The Hitman Study
Violent Video Game Exposure Effects on Aggressive
Behavior, Hostile Feelings, and Depression
Christopher J. Ferguson and Stephanie M. Rueda
Texas A&M International University, Laredo, TX, USA
Abstract. This article explores commonly discussed theories of violent video game effects: the social learning, mood management, and catharsis hypotheses. An experimental study was carried out to examine violent video game effects. In this study, 103 young adults were given a frustration task and then randomized to play no game, a nonviolent game, a violent game with good versus evil theme (i.e., playing as a good character taking on evil), or a violent game in which they played as a ‘‘bad guy.’’ …show more content…
Blagojevich, Madigan & Devine,
2005). Sherry (2001) found similar effects (r = .15 for aggression in general, although not specified as aggression toward another person). Sherry, however, found concerns in the weak effect size for the social learning perspective.
He also noted that this effect size was lower than that seen for television violence, which questioned the APA’s task force assertion that video games may lead to stronger effects than television (APA, 2005). In an update Sherry (2007) was more critical of the social learning perspective, suggesting
European Psychologist 2010; Vol. 15(2):99–108
DOI: 10.1027/1016-9040/a000010
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C. J. Ferguson & S. M. Rueda: The Hitman Study
that this model is not well supported by the available data.
Ferguson (2007a) found that publication bias and the use of unstandardized and poorly validated measures of aggression greatly inflated the effect sizes seen in video game research. As corrected effect size estimate confidence intervals crossed the zero point into negative effects, Ferguson concluded that the theorized social learning …show more content…
Differences in pretest and posttest scores on the depression measure (i.e., time) and group assignment were independent variables. Gender and trait aggression scores were used as covariates. An interaction effect between time and group would have been supportive of game-playing condition having an effect on depression. In this case the interaction effect between time and group was not significant F(3, 89) = 0.43, p > .05; r = .07, À.13 r .26. Trait aggression, as a covariate, was significantly related to depression scores
F(1, 89) = 35.56, p < .001; r = .53, .38 r .66 and there was a trait aggression by time interaction
F(1, 89) = 5.41, p < .05; r = .24, .05 r .41 suggesting that more aggressive individuals tended to remain more depressed. European Psychologist 2010; Vol. 15(2):99–108
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Figure 1. Graphical representation of experimental procedure. Table 1. Group equivalency means for randomized video game groups
Condition
Hitman (antisocial violent)
Call of duty 2 (prosocial violent)
Madden 07 (nonviolent)
No-game control
Age
25.2
23.2
22.8
23.1
(8.1)
(4.5)
(4.6)
(5.2)
Violent game exposure
25.3
17.3
25.2