The Effects of Profanity in Violent Video Game Content on Players
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The Effects of Profanity in Violent Video Game Content on Players‘ Hostile Expectations, Accessibility of Aggressive Thoughts, Aggressive Feelings, and Other Responses Adrienne Holz Ivory Dissertation submitted to the faculty of the Virginia Polytechnic Institute and State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy In Human Development Christine E. Kaestle, Chair Victoria R. Fu Peggy S. Meszaros Cynthia L. Smith John C. Tedesco August 30, 2010 Blacksburg, VA Keywords: Profanity, Video Games, Aggression, Media Effects, Computer Games Copyright 2010 Adrienne Holz Ivory The Effects of Profanity in Violent Video Game Content on Players‘ Hostile Expectations, Accessibility of Aggressive Thoughts, Aggressive Feelings, and Other Responses Adrienne Holz Ivory ABSTRACT Although the effects of violent video games on aggression in users have been researched extensively and the resulting body of research shows that violent video games can increase aggressive behaviors, aggression-related feelings and thoughts, and physiological arousal, no empirical studies to date have examined whether there are similar and parallel effects of verbal aggression (e.g., profanity) in video game content. A 2 X 2 between-subjects factorial experiment (N = 321) tested the effects of profanity used by protagonists (protagonist profanity present versus absent) and antagonists (antagonist profanity present versus absent) on users‘ hostile expectations, accessibility of aggressive thoughts, aggressive feelings, perceived arousal, use of profanity, enjoyment, presence, and perceived performance while taking into account the potential moderating role of gender and controlling for several individual difference variables. The study‘s factors were manipulated via the creation of four versions of an original three- dimensional ―first-person shooter‖ video game. Profanity used by both protagonist and antagonist characters was found to have significant effects on players‘ hostile expectations, an important higher-order aggressive outcome that is the most direct precursor to aggressive behaviors in the process described by the general aggression model. There was limited evidence for effects of profanity in game content on players‘ accessibility of aggressive thoughts, aggressive feelings, and perceived arousal. Additionally, profanity had little impact on how much players used profanity themselves, how much they enjoyed the game, feelings of presence, and how they rated their performance in the game. These trends were consistent across a range of demographic, personality, and video game experience dimensions that were measured, even though several of these individual difference variables were found to be related to some outcome variables and to each other. Therefore, while this study‘s findings did not necessarily indicate imitative modeling of profanity, they point to the possibility of more general effects regarding aggressive outcomes. This study‘s findings emphasize the need for future research investigating the effects of profanity in video games and other media. iii DEDICATION To Adaia: I love you, my baby girl. iv ACKNOWLEDGEMENTS I am very appreciative of the support, encouragement, and friendship I have received from many people during my graduate studies. Although it is impossible to mention everyone who has helped me, I hope that they all know they have my gratitude. Special thanks go to Christine Kaestle for her support and assistance with this dissertation as well as her support throughout the doctoral program. I am also grateful to the rest of my committee members, Victoria Fu, Peggy Meszaros, Cynthia Smith, and John Tedesco, for their assistance and feedback throughout the dissertation process and throughout my time in the program. I would like to acknowledge the research grant support I received through the Department of Human Development, which allowed me to hire the two coders who helped with this study. I also owe many thanks to the Department of Communication's research participation system and several Department of Human Development and Department of Communication instructors who helped me recruit participants for this study from their courses. I am very appreciative to my wonderful family for their love and support. Thank you to James for your constant support—I deeply appreciate everything you do. Thank you to Adaia for bringing me so much happiness. I also thank my parents, Peter and Tracy, and my siblings, Lindsey and Peter, for their encouragement and love. I am grateful to God for blessing me in so many ways. v TABLE OF CONTENTS ABSTRACT .................................................................................................................................... ii DEDICATION ............................................................................................................................... iv ACKNOWLEDGMENTS ...............................................................................................................v TABLE OF CONTENTS ............................................................................................................... vi LIST OF TABLES ......................................................................................................................... ix LIST OF FIGURES .........................................................................................................................x CHAPTER ONE: INTRODUCTION ..............................................................................................1 CHAPTER TWO: LITERATURE REVIEW ..................................................................................5 Media and Aggression .........................................................................................................5 Aggression Defined .................................................................................................5 Effects of Media on Aggression ..............................................................................6 Theoretical Approaches Regarding the Effects of Video Games ........................................7 Theories of Play and Development ..........................................................................7 Social Cognitive Theory ........................................................................................12 Cultivation Theory .................................................................................................16 Priming ...................................................................................................................18 General Aggression Model ....................................................................................19 Effects of Violent Content in Video Games ......................................................................23 Prevalence of Violent Content in Video Games ....................................................23 Effects of Violent Content in Video Games on Aggression ..................................24 Potential Effects of Profanity in Video Games ..................................................................30 Prevalence of Profanity in Video Games and Other Media Content .....................30 Research on the Effects of Profanity in Video Game Content ..............................31 Investigating the Effects of Profanity Used by Both Protagonists and Antagonists ......................................................................................................32 Research Questions ............................................................................................................34 Potential Effects of Profanity in Video Game Content on Aggression-Related Responses ..............................................................................34 Potential Effects of Profanity in Video Game Content on Other Responses .........37 Potential Moderating Role of Gender ....................................................................39 Individual Difference Variables .............................................................................40 CHAPTER THREE: METHOD ....................................................................................................42 Design ................................................................................................................................42 Participants/Recruitment ...................................................................................................42 Stimulus Materials .............................................................................................................43 Dependent Measures ..........................................................................................................47 vi Hostile Expectations ..............................................................................................47 Accessibility of Aggressive Thoughts ...................................................................49 Aggressive Feelings ...............................................................................................50 Perceived Arousal ..................................................................................................51 Use of Profanity .....................................................................................................51 Enjoyment ..............................................................................................................53 Feelings of Presence ..............................................................................................54