Society essay relate to video game
ISS210 Society and the Individual: Video Games
Topic #4: Video Games and Good Things
Today’s Questions • Are there positive benefits to
playing video games?
• Research doesn’t happen in a vacuum; incentives to ask certain types of questions
• Ultimate question of interest: What are the long-term consequences of video games?
• This is the hardest form of work to do in a rigorous way
Challenge of Research
• Looks at differences between gamers and non- gamers, but not in a randomized way
• Limitation: Risk of unmeasured confounding variables (differences between gamers and non-gamers)
• Uses self-recall: How much you’ve played a (genre) video game?
• Uses self-assessment: How good do you think you are at something?
• What came first, the chicken or the egg? (reverse causality)
Observational Research
Academic Performance
Video Game Playing
Family Income
Intelligence
Perseverance
• What is the relationship between video game play and problem solving?
• Longitudinal cohort study 8-12th grade in Ontario, Canada (N = 1492)
• Video Games: Do you play role playing, strategy, fighting, action, racing games (yes/no, 1-5 point scale)
• Problem Solving: 5 questions about skills (e.g., I think hard about what steps to take, I think about the choices before I do anything)
Adachi and Willoughby (2013)
• What’s good about this: Ability to control for responses in previous year
• Example: 10th grade problem solving • Is driven by 9th grade solving • Drives 11th grade solving
Adachi and Willoughby (2013)
• Key question: Does video game play also explain changes in solving ability?
• Answer: Yes, but only for strategic (i.e., role playing or strategy) games
• Bonus! Separate work (by same authors) shows that sports game play encourages subsequent real sport play
Adachi and Willoughby (2013)
• How does video game experience impact probabilistic learning?
• Probabilistic learning assessed via weather prediction task (WPT)
• You see up to 3 of 4 tarot cards and are asked to predict, on basis of those cards, whether it will be rain or sun
• You then get feedback about if you were right or wrong…and repeat
Schenk et al. (2017)
• Completed this while in an MRI machine • How do video gamers (15+ hours/week
on Starcraft or other “action-based” games) compare to non-gamers (< 4 hours/week) [N = 30]
Schenk et al. (2017)
• Results • Overall, gamers > non-
gamers
• Gamers also less impacted by more ambiguous conditions than non-gamers
• Brain pictures look different, too (and in expected ways)
Schenk et al. (2017)
• How does video game type influence cooperative behavior?
• Subjects (N = 144 students) randomly assigned to one of 4 video games and to play solo or on a team
• Play for 30 minutes and then perform social dilemma task
Jin and Li (2017): Cooperation
• Coin task • You and a partner each get 4 coins • You can keep them or give some to a
partner (ditto for partner)
• Those that you give double in value for your partner
• Range of outcomes: 0 (you give all and partner keeps all) to +12 (you keep all and partner gives all)
Jin and Li (2017)
Jin and Li (2017) Violent Non-Violent
Jin and Li (2017) Cooperation
Effect N
eutral
V io
lent
Summary • Today: What’s good about playing
video games?
• Readings • Granic, Lobel, and Engels (2014) • Green and Seitz (2015)
• Next Time: Addiction?