Research explores video games, violence

By Dorian Davis

Research shows that people who play video games are more likely to carry out their aggression.

A new study led by Dr. Daniel Shafer, an assistant professor of communication studies at Baylor U., aims to examine the effects video games have on people’s aggression levels.

Shafer hopes to find which video games are most apt to lead to aggression and which people are most vulnerable to becoming aggressive and hostile as a result of playing video games.

“There’s a definite link between media violence and aggression,” Shafer said.

By randomly selecting a video game, Baylor students volunteering as subjects are asked to play under different circumstances and scenarios.

“We bring them in and have them fill out a questionnaire to find out about their video game exposure and general media exposure,” Shafer said.

Ultimately, Shafer would like to understand how multiplayer game play affects people’s personalities.

“We wanted to see if competition increased hostility more,” Shafer said.

Shafer also questions if non-violent games contribute to hostility.

Currently, the government regulates games by labeling them with a rating, dependent on how violent the game is. Games labeled “mature” are considered the most violent and require a person to be 17 or older to purchase them.

Houston senior Emily Baerd, a research assistant for the project, said parents have the biggest responsibility in monitoring what games their children play.

“If you have a responsible or strict parent, you may not play games that would affect you,” Baerd said. “I think it’s good when they have ratings because then it comes up to the parent.”

Shafer also hopes to begin a study that monitors how people react to one another in online game-play as opposed to in person.

Dallas junior Forrest Harington is the founder of the Baylor Gamer’s Society, a club designed to bring students who like to play a variety of games together every week. He said he’s observed these differences when playing with friends.

“I’d say there’s less aggression in a room setting because people are less likely to use profanity and throw stuff around,” Harrington said. “I’d say they’re more apt to do that when they’re online than with other people.”

Read more here: http://www.baylor.edu/lariat/news.php?action=story&story=80839
Copyright 2024 The Lariat