ESRB ratings and coded ratings as Study 1.
94 titles did not have ratings, leading to 8 females dropping out and 86 males
Self report measure of game value.
Participants rated whether they thought the game was worth its price on a one-item scale
Thoughts on materials
- Almost all of the materials are self-report, which introduces desirability bias into the results, and additionally, the authors do not mention whether they had any measures to catch people who were simply ticking all the boxes on the left (i.e., reverse scoring, similar questions etc. etc.)
- Some items were based on one question, which limited their validity
Procedure
Study 1
- Participants were asked to fill out a survey about their favourite game
Study 2
- Students were asked to play a game and filled out both preplay (trait aggression/filler questions) and postplay assessments (competence, autonomy, presence, enjoyment and preference for future play).
Study 3
- Students were randomly assigned to play a violent or non-violent game
- Questionnaires were given before and after a 20-minute gameplay session
Study 4
- Participants came in and played a training session for 20 minutes
- They then completed a short survey
- They were then randomly assigned to either low or high-violence conditions for 20 minutes
- Afterwards, they were asked to fill out post-questionnaires
Study 5
- Same as in Study 2 except an additional IV of high/low violence was introduced
Study 6
- Same as study 1
Thoughts on procedure
- A lot of studies that are fairly similar which is good for replication’s sake and showing different things
- Not sure how effective 20 minutes of gameplay is for actually showing effects
- Pretty high face validity when giving a trait aggression questionnaire before playing a violent game – might be bad for realistic results
Results
Study 1
Preliminary Results
- 99 games rated as E for everyone, 32 of 10+, 506 a rating of teen, 286 a rating of mature, and no games being adult only. Mean violence rating of 3.90 (SD = 0.99).
- Men selected more violent games and games that had higher ESRB ratings than females
- Females had higher presence in their games
- No other sex differences emerged among the analyses
Primary Results
- Correlations show that in-game autonomy, in-game competence, game enjoyment, presence, word of mouth and sequel interest are all significantly positive correlated with each other
- Regressions show that in-game autonomy and in-game competence consistently predicted higher amounts of game enjoyment, presence, word of mouth and sequel interest above chance (with in-game autonomy always being higher than in-game competence, by 2-3x)
- Violence was only significant in predicting presence
Study 2
Preliminary Results
- Males reported higher competence and autonomy
- No other sex or age differences emerges
Primary Results
- In-game autonomy and in-game competence were significantly positively correlated with game enjoyment, preference and presence
- Trait aggression was significantly correlated with future presence, but not enjoyment or presence – also unrelated to competence, but associated with autonomy
- Regressions showed similar effects – in-game autonomy and in-game competence predicted game enjoyment, preference and presence, while trait aggression only predicted preference for future play
Study 3
Preliminary Results
- Males reported higher competence than females
- No other sex or age differences
- No differences of condition
Primary Results
- In-game competence and in-game autonomy significantly predicted enjoyment, future preference and presence while violence did not at all
- Additionally, an interaction between all 3 DV’s were found between high and low trait aggression such that people low in trait aggression were less likely to enjoy the game, prefer the game in future or feel attached to the game in the high-violence condition compared to the low-violence condition, and the opposite effect was observed for people high in trait aggression
- These interactions were no longer significant when controlling for autonomy and competence satisfactions
Study 4
Preliminary Results
- Males reported higher competence, autonomy, enjoyment, and preference for future play
- No sex differences emerged for other DV’s
- No differences of condition
Primary Results
- In-game autonomy and competence significantly predicted enjoyment in both the low and high violence conditions
- Only in-game competence predicted future preference and presence for both high and low violence conditions
- For the high violence condition, trait aggression predicted presence and future preference
- Preference for future play was moderated by condition – the lower in trait aggression you were, the less likely you were to play games if you were in the high-violence condition, and the opposite for people higher in trait aggression
Study 5
Preliminary Results
- No differences of condition on competence ,autonomy, enjoyment, preference for future play or presence
Primary Results
- In-game autonomy and competence predicted enjoyment and future preference, but only autonomy predicted presence
- Interactions for enjoyment and future preference between condition and trait aggression were significant as in previous interactions – but no longer significant when controlling for needs satisfactions
Study 6
Preliminary Results
- Female participants were older, had higher autonomy, enjoyment, presence and sequel interest.
- Male participants had higher trait aggression, and selected games higher in violence and in ESRB rating
Primary Results
- Correlations showed that autonomy and competence were positively related to game enjoyment, presence, sequel interest, word of mouth and game value
- Additionally, violence was rated to higher autonomy, presence and game value
- Regressions showed that competence and autonomy significantly predicted all 5 DV’s
- Violence significantly positively predicted presence
- Only one significant interaction – those higher in trait violence valued games more if they had a lot of violent scenes
Thoughts on results
- Interesting stuff – the many studies show a lot of support that in-game competence and autonomy are strong motivators for whether people will like the game
- I’m not sure if this data has much value however – I mean the more competent and independent you feel in the game world, logically the more you’re likely to buy the game because you think you’re good at it, so not sure if this reflects actual motivations for playing games, or if it reflects people just feeling better at certain games and thus being more likely to play them
- I guess a better measure of in-game competence/autonomy, or being able to manipulate it would give me stronger results here
- This is more like a mini-discussion section I released.. oops
- This entire study was self-report which is quite problematic – perhaps it’s more about who the person is rather than what the authors found (i.e., people are more likely to feel independent and competent are also more likely to want to play video games or just rate them as higher) – these alternative explanations need to be explored more I think.
- It is good to note that violence is not a significant predictor of game enjoyment/desire most of the time, though I think they may have just included that aspect to get more attention, as I don’t think violence would often be a motivator for people to just play games in general
Discussion
General Discussion
- Consistently showed strong support for self-determination theory
- Violence adds little or no motivation for players in terms of enjoyment or preferences
- However, people high in violent traits were more likely to play them in future
Przylbylski, A. K., Ryan, R. M. & Rigby, C. S. (2009). The motivating role of violence in video games. Personality and Social Psychology Bulletin, 35, 243-259.
- Study 3
- 99 students, 41 males, 58 females with a mean age of 20.1 year