Players love the game not the gore
January 16, 2009
This is Scott Rigby (left) and Richard Ryan. Credit: University of Rochester
The next time a loved one brandishes a virtual shotgun in their favorite video game, take heart. That look of glee, says a new study, likely stems from the healthy pleasure of mastering a challenge rather than from a disturbing craving for carnage.
Research to be published online January 16 in the Personality and Social Psychology Bulletin shows that, contrary to popular belief, violence does not make video games more enjoyable. The study by investigators at the University of Rochester and Immersyve Inc., a player-experience research firm, found that for many people, gore actually detracts from a game's "fun factor," decreasing players' interest and desire to purchase a game. When designing the next generation of video games, added the authors, developers should remember: blood does not help the bottom line.
"For the vast majority of players, even those who regularly play and enjoy violent games, violence was not a plus," explained Andrew Przybylski, a University graduate student and lead author of the study. "Violent content was only preferred by a small subgroup of people that generally report being more aggressive," added Przybylski, however, even these hostile players did not report increased pleasure when playing more gruesome games.
Through two online surveys and four experimental studies, the researchers showed that people stayed glued to games mainly for the feelings of challenge and autonomy they experience while playing. Both seasoned video gamers and novices preferred games where they could conquer obstacles, feel effective, and have lots of choices about their strategies and actions.
These elements, said coauthor Richard Ryan, a motivational psychologist at the University, represent "the core reasons that people find games so entertaining and compelling. Conflict and war are a common and powerful context for providing these experiences, but it is the need satisfaction in the gameplay that matters more than the violent content itself."
Scott Rigby, president of Immersyve and a co-investigator in the study, said the findings should be of practical help to the game development industry. "Much of the debate about game violence has pitted the assumed commercial value of violence against social concern about the harm it may cause," explained Rigby. "Our study shows that the violence may not be the real value component, freeing developers to design away from violence while at the same time broadening their market."
To assess players' experiences on a wide variety of games, the authors conducted two survey studies involving 2,670 frequent video game players. Participants rated their current favorite games based on statements like "When moving through the game world, I feel as if I am actually there" and "I would buy a sequel to this game." The surveys focused on players' needs satisfaction, immersion, and enjoyment, based on a psychometric model developed by Immersyve called the Player Experience of Need Satisfaction (PENS). Respondents were 89 percent male and between 18 and 39 years of old.
Four additional experimental studies involving more than 300 undergraduates allowed the investigators to study the effects of violence under controlled conditions. In three of the tests, researchers modified the video programs to create violent or non-violent formats of the same game. One study used the commercially available game Half-Life 2 and assigned subjects to play either a bloody battle against computer-controlled adversaries or a low violence alternative, in which the robots were tagged and teleported serenely back to base. Another study using House of the Dead III varied the gore level from no blood to realistic wounds and graphic violence. A fourth experimental study took a closer look at subjects' aggressive tendencies. Using a 29-item scale, including such statement as "Given enough provocation, I may hit another person" and "I sometimes feel like a powder keg ready to explode," the study measured participants' hostility before having them play the bloodier version of House of the Dead III.
Across all of the studies and both surveys, added violent content added little and in come cases detracted from the enjoyment reported by players. Violent content was preferred, though not enjoyed more, by a small subgroup of people who scored high in aggression traits.
"Video games," concluded the authors, "are enjoyable, immersive, and motivating insofar as they offer opportunities for psychological need satisfaction, specifically experiences of competence and autonomy, to which violent content per se is largely unrelated."
This same research team has been studying the factors that motivate people to play games of all types, both as casual players or intense long-term fans. "Initially, many games are perceived as being fun," Rigby says. "Much of our work is focused on understanding when games reach to deeper levels of satisfaction that often sustain engagement over time, and to identify both the healthy and unhealthy aspects of that play."
Source: University of Rochester
-
Gentile cites positive, negative effects of video games on the brain in Nature Reviews article
Dec 28, 2011 |
2.5 / 5 (4) |
0
-
Blackwater game aims for fun, not controversy
Oct 04, 2011 |
1 / 5 (4) |
4
-
Advertising in violent video games results in poor recall, negative brand perception
Aug 31, 2011 |
not rated yet |
1
-
Next gen video games let players control the story
Jul 04, 2011 |
4.3 / 5 (6) |
12
-
Parents prefer media content ratings system to age-based ratings in new national study
Jun 20, 2011 |
not rated yet |
0
-
Engineers build first sub-10-nm carbon nanotube transistor
Feb 01, 2012 |
4.9 / 5 (31) |
30
-
Something old, something new: Evolution and the structural divergence of duplicate genes
Jan 31, 2012 |
4.6 / 5 (7) |
1
-
The hidden nanoworld of ice crystals: Revealing the dynamic behavior of quasi-liquid layers
Jan 30, 2012 |
5 / 5 (3) |
1
-
Stock market network reveals investor clustering
Jan 27, 2012 |
3.9 / 5 (23) |
8
-
Of microchemistry and molecules: Electronic microfluidic device synthesizes biocompatible probes
Jan 26, 2012 |
5 / 5 (1) |
0
-
Is Everyday Technology Killing Us?
Feb 08, 2012
-
Exercise and weight loss
Feb 08, 2012
-
Why do we have head aches? Our brains can't feel anything.
Feb 07, 2012
-
"The end of diseases" by David Agus, interview from Daily Show with Jon Stewart
Feb 04, 2012
-
Oncolytic adenovirus
Feb 04, 2012
-
Nutrition label stuffs and diets
Feb 02, 2012
- More from Physics Forums - Medical Sciences
More news stories
Complex wiring of the nervous system may rely on a just a handful of genes and proteins
Researchers at the Salk Institute have discovered a startling feature of early brain development that helps to explain how complex neuron wiring patterns are programmed using just a handful of critical genes. ...
3 hours ago |
5 / 5 (5) |
0
|
Both maternal and paternal age linked to autism
Older maternal and paternal age are jointly associated with having a child with autism, according to a recently published study led by researchers at The University of Texas Health Science Center at Houston (UTHealth).
Medicine & Health / Psychology & Psychiatry
7 hours ago |
5 / 5 (1) |
0
|
New understanding of DNA repair could eventually lead to cancer therapy
A research group in the Faculty of Medicine & Dentistry at the University of Alberta is hoping its latest discovery could one day be used to develop new therapies that target certain types of cancers.
7 hours ago |
4.8 / 5 (4) |
0
|
Human cognitive performance suffers following natural disasters, researchers find
Not surprisingly, victims of a natural disaster can experience stress and anxiety, but a new study indicates that it might also cause them to make more errors - some serious - in their daily lives. In their upcoming Human Fa ...
Medicine & Health / Psychology & Psychiatry
4 hours ago |
4 / 5 (1) |
0
Curry spice component may help slow prostate tumor growth
Curcumin, an active component of the Indian curry spice turmeric, may help slow down tumor growth in castration-resistant prostate cancer patients on androgen deprivation therapy (ADT), a study from researchers ...
8 hours ago |
4.6 / 5 (5) |
0
|
Google users warned of threat to smartphone wallets
Users of Google smartphone wallets were being warned on Friday that there is a way to crack pass codes intended to thwart thieves from going on illicit shopping sprees.
Anonymous knocks CIA website offline (Update)
The website of the Central Intelligence Agency was inaccessible on Friday after the hacker group Anonymous claimed to have knocked it offline.
NASA sees wide-eyed cyclone Jasmine
Cyclone Jasmine's eye has opened wider on NASA satellite imagery, as it moves through the Southern Pacific Ocean.
NASA sees Giovanna reach cyclone strength, threaten Madagascar
Tropical Storm 12S built up steam and became a cyclone on February 10, 2012 as NASA's Terra satellite passed overhead. Residents of east-central Madagascar should prepare for this cyclone to make landfall ...
Putting the squeeze on planets outside our solar system
(PhysOrg.com) -- Using high-powered lasers, scientists at Lawrence Livermore National Laboratory and collaborators discovered that molten magnesium silicate undergoes a phase change in the liquid state, abruptly ...
The power of estrogen -- male snakes attract other males
A new study has shown that boosting the estrogen levels of male garter snakes causes them to secrete the same pheromones that females use to attract suitors, and turned the males into just about the sexiest ...
Jan 16, 2009
Rank: 1 / 5 (2)
Jan 17, 2009
Rank: 4 / 5 (1)
Jan 17, 2009
Rank: not rated yet
Jan 26, 2009
Rank: not rated yet
Maybe back when fps 1st started the users were impressed with a little gore (like in doom/duke nukem) but unfortunately, gamers are maturing with time as are their expectations.
Imo, what would make the games even better would be for the AI and gore to be more realistic, for example, when shot hits a particular part of the body, the enemy loses use of that body part (fallout attempts this but as a turn based game, I feel it doesn't fully suceed)