Monday, January 30, 2017

Individuality in Video Games



Violent video games have been an area of concern for the researchers and the general public alike for decades. However, research methodology and results have been inconsistent, and tend to focus on the effect violent video games have on a player’s real-life actions. While some research correlates playing violent video games with an increase in criminal thinking or desensitization, other research shows that playing violent video games results in a mediating affect. 

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Nonetheless, as video games evolve, so do their role in society. For instance, McKernan (2010) analyzed coverage of video games in The New York Times from 1980 to 2010.  His analysis found that video games were described as a societal threat in earlier years (the 80s and 90s), but their descriptions evolved in the 2000s, leading to an acceptance of video games as a form of art.
Researchers’ focus has also evolved. Recently, how players’ personality traits affect interactions with video games has become a topic of interest. One area of thought is that certain individual characteristics may make specific players vulnerable to violent video games.

Markey and Markey (2010) focused on players’ levels of psychoticism and the relation to violent video games. The researchers’ definition of psychoticism is conceptualized as an individual who tends to be “cold, lacking in sympathy, unfriendly, untrustworthy, odd, unemotional, unhelpful, antisocial, and paranoid” (p. 82). Their results found that players with a higher level of psychoticism tended to react more aggressively and hostile after being exposed to violent video games.

This research raises another pertinent question: If a player’s personality traits affect the way video games influence real-life interactions, how do they affect the way a player interacts within a video game? Joeckel, Bowman, and Dogruel (2012) examined the decision-making processes of players during gameplay. They found that participants tended to make decisions within video games by following their moral instincts. However, when game cues present an immoral environment, they will likely follow the corrupt avenue in an effort to enjoy gameplay within the virtual world parameters.

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Future research will be key when determining what type of role video games play in popular culture, as well as psychology. There are many aspects that are continuously being explored, but more information regarding in-game interactions with moral decision-making processes, and how personality traits inform those interactions, will offer insight into the importance of this popular art form on players and the general public.





References
Joeckel, S., Bowman, N. D., & Dogruel, L. (2012). Gut or game? The influence of moral intuitions on decisions in video games. Media Psychology, 15, 460-485.
Markey, P. M. & Markey, C. B. (2010). Vulnerability to violent video games: A review and integration of personality research. Review of General Psychology, 14(2), 82-91.
McKernan, B. (2013). The morality of play: Video game coverage in The New York Times from 1980 to 2010. Games and Culture, 8(5), 307-329.
Schulzke, M. (2010). Defending the morality of violent video games. Ethics of Information Technology, 12, 127-138.

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