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Violent video games move over? Relaxing ones may boost mood, kindness
June 6, 2011
Courtesy of Ohio State University
and World
Science staff
While violent video
games may lead to more aggression and anger, new research suggests
the opposite also holds: relaxing video games can make people happier and nicer.
“With all the evidence about the dangers of violent video
games, it’s good to know that game players can choose games that will provide a positive experience,” said Ohio State University’s Brad Bushman, who co-authored the study. It appears in the advance online edition of the journal
Social Psychological and Personality Science.
Until recently, he added, relaxing video games were just about nonexistent.
Most “try to rev people up rather than calm them down. But there’s a new genre of games available that provide a calming experience.” One is “Endless Ocean,” in which gamers play scuba driver, exploring an ocean habitat for sea life and sunken treasure and encountering a plethora of species along the way.
Working with lead author and Ohio State doctoral student Jodi Whitaker, Bushman conducted two experiments. In the first, 150 college students were told they were participating in a study of different types of computer games. They were randomly assigned to play one of three types of games for 20 minutes on the Wii game system: a relaxing game such as Endless Ocean, a neutral one such as Super Mario Galaxy, or a violent one such as Resident Evil 4.
Afterward, they played a game in which they were told they were competing with an unseen other player, who didn’t really exist. The stated goal was to push a button when prompted, faster than the supposed other player. The winner would supposedly receive a little money, and the loser blasted with noise through headphones. The catch was that the participants chose how much money their competitor would get if he or she won, and how loud and long of a noise blast they would get if they lost.
Participants who played a violent game turned out to appear more aggressive
— choosing a louder and longer noise blast for their opponents — than the others. On the other side, those who played the relaxing game gave their opponent more money than participants who played a violent game. “Relaxing video
games put people in a good mood. And when people are in a good mood, they are more inclined to help others, and that’s better for everyone,” Bushman said. “Relaxing video
games made people kinder and less aggressive.”
A second study, with 116 different college-student participants, was similar, but researchers gave a tougher test to see if relaxing video
games really made people kinder. After playing a violent, neutral, or relaxing game for 20 minutes, participants filled out questionnaires measuring their mood. The experimenter then announced the study was over, but that she could really use help sharpening some pencils that would be used in another study. Results showed that people who played the relaxing video
games chose to help out more, sharpening more pencils.
“In the first experiment, it didn’t take any effort to give someone money, because the experimenters provided the money. But in this experiment, people had to use their own time to help the experimenter with a boring task,” Bushman
noted.
* * *
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While violent video games may lead to more aggression and anger in players, new research has found the opposite is also true: relaxing video games can make people happier and nicer.
“With all the evidence about the dangers of violent video games, it’s good to know that game players can choose games that will provide a positive experience,” said Ohio State University’ Brad Bushman, who co-authored the study. It appears in the advance online edition of the journal Social Psychological and Personality Science.
Until recently, he added, relaxing video games were just about nonexistent. “Most video games try to rev people up rather than calm them down. But there’s a new genre of games available that provide a calming experience.” One is “Endless Ocean,” in which gamers play scuba driver, exploring an ocean habitat for sea life and sunken treasure and encountering a plethora of marine species along the way.
Working with lead author and Ohio State doctoral student Jodi Whitaker, Bushman conducted two experiments. In the first, 150 college students were told they were participating in a study of different types of computer games. They were randomly assigned to play one of three types of games for 20 minutes on the Wii game system: a relaxing game such as Endless Ocean, a neutral one such as Super Mario Galaxy, or a violent one such as Resident Evil 4.
Afterward, they played a game in which they were told they were competing with an unseen other player, who didn’t really exist. The stated goal was to push a button when prompted, faster than the supposed other player. The winner would supposedly receive a little money, and the loser blasted with noise through headphones. The catch was that the participants chose how much money their competitor would get if he or she won, and how loud and long of a noise blast they would get if they lost.
The results indicated that participants who played a violent game were more aggressive —choosing a louder and longer noise blast for their opponents — than the others. On the other side, those who played the relaxing game gave their opponent more money than participants who played a violent game. “Relaxing video games put people in a good mood. And when people are in a good mood, they are more inclined to help others, and that’s better for everyone,” Bushman said. “Relaxing video games made people kinder and less aggressive.”
A second study, with 116 different college-student participants, was similar, but researchers gave a tougher test to see if relaxing video games really made people kinder. After playing a violent, neutral, or relaxing game for 20 minutes, participants filled out questionnaires measuring their mood. The experimenter then announced the study was over, but that she could really use help sharpening some pencils that would be used in another study. Results showed that people who played the relaxing video games chose to help out more, sharpening more pencils.
“In the first experiment, it didn’t take any effort to give someone money, because the experimenters provided the money. But in this experiment, people had to use their own time to help the experimenter with a boring task,” Bushman said.
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