The Hand that Holds the Controller:The Moderating Effect of Personality on
Violent Video Games
Interpersonal Research LabInterpersonalResearch.com
Patrick M. Markey & Charlotte N. Markey
Healthy Development LabHealtyDevelopmentLab.com
Past research suggests VVGs are linked to various negative behaviors and cognitions (e.g.,
Anderson et al., 2004; Bushman & Anderson, 2002; Gentile, Lynch, Linder, & Walsh, 2004; Sheese & Graziano, 2005).
However, a considerable number of studies have failed to find compelling links between VVGs and negative outcomes (e.g., Ferguson et al., 2008;
Weigman & van Schie, 1998; Williams & Skoric, 2005).
Why?Poor designInvalid measurementsPublication biases(Ferguson, 2007a, 2007b)
Personality traits moderate the effects of VVGs(Giumetti & Markey,2007; Markey & Scherer, 2009; Markey & Markey, 2010)
Psychoticism Aggression
Psychotocism
Individuals with high levels of psychoticism. . .
. . . experience less anxiety playing VVGs and are less disturbed and frightened by violent media.
. . . are more aggressive after playing VVGs and are more likely to express violent desires after exposure to violent media
(Lynn, Hampson, and Agahi, 1989 ; Zillman & Weaver, 1996; Barnes, Malamuth, & Check, 1984; Markey & Sherer, 2009).
Aggression
Individuals with high levels of aggression. . .
. . . feel more angry after viewing violent media
. . . after playing VVGs are more hostile (Giumett & Markey, 2007; Panee & Ballard, 2002; Arriaga et al., 2006)
Finding a Common Language
The Five Factor Model (FFM)
A useful coordinate system for categorizing various personality constructs within its five dimensions (Ozer & Reise, 1994).
By categorizing seemingly differing traits (e.g., psychoticism and aggression) under a few common dimensional labels, the FFM can be used to assimilate past research (Funder, 2007).
Psychoticism = low agreeableness + low conscientiousness (Costa & McCrae, 1995; Costa, McCrae, & Dye, 1991; Goldberg & Rosolack, 1994; McCrae & Costa, 1985).
Aggression = high neuroticism + low agreeableness (Sharpe & Desai, 2001).
high N + low A + low C =
=+ +
Markey & Markey (2006)
0o
90o
135o180o
225o
270o
315o
Agreeableness
Neuroticism
Conscientiousness
45o
Longitude
Conscientiousness
Agreeableness0o
45o
-45o
90o
-90o
Latitude
High Conscientiousness (C+)
Low Conscientiousness (C-)
High Agreeableness (A+)
Low Neuroticism (N-)
Easy-Going (N-A+)
Temperamental (N+ A-)
Overcontrolled (N+ C+)
Relaxed (N-C-) Undercontrolled (N+ C-)
Directed (N-C+) Effective Altruists (A+C+)
Undistinguished (A- C-)
Well-Intentioned (A+ C-)
Self-Promoters (A- C+)
N-A+C-
N+A-C+
Front Back
N-A+C+
High Conscientiousness (C+)
Low Conscientiousness (C-)
High Neuroticism (N+)
Low Agreeableness (A-)
N+A-C-
Predictions
Λ 315 and Φ 35 Λ 135 and Φ -35
Method
118 participants (M age = 19.35 years; 42% female).
Study done in 3 phases
Phase 1
Completed the Big Five Inventory dimensions of neuroticism, agreeableness, and conscientiousness.
The three dimensions scores were forced to be orthogonal using a PC with varimax rotation• Resulting component scores were highly corrected to the
original scales (all r values > .90) while being orthogonal
Phase 2Video Game PlayParticipants were randomly assigned to play
either a VVG or a non-VVG for 20 min.
Tiger Woods Golf Manhunt 2
Phase 3
Current level of hostility
State Hostility Scale (Anderson, Deuser, & DeNeve, 1995).
– Particpants use 35 items to describe their current level of hostility
– ‘‘I feel furious.”– ‘‘I feel like banging on a table.”
Typical Analysis
Step 1 B SE B β Semi-Partial r
Violent Video Game (VVG) .24 .12 .18 .18*
Neuroticism (N) .17 .06 .26 .26**
Agreeableness (A) -.14 .06 -.21 -.21*
Conscientiousness (C) -.05 .06 -.08 -.08
Step 2
VVG x N .17 .12 .18 .12
VVG x A -.17 .12 -.19 -.12
VVG x C -.19 .12 -.21 -.14
* p < .05 ** p < .01 n = 118
Geometric Analysis
• Interaction effect
.
Step 1 B SE B β Semi-Partial r
Violent Video Game (VVG) .24 .12 .18 .18*
Neuroticism (N) .17 .06 .26 .26**
Agreeableness (A) -.14 .06 -.21 -.21*
Conscientiousness (C) -.05 .06 -.08 -.08
Step 2
VVG x N .17 .12 .18 .12
VVG x A -.17 .12 -.19 -.12
VVG x C -.19 .12 -.21 -.14
* p < .05 ** p < .01 n = 118
Gurtman, 1992; Markey & Markey,2006; Markey & Markey, 2009
Geometric Analysis
• Interaction effect
.
Step 1 B SE B β Semi-Partial r
Violent Video Game (VVG) .24 .12 .18 .18*
Neuroticism (N) .17 .06 .26 .26**
Agreeableness (A) -.14 .06 -.21 -.21*
Conscientiousness (C) -.05 .06 -.08 -.08
Step 2
VVG x N .17 .12 .18 .12
VVG x A -.17 .12 -.19 -.12
VVG x C -.19 .12 -.21 -.14
* p < .05 ** p < .01 n = 118 Longitude
Λ = arctangent (rneu/ ragr)Λ = 137o
Geometric Analysis
• Interaction effect
.
Step 1 B SE B β Semi-Partial r
Violent Video Game (VVG) .24 .12 .18 .18*
Neuroticism (N) .17 .06 .26 .26**
Agreeableness (A) -.14 .06 -.21 -.21*
Conscientiousness (C) -.05 .06 -.08 -.08
Step 2
VVG x N .17 .12 .18 .12
VVG x A -.17 .12 -.19 -.12
VVG x C -.19 .12 -.21 -.14
* p < .05 ** p < .01 n = 118 Latitude
Φ = arctangent (rcon / rneu2+ ragr
2)1/2])Φ = -39o
Geometric Analysis
• Interaction effect
.
Step 1 B SE B β Semi-Partial r
Violent Video Game (VVG) .24 .12 .18 .18*
Neuroticism (N) .17 .06 .26 .26**
Agreeableness (A) -.14 .06 -.21 -.21*
Conscientiousness (C) -.05 .06 -.08 -.08
Step 2
VVG x N .17 .12 .18 .12
VVG x A -.17 .12 -.19 -.12
VVG x C -.19 .12 -.21 -.14
* p < .05 ** p < .01 n = 118 Vector Length
VL = [(rneu)2+(ragr) 2+(rcon) 2] ½
VL = .22
Geometric Analysis
It is possible to compute the expected interaction effect (r-value) for any location on the sphere (Gurtman, 1992; Markey & Markey,2006;
Markey & Markey, 2009).
r = VL(cosθdiff)
cosθdiff = [cos(Ʌ)cos(λ)+sin(Ʌ)sin(λ)]cos(Ø)cos(ɸ)+sin(Ø)sin(ɸ)
Where:
Ʌ and Φ are the longitude and latitude location of the effect
λ and Ø are the longitude and latitude location of a given octant
-0.4
-0.3
-0.2
-0.1
0
0.1
0.2
0.3
0.4
C- C C+
Inte
ract
ion
Eff
ect
(r)
A-N- A- A-N+ N+ A+N+ A+ A+ N- N-
Interaction Effect
-0.4
-0.3
-0.2
-0.1
0
0.1
0.2
0.3
0.4
C- C C+
Inte
ract
ion
Eff
ect
(r)
A-N- A- A-N+ N+ A+N+ A+ A+ N- N-
Interaction Effect
-0.4
-0.3
-0.2
-0.1
0
0.1
0.2
0.3
0.4
C- C C+
Inte
ract
ion
Eff
ect
(r)
A-N- A- A-N+ N+ A+N+ A+ A+ N- N-
Interaction Effect
-0.4
-0.3
-0.2
-0.1
0
0.1
0.2
0.3
0.4
C- C C+
Inte
ract
ion
Eff
ect
(r)
A-N- A- A-N+ N+ A+N+ A+ A+ N- N-
Interaction Effect
Interaction Effect
High Conscientiousness (C+)
Low Conscientiousness (C-)
High Agreeableness (A+)
Low Neuroticism (N-)
Easy-Going (N-A+)
Temperamental (N+ A-)
Overcontrolled (N+ C+)
Relaxed (N-C-) Undercontrolled (N+ C-)
Directed (N-C+) Effective Altruists (A+C+)
Undistinguished (A- C-)
Well-Intentioned (A+ C-)
Self-Promoters (A- C+)
N-A+C-
N+A-C+
Front Back
N-A+C+
High Conscientiousness (C+)
Low Conscientiousness (C-)
High Neuroticism (N+)
Low Agreeableness (A-)
N+A-C-
Least Effected Most Effected
Predicted Location: Λ 315 and Φ 35 Λ 135 and Φ -35Actual Location: Λ 317 and Φ 39 Λ 137 and Φ -39
Replication
N = 115 (M age =18.54; 52% female)
Video Games– 3 VVGs– 3 Non-VVGs
DV = Aggressive responses to story stems (Rule, Taylor, & Dobbs 1987; Bushman & Anderson,2002)
Interaction Effect
High Conscientiousness (C+)
Low Conscientiousness (C-)
High Agreeableness (A+)
Low Neuroticism (N-)
Easy-Going (N-A+)
Temperamental (N+ A-)
Overcontrolled (N+ C+)
Relaxed (N-C-) Undercontrolled (N+ C-)
Directed (N-C+) Effective Altruists (A+C+)
Undistinguished (A- C-)
Well-Intentioned (A+ C-)
Self-Promoters (A- C+)
N-A+C-
N+A-C+
Front Back
N-A+C+
High Conscientiousness (C+)
Low Conscientiousness (C-)
High Neuroticism (N+)
Low Agreeableness (A-)
N+A-C-
Least Effected Most Effected
Predicted Location: Λ 315 and Φ 35 Λ 135 and Φ -35Study 1: Λ 317 and Φ 39 Λ 137 and Φ -39Study 2: Λ 293 and Φ 40 Λ 113 and Φ -40
The notion that all, or even most, individuals who play VVGs will inevitably become aggressive may be unwarranted.
The “perfect storm” of FFM traits are:– high neuroticism– low agreeableness– low conscientiousness
Video Games and Peanut Butter“Why do some individuals appear to be affected by VVGs while others are
not?”
For VVGs it appears that many individuals who are adversely affected have a preexisting disposition (i.e., high neuroticism, low agreeableness and low conscientiousness) which causes them to be susceptible to such violent media.
Top Related