Physiological responses to violent game events: Does it matter whose character you kill? J Matias...
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Transcript of Physiological responses to violent game events: Does it matter whose character you kill? J Matias...
![Page 1: Physiological responses to violent game events: Does it matter whose character you kill? J Matias Kivikangas, M.A. & Niklas Ravaja, Ph.D. CKIR, Helsinki.](https://reader031.fdocuments.us/reader031/viewer/2022033108/56649cea5503460f949b54b8/html5/thumbnails/1.jpg)
Physiological responses to violent game events: Does it matter whose character you
kill?
J Matias Kivikangas, M.A. & Niklas Ravaja, Ph.D.
CKIR, Helsinki School of Economics, Finland email: [email protected]
THE CENTER FOR KNOWLEDGE AND INNOVATION RESEARCHH E L S I N K I S C H O O L O F E C O N O M I C S
![Page 2: Physiological responses to violent game events: Does it matter whose character you kill? J Matias Kivikangas, M.A. & Niklas Ravaja, Ph.D. CKIR, Helsinki.](https://reader031.fdocuments.us/reader031/viewer/2022033108/56649cea5503460f949b54b8/html5/thumbnails/2.jpg)
• 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)?
Background
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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
Methods
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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
Methods
![Page 5: Physiological responses to violent game events: Does it matter whose character you kill? J Matias Kivikangas, M.A. & Niklas Ravaja, Ph.D. CKIR, Helsinki.](https://reader031.fdocuments.us/reader031/viewer/2022033108/56649cea5503460f949b54b8/html5/thumbnails/5.jpg)
Dimensional Model of Emotion
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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 player’s character (own PC) wounded an opponent character
(NPC/PC; Opponent Wounded)– The player’s character (own PC) killed an opponent character (NPC/PC;
Opponent Killed)– The player’s character (own PC) was wounded by an opponent
character (NPC/PC; Own PC Wounded)– The player’s character (own PC) was killed by an opponent character
(NPC/PC; Own PC Killed)
Methods
![Page 7: Physiological responses to violent game events: Does it matter whose character you kill? J Matias Kivikangas, M.A. & Niklas Ravaja, Ph.D. CKIR, Helsinki.](https://reader031.fdocuments.us/reader031/viewer/2022033108/56649cea5503460f949b54b8/html5/thumbnails/7.jpg)
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)
Methods
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• H1: The wounding and death of the player’s own character will elicit PA as indexed by increased zygomatic and orbicularis oculi EMG activity.
Hypotheses and Results I
Event: Own PC killed Event: Own PC wounded
Contrast 1b, p < .001
Contrast 1a, p < .001
Contrast 3a, p < .001
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• 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.
Hypotheses and Results II
Event: Opponent Killed Event: Opponent Wounded
Contrast 3b, p < .001 Contrast 3a, p < .001
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• H3: NA as indexed by corrugator EMG activity will increase in the order of killing or wounding a NPC < killing or wounding the PC of a stranger < killing or wounding the PC of a friend.
Hypotheses and Results III
Event: Opponent Killed Event: Opponent Wounded
Contrast 3b, p < .001
Contrast 2b, p < .001
Contrast 3a, p < .001
Contrast 2b, p < .05
Contrast 3a, p < .001
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• H4: Physiological arousal as indexed by EDA will increase in the order of killing or wounding a NPC < killing or wounding the PC of a stranger < killing or wounding the PC of a friend.
• H5: Physiological arousal as indexed by EDA will increase in the order of the player’s character is wounded or killed by a NPC < the player’s character is wounded or killed by the PC of a stranger < the player’s character is wounded or killed by the PC of a friend.
Hypotheses and Results IV
Event: Opponent Wounded Event: Own PC Wounded
Contrast 3a, p < .001
Contrast 2a, p < .001Contrast 3a, p < .001
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• Although counterintuitive, the wounding and death of the player’s 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 < playing against a stranger < playing against a friend
Conclusions