TY - JOUR PY - 2013// TI - Motion capture controls negate the violent video-game effect JO - Computers in human behavior A1 - Charles, Eric P. A1 - Baker, Christopher M. A1 - Hartman, Kelly A1 - Easton, Bryan P. A1 - Kreuzberger, Christian SP - 2519 EP - 2523 VL - 29 IS - 6 N2 - Considerable research suggests that violent video game play increases players' aggression. However, few studies have investigated this effect in the now ubiquitous context of motion-capture technology. Study 1 used a 2 x 2 design, with a violent (Soul Calibur) and non-violent (Lego Indiana Jones) game, played under analog (Playstation 3) and motion-capture (Nintendo Wii) conditions. Violent video game play led to less aggression when participants used motion-capture controls. Study 2 eliminated potential confounds by using the only game on the Wii system that can be played identically with or without motion capture (Punch-Out!!). Again, participants who used motion-capture were less aggressive. Study 3 looked for effects of cooperative vs. competitive play during 2-player motion-capture gaming (Soul Calibur, Wii). Participants using motion-capture controls in competitive and cooperative scenarios did not differ from baseline. These results run counter to standard models relating violent video game play to aggressive behavior, highlighting the difficulty in anticipating the effects of newer, more immersive technology. (C) 2013 Elsevier Ltd. All rights reserved.
Language: en
LA - en SN - 0747-5632 UR - http://dx.doi.org/10.1016/j.chb.2013.05.028 ID - ref1 ER -