Volume 1, Issue 1, 2007  
     
  Gun Peripherals and Video Game Play: Is there a Weapons-Priming Effect?  
     
 

Robert H. Hamby and Mary Ballard
Appalachian State University
hambyrh@appstate.edu, ballardm@pm.appstate.edu

 
     
  Abstract
There is evidence that playing violent video games increases physiological arousal, negative emotions, and aggressive thoughts and behavior. There is an argument that exposure to a weapon stimulus (e.g., guns; photos of guns) primes individuals to think and behave aggressively, but the evidence is weak and inconsistent. First-person-shooter video games can be played using gun-like peripherals. There is no research examining if using a gun peripheral during video game play moderates responses. However some psychologists have suggested that playing violent video games with a gun peripheral is a likely context to increase arousal and aggression beyond the affects seen when violent games are played without a gun peripheral. In this study, 60 male participants (aged 13-18) played a video game using a gun peripheral or standard controller; ½ of those who played the game with the controller saw the gun peripheral on top of the TV and vice versa. Given (a) the confounded and mixed evidence regarding weapons priming and (b) the unrealistic appearance of the gun peripheral, it was hypothesized that cardiovascular arousal, self-reported aggression, and behavioral aggression would not be affected by using or seeing the video game gun peripheral. It was hypothesized that video game play per se would result in increased heart rate and blood pressure. Both hypothesis were supported; exposure to a gun peripheral during video game play did not significantly affect cardiovascular arousal, self-reported aggression, or behavioral aggression and video game play did result in increased cardiovascular arousal. The theoretical and practical implications of the results are discussed.
 
 
  Introduction
Socio-culturally, the impact of technology – particularly violent media - on children is of concern to parents and to professionals such as educators, cultural studies scholars, and psychologists (Cassell & Jenkins, 1998). This study examines the affects of playing a violent video game with a gun peripheral. There is evidence that violent media consumption, including video games, contributes to aggressive behavior (see Ballard, Hamby, Panee, & Engold, in press; or Huesmann, Moise, Podolski, & Eron, 2003 for  complete reviews). Violent video game play increases player arousal and hostility may result in increased behavioral aggression (e.g., C. A. Anderson & Bushman, 2001a; C. A. Anderson & Bushman, 2002; C. A. Anderson & Dill, 2000; Ballard & Lineberger, 1999; Ballard et al., In press; Ballard & Wiest, 1996). There is particular concern about the impact of first-person-shooter video games, where the player’s perspective is that of a violent protagonist. First-person-shooter games can be played using either a standard controller or a gun peripheral. Some psychologists believe that such games lead to greater character identification and desensitization to violence and subsequently increase risk for violent behavior, particularly when played using a gun peripheral (e.g., C. A. Anderson & Bushman, 2001a; Bushman & C. A. Anderson, 2002). David Grossman, an army psychologist, actually asserts that violent first-person-shooter games teach children to kill (Grossman & DeGaetano; 1999). However, there are substantial methodological concerns and inconsistent results among studies that examine whether or not exposure to weapons stimuli increase aggression. Regardless, there is no research examining if video game gun peripherals impact aggression or arousal beyond that of the game context. Thus, the cardiovascular and behavioral effects of playing a first-person-shooter video game with a gun peripheral versus a standard control pad were examined.

Video game technologies have been examined from a variety of perspectives. Cultural and media studies help inform us of the broader socio-cultural implications of the impact of various technologies, including video games. Henry Jenkins and his colleagues take a contexualistic approach to examining media, viewing various media texts as dynamically intertwined – rather than as discrete entities – and as interacting with the social and cultural context (Jenkins, McPherson, &  Shattuc, 2002). More specifically, they have focused on how video games might serve to affect children’s world views, including their understanding of violence, gender, and interpersonal interactions (Cassell & Jenkins, 1998; Jenkins et al., 2002; Subrahmanyam & Greenfield, 1998; Wolf, 2001). Of particular concern are the violent, sexist, and misogynistic images and stereotypes propagated by a majority of video games (Cassell & Jenkins, 1998; Jenkins et al., 2002; Subrahmanyam & Greenfield, 1998). However, Jenkins (1998) points out that we must not blame video games for problems that they did not cause. He argues that increased behavioral problems among children – boys in particular – are due to a culmination of changes, not just technology. For example, he argues that the loss of vast outdoor and “wild” spaces, which constrain boys’ play to parks, vacant lots, and – more recently – inside the home, are likely part of the locus of many of the problems that boys experience, as well as being one of the reasons that video games are popular among boys. That is, in the past boys sought adventure in the free, open spaces of the outdoors, often exploring for miles in the forests and fields around them. As such spaces have become scarce, video games – which often offer large make believe worlds to conquer and explore - came to provide an acceptable, gendered context for exploration and adventure in the confines of the home. At the same time, video games allow boys to compete in ways that help them to garner the admiration and acceptance of their peers. Finally, video games offer boys a venue to displace their aggression into a symbolic realm. In sum, Jenkins (1998) argues that video games do not corrupt boys, but just offer a different, albeit imaginary, context for them to engage in the male bonding behaviors – including aggression - that boys have participated in throughout the centuries.

Jenkins (1998) does emphasize the masculine nature of most video games. Other than the violence of the games, cultural theorists and psychologists have focused most of their attention on the gendered nature of video games. Subrahmanyam and Greenfield (1998) indicate that these two concerns are closely linked. They assert that as most girls do not find violence appealing, that the violence of most video games serves as a barrier to girls’ interest in the games. Further, Cassell and Jenkins (1998) indicate that girls might be dissuaded from interest in video games due to the often degrading and offensive images offered of women. Given this, the current study focuses on boys’ responses to violent game play.

Mark Wolf (2001), an expert in media technology, concurs that video games are likely to inform children’s world view. While TV and movies do affect how one sees the world, Wolf argues that video games might have a greater impact because they are more involving – in terms of both level of activity and the time they take to complete – than TV and movies. Further, the interactive nature of video games creates the opportunity for particular behaviors to be rewarded and punished, making the games even more likely to shape children’s world view. Wolf’s (2001) views reflect the basic concern of psychologists who have examined video game play – that children will learn to accept violence and behave aggressively.

Social cognitive theories regarding the impact of violent media on aggressive cognitions and behavior are based on Bandura’s (1983) findings that children learn scripts from aggressive models and can imitate them spontaneously or on demand. Berkowitz (1984) and Huesmann (1986) suggest that such scripts are readily primed by media and other environmental stimuli and, if used to guide behavior, increase the risk of aggression. Exposure to violent media, including video games, increases the likelihood that participants will behave aggressively.  For example, males who played a violent game held a confederate’s hand in ice water longer than those who played an arousing, but non-violent game and that this effect was stronger if the game included blood and gore (Ballard & Lineberger, 1999; Ballard and Wiest, 1996).

Similar studies have shown that college students who play a violent video game make more aggressive attributions on subsequent cognitive tasks than those who played a non-violent game (Bushman, 1998; Bushman & C. A. Anderson, 2002; Bushman & Geen, 1990). In addition to priming aggressive scripts, research suggests that violent video game play increases state hostility (C. A. Anderson & Bushman, 2001a, 2001b; C. A. Anderson & Bushman, 2002; C. A. Anderson & Dill, 2000; Ballard & Wiest, 1996; Panee & Ballard, 2002) and physiological arousal (Ballard et al., In press; Ballard & Lineberger, 1999; Ballard & Wiest, 1996; Panee & Ballard, 2002. However, Ballard and colleagues (in press) found that video game play in general – regardless of whether the content was violent -  was related to increased cardiovascular arousal in any particular session of play. However, this effect diminished across a three week period, suggesting desensitization. Further, video game play, including violent game play, was related to reports of positive affect (Ballard et al., in press). Some other studies have not found a link between violent video game play and aggression (Scott, 1995; Winkel, Novak, & Hopson, 1987), but a meta-analysis indicated that violent video games typically have the aforementioned effects (C. A. Anderson & Bushman, 2001a)

Researchers have examined a few aspects of violent video game play that might increase negative affect and aggression, including level of gore (Ballard & Lineberger, 1999; Ballard & Wiest, 1996). But, the use of gun peripherals versus standard controllers has not been examined. Previous studies examining the impact of weapons primes on aggressive behavior and cognition have yielded inconclusive and inconsistent results. In the seminal study, Berkowitz and LePage (1967) administered a random number (from 1 to 7) of electric shocks to male participants who were told that the shocks were being administered by a peer. Participants were later given the chance to retaliate by “shocking” the peer. In the control condition, only the shock key was present. In the neutral condition, sports equipment was on the table near the shock key. In the weapons-priming condition, two guns were on the table near the shock key. Participants were the most aggressive when they were highly aroused (received 7 shocks) and were exposed to the guns. This study has been criticized due to the strong likelihood of demand characteristics resulting from the conspicuous presence of weapons in an unexpected context.

Most of the attempts to replicate Berkowitz and LePage (1967) have failed to indicate a weapons priming affect and those that have found the effect have often been marred by confounds. Ellis, Weinir, and Miller (1971) gave male undergraduates 0, 2, or 8 shocks under conditions of no weapons, weapons presented as being in the room for another purpose, or weapons presented as belonging to a police officer confederate. The participants were given the opportunity to shock a student or police officer confederate. Counter to the findings of Berkowitz and LePage (1967), the presence of weapons inhibited aggression, particularly among participants who were highly aroused participants or paired with a police officer confederate.

Similarly, Buss, Booker, and Buss (1972) performed a direct  replication of Berkowitz and LePage (1967) and found that exposure to a weapon failed to increase aggression. Buss and colleagues (1972) performed four additional experiments where ½ of the participants in each study shot a gun under the context of target shooting. Later, participants were given the opportunity to shock a confederate in a teacher-learner paradigm. Two experiments showed no differences in aggression between shooters and non-shooters, one experiment indicated that shooters were more aggressive, and one experiment found that shooters were less aggressive. Given these results, Buss and colleagues (1972) argued that no weapons-priming effect exists.

Using a different paradigm, Cahoon and Edmonds (1984; 1985) also failed to find a weapons-priming effect. They presented participants with a negative, positive, or neutral evaluation, ostensibly from a peer. They exposed ½ of the participants to weapons that were purportedly in the room for a law enforcement seminar. Participants were allowed to express hostility and aggression toward the peer who had “evaluated” them. Weapons exposure did not affect aggression toward the peer. A second study (1985) employed a similar procedure, expect that the weapons were presented either positively (for home defense) or negatively (were used in violent crimes). Regardless of how the weapons were presented, there was no priming effect.

Some studies have garnered mixed results. Page and Scheidt (1971) performed three replications of Berkowitz and LePage (1967). Two of the experiments did not support a weapons-priming effect, but the third study did. However, demand characteristics were high in the third experiment, lending support to criticisms that the results Berkowitz and LePage (1967) found were due to demand characteristics. Given this, Page and O’Neal (1977) performed a study that was designed to reduce demand characteristics by presenting the procedures as two separate studies performed by two different experimenters. While it is not clear from their brief report if demand characteristics were eliminated, they did find a weapons-priming effect.

A few other studies have found evidence of a weapons-priming effect. Frodi (1975), in a replication of Berkowitz and LaPage (1967) with a Swedish sample, found a main effect of weapons-priming on aggressive behavior, but not on self-reported feelings of hostility. As in Berkowitz and LaPage, there was an interaction between participant arousal due to provocation and weapons exposure, where the most aggressive participants where those who had received the most shocks and were exposed to the weapon. To extend this line of research, Caprara, Renzi, Amolini, D’Imperio, and Travaglia (1984) examined the weapons-priming effect in light of both provocation and individual differences in irritability. Participants completed a learning task and were given either a positive or negative evaluation of their performance. Then they were exposed to slides of guns or furniture or to no slides. Individual differences in trait irritability were also measured. There were significant main effects for all three factors (type of slide, provocation, and irritability) and an interaction between irritability and provocation. They conclude that a weapons effect exists and that provocation is not necessary to elicit this effect. The most aggressive participants were those who were irritable, had been provoked, and were exposed to aggressive slides, suggesting that personality and mood moderated the weapons effect.

More recently, Craig Anderson and colleagues (C. A. Anderson, K. B. Anderson, & Deuser, 1996; C. A. Anderson, Benjamin & Bartholow, 1998) examined the weapons-priming effect. C. A. Anderson et al. (1998) performed two studies where participants viewed priming stimuli that were words (experiment 1) or pictures (experiment 2) featuring weapons or non-weapons (animals or plants). Following exposure to the priming stimuli, the participants were asked to read aloud aggressive and non-aggressive words that were presented on a computer screen. The speed with which the words were read served as the dependent measure. Both studies yielded the expected interaction of priming stimulus (weapon versus non-weapon) and word type (aggressive versus non-aggressive); participants read aggressive words more quickly when they had been exposed to pictures of weapons than when exposed to pictures of animals. However, this cognitive priming effect was not replicated when weapons primes were compared to plant primes. In another experiment Craig Anderson and colleagues (1996) manipulated room temperature (from 55º -95º Fahrenheit) and photo primes (guns or nature scenes). As predicted, they found that uncomfortable room temperatures increased feelings of hostility, whereas the gun primes did not; the gun photos increased hostile cognitions whereas extreme temperatures did not. Despite these contradictory findings, they conclude that weapons primes increase both hostile and aggressive cognitions.

The studies described above used real guns or photo stimuli of guns. Turner and Goldsmith (1976) examined the impact of toy guns on children’s aggressive behavior in free play. Compared with “usual” toys (e.g., blocks, coloring books, cars, etc.) and toy airplanes, they found that children demonstrated more mock aggressive free play following exposure to toys guns than to the other toys. While video game gun peripherals might be considered toys, they are not realistically designed. Due to the controversial nature of violent video games and first person shooter games, gun peripherals are typically white with orange markings and are “furturistic” in design. Therefore the gun used in our study did not resemble real or traditional toy firearms

Most studies examining at the weapons-priming effect have used guns as stimuli, but Berkowitz and Frodi (1977) had undergraduate males aggress against a confederate using a noise machine and later used the noise machine as an aggressive cue for ½ of the participants. In addition, vis a vis Bandura, Ross, and Ross (1963/1997), some of the participants were reinforced for their aggression against the confederate, while others were punished or given no feedback. As hypothesized, Berkowitz and Frodi (1977) found that males who were  reinforced for their use of aggression and then exposed to the noise machine as an aggressive cue rated an essay “written” by the confederate more harshly than other participants. Those who had been punished for their use of aggression and were exposed to the noise machine gave the highest essay ratings.

In sum, only a few experiments have found a weapons priming effect, while most studies have failed to find this effect. These inconsistencies may occur either because there is no weapons priming effect and/or due to differences in methodology and dependent measures (Carlson, Marcus-Newhall, & Miller, 1990; Turner, Simons, Berkowitz, & Frodi; 1977). Participants’ sophistication, familiarity with weapons, fear of weapons,  differences in appraisal, contextual features, and demand characteristics have been suggested as confounding factors (Carlson et al., 1990; Page & Scheidt, 1971; Turner et al., 1977). In an effort to tease apart these effects, Simons and Turner (1976; Turner & Simons, 1974) manipulated demand characteristics and found that participant sophistication and awareness of the hypothesis inhibited the weapons effect. However, others (e.g., Page & Scheidt, 1971) have suggested that the weapons-priming effect is more likely to occur when demand characteristics are high. The present study employed a video game context where the presence of the gun peripheral was self-explanatory and unlikely to arouse suspicion, particularly in light of the fact that cardiovascular responses to video game play were actually being examined.

Statement of Problem and Hypothesis
Playing violent video games often primes aggressive cognitions and increases physiological arousal, negative emotion, and aggression (e.g., C. A. Anderson & Bushman, 2001a; C. A. Anderson & Dill, 2000; Ballard & Lineberger, 1999; Chambers & Ascione, 1985). Some argue that exposure to a weapon primes individuals to behave more aggressively (Anderson et al., 1998; Bushman, 1998), but the evidence is inconsistent. This study examined whether playing a violent video game with a gun peripheral increases aggression or arousal more than playing the same violent game with a standard controller. This might have practical implications for parents, retailers, and game manufacturers.

In this study, participants played a first person shooter, “House of the Dead 2 (HOTD2),” using a gun peripheral or standard controller. One-half of the participants who played the game with the standard controller were exposed to the gun peripheral and vice versa. Given the weak and inconsistent findings of a weapons priming effect – coupled with the fact that video game gun peripheral do not look like real guns - the primary  hypotheses was that cardiovascular reactivity, self-reported aggression, and behavioral aggression would not differ among participants who played with the gun peripheral, who saw the gun peripheral on top of the TV during game play, or who did not see the gun peripheral. The second hypothesis was that findings that violent game play increases cardiovascular reactivity would be replicated.

Methods

Participants
Participants were 60 male high school students, aged 13-18 (M = 15.69); there was a fairly even distribution of boys across this range (13 yr = 11; 14 yr = 8; 15 yr = 10; 16 yr = 9; 17 yr = 1; 18 yr = 12). As discussed earlier, boys were used as participants as they are the typical consumers of violent video games. Participants were recruited from the community using flyers and TV public service announcements; many of the boys were recruited from flyers posted in local video game retailers. Most (n = 56) were white, the remainder were African-American, Portuguese, Italian, and Filipino. Most (n = 35) of the boys were from intact homes, seven were from single-parent homes, and 18 were in blended families. Most participants were from middle or upper-middle class families, although the sample ranged from lower to upper class. During recruitment the boys were asked not to exercise, smoke or intake caffeine for 3 hours prior to the experiment, in order not to confound the cardiovascular data. The participants were avid, experienced gamers. For the period when they were examined, which was during the summer when the boys were out of school, the boys reported an average of 22.67 (sd = 26.04) hours of video game play across mediums (e.g., home consoles, hand held games, and arcade games) and contexts (e.g., home, car, friend’s, arcades). They spent an average of 5.24 (sd = 7.67) hours per week playing first person shooter games, such as HOTD2. Experience gamers were recruited since video game play is – theoretically – of most concern when children spend a great deal of time engaged in this activity. Thus, for reasons of practical significance and external validity, it is important to examine the responses of experience gamers. Participants were paid $25.00 for their participation in the one-hour procedure.

Apparatus and Materials
House of the Dead 2© (HOTD2, manufactured by SEGA® for the Dreamcast™), a first person shooter horror game, was used as the video game stimulus. This game was selected by a focus group of undergraduate video game players and psychology majors; they chose this game because it (a) worked well with either a controller or gun peripheral, (b) had up-to-date graphics and style, (c) included violence that was not antisocial in nature (e.g., the violence is aimed at fantastical creatures by a “good guy” protagonist), and (d) was relatively new, yet popular. The protagonist of HOTD2 is a government agent whose goal is to destroy a zombie colony and rescue human characters. The protagonist uses a gun against the zombies; antagonists punch, bite, and throw objects toward the protagonist. The game is rated Mature (intended for players 17 and older) by the Electronic Software Rating Board, due to animated violence and gore. HD2 can be played with a standard controller or gun peripheral. Due to the controversial nature of gun peripherals, most console manufacturers do not produce them and the companies that create them assure that they have a non-realistic appearance. The Starfire Lightblaster© is produced by InterAct® for the Sega Dreamcast. The Lightblaster is a typical video game gun peripheral – it is white with orange detailing. The Lightblaster was developed primarily for use with violent video games. A few non-violent console games were produced that could be used with the peripheral, but they were obscure and are no longer available. Thus, a true control condition – playing a non-violent game using the Lightblaster - was not practical for the study.

An Omron Model HEM-707 Automatic Oscillometric Digital Blood Pressure and Pulse Rate Monitor with Fuzzy Logic was used to monitor heart rate and blood pressure. An adult or pediatric blood pressure cuff was attached to the participants’ non-dominant arm, which was stabilized by the arm of the recliner to control for movement artifact. Two resting measures were taken 5 min apart during a relaxation/adaptation period before the participants began game-play; the average of the two resting measures was used in the analysis. Cardiovascular reactivity was measured at 3, 8, 13, and 18 min during game-play and at 2 and 7 min after game-play. Heart rate and blood pressure measures were recorded onto a data sheet from a digital LCD display.

The HEM-707 uses fuzzy logic to determine cuff inflation; the cuff is inflated by an electric pump. Heart rate and blood pressure are detected by a semiconductor pressure sensor. The monitor is easy to use and is reliable for blood pressure (+/-3mmHg) and heart rate (+/- 4 bpm; Omron, n.d.). In terms of validity, laboratory measures of cardiovascular reactivity are significantly, positively related to cardiovascular reactivity in the field (Jain, Schmidt, Johnston, Brabant, & von zur Muehlen, 1999). In applied terms, heart rate deceleration generally occurs during relaxation, stimulation of the parasympathetic nervous system, and as an orienting response. Heart rate typically increases with stress, physical exertion, and/or stimulation of the sympathetic nervous system. Likewise, increases in blood pressure are related to stimulation of the sympathetic nervous system, anxiety, and physical activity (e.g., Nance & Hoy, 1996).

The participants completed the 10 item state anger subscale of the State-Trait Anger Inventory (STAXI; Spielberger, 1996). This subscale measures the intensity of current anger and was used to assure that initial differences in state anger did not confound the results. Participants rated statements (e.g., I am mad.) on a Likert-type scale from 1 = “Not at all” to 4 = “Very much so.” The internal consistency of the state anger subscale is .93. The participants also completed the 34 item Aggression Questionnaire (AQ; Buss & Warren, 2000) to assess differences in self-reported aggression following game play. The AQ has five subscales: physical aggression (e.g., I have threatened people I know.), verbal aggression (e.g., My friends say I argue a lot.), anger (e.g., I flare up quickly, but get over it quickly.), hostility (e.g., At times I have gotten a raw deal out of life.), and indirect aggression (e.g. I like to play practical jokes.). Statements are rated on a Likert-type scale from 1 = “Not at all like me” to 5 = “Completely like me.” The internal consistency of the AQ total score is .94 and ranges from .71 to .88 for the subscales. The total AQ score and each subscale score were used in the analyses. Although the AQ is a measure of trait aggression, if violent video games and weapons primes cause cognitive priming effects to the degree suggested by research (i.e., C. A. Anderson et al., 1996; 1998), participants’ interpretation of and responses to the questions should reflect this priming bias.

The cold pressor task was used as a measure of behavioral aggression. The cold pressor device is a rectangular stainless steel container (7 in h X 6 in w X 9 in l ) of ice water chilled to 0º Centigrade. The tank is labeled with two labels created using a label maker. One reads “Cold Pressor Device” and the other reads “Chill to 0-2º C (32-32º F).” The tank has a small thermometer attached to it to monitor the temperature of the ice water. The cold pressor is often used as a cardiovascular stressor or aversive stimulus in laboratory settings (Ballard & Lineberger, 1999; Dishman, Nakamura, Jackson, & Ray, 2003).
 

Procedure
Two male undergraduates were trained by the first author to complete the experimental procedure; both experimenters were in their early 20’s and dressed casually while conducting the study so that they would not be viewed as authority figures. Participants and their parents were met in the lobby by the experimenter and escorted into the lab. Participants were told that the experimenter was running the study for a graduate student who was examining the effects of video game play on heart rate and blood pressure. The participant was seated in a recliner in front of a color television and video game console. The cold pressor device was positioned to the right of the recliner; it remained covered until it was used. The electro-sphygmomanometer was to the left of the recliner. Participants read and signed an informed assent form; the information contained in the form was accurate, but did not state the hypothesis of the study. Parents read and signed an accurate and detailed informed consent form; the consent for informed parents that HOTD2 is rated “M.” None of the participants or parents refused or withdrew from participation. Parents were asked to wait in a lobby down the hall until the session was over. None of the parents asked to watch the procedure; most of the parents actually left to run errands and returned in one hour to pick up their son. Participants filled out the state anger subscale of the STAXI to assure that pre-existing differences in mood did not confound the results. The blood pressure cuff was attached to the participant’s non-dominant arm, and two resting blood pressure and heart rate measures were recorded 5 min apart. 

Participants were given instructions on how to play HOTD2 and were shown how to use the assigned peripheral. The participants were counterbalanced into four groups. The control group played the game using the standard controller with the gun peripheral out of sight. The “priming group” played the game using the standard controller with the gun peripheral in sight (a gun peripheral was on top of the TV; participants were told that it was broken). The “weapons 1” group played the game using the gun peripheral with the standard controller out of sight. The “weapons 2” group played the game using the gun peripheral with the standard controller in sight (on top of the TV). The participants played the game for 20 min; this time frame was chosen to standardize the procedure and to keep the session within a reasonable time frame for the boys and their parents. Blood pressure and heart rate measures were taken at 3, 8, 13, and 18 min during game play; the game was paused when the electro-sphygmomanometer was in operation. Two resting measures were taken at 2 and 7 min after game play. Immediately after the last resting measure was recorded, the cold pressor was uncovered. Participants were told that the cold pressor is used as a laboratory stressor to assess heart rate and blood pressure reactivity. They were asked to place their hand in the cold water until they felt discomfort. The length of time the participant left his hand in the cold pressor, from the first ripple on the surface of the water upon immersion of the hand until the first drip into the water upon removal of the hand, was recorded.

Participants were immediately presented with the anger stimulus, similar to the provocation used by Caprara and colleagues (1984). The researcher asked, “How do you feel about your game play today?” Most participants replied that they had played well. The experimenter said, “You had the worst game play of anyone that I have run in this experiment.” and asked the participant to place the experimenter’s hand in the cold pressor device and to leave it there until they thought he experienced discomfort. Behavioral aggression was quantified as the amount of time that the participant left the experimenter’s hand in the water, from the first ripple on the surface of the water upon immersion of the hand until the first drip into the water upon removal of the hand. Another cardiovascular measure was taken to complete the ruse. Participants then completed the Aggression Questionnaire. Upon completion of the one-hour session participants were given $25.00 for their participation and were fully debriefed. During debriefing, none of the participants indicated that they had questioned the cover story that the study was examining cardiovascular responses to video game play.

Results
To determine if there were pre-existing differences in boys’ level of anger, a one-way analyses of variance (ANOVA) was performed with STAXI state anger scores as the dependent variable and priming condition (i.e., control, weapon priming, weapon 1, and weapon 2 conditions) as the independent variable. Anger did not vary across condition. One-way ANOVAs were used to examine the effect of the independent variable, priming condition (i.e., control, weapon priming, weapon 1, and weapon 2 conditions) on eight dependent variables – game performance, behavioral aggression (i.e. cold pressor time),  and AQ Total, Physical Aggresison, Verbal Aggression, Anger, Hostility, and Indirect Aggression subscores.

See Table 1 for means and SDs for each dependent variable by condition. Game performance varied significantly by condition, F(3, 56) = 4.21, p <.01. Post Hoc analysis with Tukey tests revealed that participants from the weapons 1 and weapons 2 groups performed significantly better than those from the control and priming conditions (p’s < .05). The other analyses were not significant; priming condition did not affect behavioral aggression [F(3,56) = .63, p > .60], Total AQ scores [F(3,56) = .26, p > .86], Physical Aggression [F(3,56) = .89, p > .45], Verbal Aggression [F(3,56) = 1.39, p > .26], Anger [F(3,56) = 1.45, p > .24], Hostility [F(3,56)= .23, p > .87], or Indirect Aggression [F(3,56) = 1.3, p > .27]. This indicates that there was no effect of the gun peripheral on behavioral aggression or self-reported aggression or hostility following game play and suggests that there was not a strong cognitive priming effect of the treatment.

Three 4 (priming condition – control, weapon priming, weapon 1, and weapon 2 conditions) X 7 (cardiovascular measures – one average resting measure, four game play measures, and two posttest measures) mixed-design ANOVAs were used to examine the effect of priming condition on cardiovascular reactivity across the session. Priming condition was a between-participants factor and time of measurement was a within-participants factor. An ANOVA was performed for each cardiovascular measure. There were no significant main effects of priming condition and no significant interactions of condition and time of measurement for any of the cardiovascular measures, indicating that using the gun peripheral did not affect cardiovascular reactivity. However, there were significant within-participant main effects of time of measurement for each cardiovascular measure, indicating changes in arousal across the session. See Table 2 for means and standard deviations for cardiovascular measures across time. As predicted, systolic blood pressure varied significantly across the session [Hotelling’s Trace F(6,51) = 12.52, p < .001]. Pair-wise comparisons show that systolic blood pressure increased significantly from the adaptation period to the second and third game play measures (both ps < .05). Systolic blood pressure decreased quickly after game play; the posttest measures were significantly lower than the adaptation and all game play measures (all ps < .01.

Changes in diastolic blood pressure [Hotelling’s Trace F(6,51) = 8.22, p < .001] were similar to those in systolic blood pressure. Diastolic blood pressure increased significantly from the adaptation period to the second game play measure (p < .001) before stabilizing. Diastolic blood pressure began to decrease at the time of the first posttest measure, which was significantly lower than the second game play measure (p > .05) . Recovery was greater at the second posttest measure; diastolic blood pressure was significantly lower during the last measure than during the adaptation period, game play, or the first posttest measure (all ps < .001). Heart rate increased during game play [Hotelling’s Trace F(6,51) = 2.78, p < .05]. Heart rate was significantly lower during adaptation than during the second and fourth game play measures and the first posttest measure (all ps <. 05). Heart rate increased significantly from the first game play measure to the second game play measure (p < .01); the first game play measure was also significantly lower than the third (p < .05) and fourth (p < .01) game play measures. Both posttest measures (p < .01 and p < .05, respectively) were also significantly greater than the first game play measure, indicating that recovery was slower for heart rate than blood pressure.
 

 

Table 1                                   Descriptive statistics for Outcome Variables by Condition
 
  Priming Condition  
           
Variable Control  Weapon Priming Weapon 1  Weapon 2a  
           
Performance 51.2 (8.2)  51.4 (8.6)  59.4 (5.8)  56.3 (7.2)*  
Cold Pressor  31.1 (17.6)  25.6 (15.9)   24.2 (14.5)    29.9 (16.2)  
State Anger  46.0 (1.9)    47.4 (5.2)     46.2 (2.5)     47.9 (9.1)  
Total AQ Score    47.5 (3.4)     49.7 (9.7)    48.3 (5.9)    48.6 (7.2)  
AQ Physical    47.5 (4.5)    46.5 (8.4)    50.1 (10.3)  45.4 (8.9)  
AQ Verbal    53.2 (4.4)  51.9 (11.2)  49.1 (8.3)  55.7 (10.9)  
AQ Anger     44.7 (5.1) 50.2 (10.9)   45.4 (6.8)    44.9 (9.4)  
AQ Hostility  46.3 (5.1)   48.1 (11.6)  46.5 (6.2)   48.3 (9.5)  
AQ Indirect     48.1 (6.0)    52.1 (7.7)      47.6 (6.3)   49.3 (7.0)  
           
 
Notes: Standard deviations are in parentheses. *p > .01; aWeapon Priming = weapon was present, but not used; Weapon 1 = used the gun peripheral with the standard controller out of sight; Weapon 2 = used the gun peripheral with the standard controller in sight.
 

 
Table 2                                   Descriptive statistics for Cardiovascular Measures Across Time
  Time of Measurement                    

Variable Average Resting Game Play 1 Game Play 2 Game Play 3 Game Play 4 Post 1 Post 2
               
Heart Rate 73.8 (11.0) 73.2 (12.4) 75.7 (12.0) 75.1 (12.5)    76.0 (11.9) 75.7 (12.7) 74.8 (11.6)
Systolic BP 123.1 (11.3) 124.3 (12.1)   125.0 (11.5) 125.1 (11.3) 124.7 (11.2) 120.4 (11.7) 118.1 (10.8)
Diastolic BP 70.3 (7.1) 69.8 (1.7) 72.0 (7.8) 71.3 (8.3) 70.6 (8.2) 70.2 (7.9) 67.5 (6.8)
 
Standard deviations are in parentheses.

Discussion
Our hypothesis that cardiovascular arousal, self-reported aggression, and behavioral aggression would not increase with exposure to a weapons prime during violent video game play was supported. Specifically, weapons-priming condition was related to superior video game performance, but was not related to group differences in heart rate, diastolic blood pressure, systolic blood pressure, state anger, self-reported aggression, or behavioral aggression. Participants who used or were exposed to the gun peripheral did not demonstrate greater arousal or aggression than those in a control group, nor did using the gun peripheral have a greater effect than simple exposure to the gun peripheral.

The most parsimonious explanation for the failure to find a weapons-priming effect, based on a preponderance of the literature, is that there is no consistent weapons priming effect, particularly in the absence of overt demand characteristics. In this study, the video game context provided a reasonable rationale for the presence of the weapon; no obfuscation or cover story was necessary to explain why the gun was present. It has been argued that experimental demand characteristics may be the primary reason that the weapons priming effect has been found (e.g., Buss et al., 1972; Carson et al., 1990; Page & Scheidt, 1971). However, despite the contradictory evidence, many contend that there is a weapons priming effect (Anderson et al., 1998; Bushman, 1998). If this is the case, the weapons priming effect does not seem to generalize to video game gun peripherals. The gun peripheral did not resemble a real gun or a traditional toy gun. Some researchers (Carlson et al., 1990; Turner et al., 1977) argue that the weapons-priming effect is most likely to occur when participants are negatively aroused by viewing a weapon. Since a video game gun peripheral has no capacity to injure and is used for an activity that is perceived as enjoyable (e.g., Ballard et al., in press) exposure to the peripheral is unlikely to elicit fear and more likely to elicit excitement or other positive emotions, which would diminish the priming effect. This question could be answered by comparing participants who are exposed to no weapons, toy weapons, video game gun peripherals, or real weapons. Regardless, our results indicate that video game peripherals have no practical affect on the cardiovascular arousal or aggression of game players beyond the impact of the violent game.

The second hypothesis, that violent video game play would result in cardiovascular reactivity, was supported. Participants demonstrated significant increases heart rate and blood pressure across the course of violent game play, suggesting increased sympathetic nervous system arousal (Nance & Hoy, 1996). Although blood pressure recovered well prior to the end of the session, heart rate remained high at the second posttest measure. These results are consistent with those of other studies indicating that playing violent video games are physiologically arousing (e.g., C. A. Anderson & Bushman, 2001a; C. A. Anderson & Dill, 2000; Ballard & Lineberger, 1999; Panee & Ballard, 2002). As almost all of the video games designed to be played using a gun peripheral are violent, this arousing effect is likely across games. However, Ballard and colleagues (in press) found that non-violent video game play increases cardiovascular arousal as well, so it may be that any video game play increases arousal. Arousal is not invariably negative. If arousal if coupled with positive emotion, aggression is unlikely. However, if arousal is coupled with negative environmental or interpersonal stimuli, aggression might result (e.g. C. A. Anderson & Bushman, 2001a, 2001b; 2002). However, Jenkins (1998) argues that aggressive behavior as long been a part of the culture of boys and that video game content is likely to reflect rather than cause this association. Nonetheless, studies examining various game peripherals across violent and non-violent game genres in contexts eliciting varying emotions would help tease this out further.

A few limitations of the study deserve mention. The primary limitation is the relatively small, homogeneous sample of boys. While representative of the local community, the sample was overwhelmingly white, so the results may not generalize to more diverse samples. A second limitation is that this study does not address concerns that first-person-shooters teach players to aim and shoot a weapon with a high degree of precision or that they desensitize players to the gore and death associated with gun violence (Grossman & DeGaetano; 1999). Studies could be designed to evaluate if first person shooters games increase accuracy with real firearms, in the absence of other training. The issue of desensitization is more complex, as multiple media (TV, movies, popular music, music videos) are arousing and often include violent images or use of weapons. Thus, it would be difficult in a laboratory study to untangle the cumulative, complex effects of exposure to myriad sources of media that is arousing and/or violent in nature.

A few strengths of the study also deserve mention. The primary strength of the study is that adolescent participants, experienced in video game play, were recruited from the community. This increases the practical and contextual validity of the study, as most games are targeted at adolescent males. A second strength is the multi-measure method; physiological, personality, and behavioral data were all gathered. Finally, the weapons prime was embedded in a context that would not arouse suspicion about the presence of the weapon per se, which was a primary weakness in most of the previous weapons-priming studies.

In Sum, our results suggest that type of game peripheral does not have an affect on the physiological or behavioral outcomes of violent video game play, particularly in the case of first-person shooters. Thus, while parents and other consumers should be concerned about the violent content of video games and the negative effects of this violence, the means by which children play violent games does not appear to affect immediate outcomes.

References

Anderson, C. A., Anderson, K. B., & Deuser, W. E. (1996). Examining an affective aggression framework: Weapon and temperature effects on Aggressive thoughts, affect, and attitudes. Personality and Social Psychology Bulletin, 22, 366-376.
 

Anderso, C. A., Benjamin, A. J., & Bartholow, B. D. (1998). Does the gun pull the trigger? Automatic priming effects of weapon pictures and weapon names. Psychological Science, 9, 308-314.
 

Anderson, C. A., & Bushman, B. J. (2001a). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12, 353-359.
 

Anderson, C. A., & Bushman, B. J. (2001b). Human aggression. Annual Review of Psychology, 53, 27-51.
Anderson, C. A., & Bushman, B. J. (2002). Media violence and societal violence. Science, 295, 2377-2378.
 

Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and life. Journal of Personality and Social Psychology, 78, 772-790.
 

Ballard, M. E., & Lineberger, R. (1999) Video game violence and confederate gender: Effects on reward and punishment among college males. Sex Roles, 41, 541-558.
 

Ballard, M. E., Hamby, R. H., Panee, C. D., & Engold, E. D. (In press). Repeated exposure to video game play results in decreased cardiovascular and affective responding. Media Psychology.
 

Ballard, M. E. & Wiest, J. R. (1996). Mortal Kombat: The effects of violent video game play on male’s hostility and cardiovascular responding. Journal of Applied Social Psychology, 26, 717-730.
 

Bandura, A. (1983). Psychological mechanisms of aggression. In R. G. Geen  and E. I. Donnerstein (Eds.), Aggression: Theoretical and empirical reviews: Vol. 1. Theoretical and methodological issues (pp. 1-40). New York: Academic Press.
 

Bandura, A., Ross, D., & Ross, S. A. (1963/1997). Imitation of film-mediated aggressive models. Reprinted in R. Diessner (Ed.). Sources: Notable Selections in Human Development, pp. 171-178. Guildford, CN: Dushkin/McGraw-Hill.
 

Berkowitz, L., & LePage, A. (1967). Weapons as aggression-eliciting stimuli. Journal of Personality and Social Psychology,
7,
202-207.
 

Berkowitz, L., & Frodi, A. (1977). Stimulus characteristics that can enhance or decrease aggression: Associations with prior positive or negative reinforcements for aggression. Aggressive Behavior, 3, 1-15.
 

Berkowitz, L. (1984). Some effects of thoughts on anti- and prosocial influences of media events: A cognitive-neoassociation analysis. Psychological Bulletin, 95, 410-427.
 

Bushman, B. J. (1998). Priming effects of media violence on the accessibility of aggressive constructs in memory. Personality and Social Psychology Bulletin, 24, 537-545.
 

Bushman, B. J., & Anderson, C. A. (2002). Violent video games and hostile expectations: A test of the General Aggression Model. Personality and Social Psychology Bulletin, 28, 1679-1689.
 

Bushman, B. J., & Geen, R. G. (1990). Role of cognitive-emotional mediators and individual differences in the effects on media violence on aggression. Journal of Personality and Social Psychology, 58, 156-163.
 

Buss, A. H., & Warren, W. L. (2000). Aggression Questionnaire. Los Angeles, CA: Western Psychological Services.
 

Buss, A., Booker, A., & Buss, E. (1972). Firing a weapon and aggression. Journal of Personality and Social Psychology,
22,
296-302.
 

Cahoon D. D., & Edmonds, E. M. (1984). Guns/no guns and the expression of social hostility. Bulletin of the Psychonomic Society, 22, 305-308.
 

Cahoon D. D., & Edmonds, E. M. (1985). The weapons effect: fact or artifact? Bulletin of the Psychonomic Society, 23, 57-60.
 

Caprara, G. V., Renzi, R., Amolini, P., D’Imperio, G., & Travaglia, G. (1984). The eliciting cue value of aggressive slides reconsidered in a personological perspective: The weapons effect and irritability. European Journal of Social Psychology, 14, 313-322.
 

Carlson, M., Marcus-Newhall, A., & Miller, N. (1990). Effects of situational aggression cues: A quantitative review. Journal of Personality and Social Psychology, 58, 622-633.
 

Cassell, J., & Jenkins, H. (1998). Chess for girls? Feminism and computer games. In J. Cassell & H. Jenkins (Eds.), From Barbie to Mortal Kombat: Gender and computer games, (pp. 2-45). Cambridge, MA: The MIT Press.
 

Chambers, J. H., & Ascione, F. R. (1987). The effects of prosocial and aggressive video games on children’s donating and helping. Journal of Genetic Psychology, 148, 499-505.
 

Dishman, R. K., Nakamura, Y.; Jackson, E. M.,  & Ray, C. A. (2003). Blood pressure and   muscle sympathetic nerve activity during cold pressor stress: Fitness and gender. Psychophysiology, 40, 370-380.
 

Ellis, D. P., Weinir, P., & Miller, L. (1971). Does the trigger pull the finger? An experimental test of weapons as aggression-eliciting stimuli. Sociometry, 34, 453-465.
 

Frodi, A. (1975). The effect of exposure to weapons on aggressive behavior from a cross-cultural perspective. International Journal of Psychology, 10, 283-292.
 

Grossman, D., & DeGaetano, G. (1999). Stop Teaching Our Kids to Kill: A Call to Action Against TV, Movie, & Video Game Violence. New York: Crown Publishers.
 

Huesmann, L. R. (1986). Psychological processes promoting the relation between exposure to media violence and aggressive behavior by the viewer. Journal of Social Issues, 42, 125-139.
 

Huesmann, L. R., Moise, J., Podolski, C. P., & Eron, L. D. (2003). Longitudinal relations between children’s exposure to television violence and their aggressive and violent behavior in young adulthood: 1977-1992. Developmental Psychology, 39, 201-221.
 

Jain, A., Schmidt, T. F. H., Johnston, D. W., Brabant, G., & von zur Muehlen, A. (1999). The relationship between heart rate and blood pressure reactivity in the laboratory and in the field: Evidence using continuous measures of blood pressure, heart rate and physical activity. Journal of Psychophysiology, 12, 362-375.
 

Jenkins, H. (1998). Complete freedom of movement: Video games as gendered play spaces. In J. Cassell & H. Jenkins (Eds.), From Barbie to Mortal Kombat: Gender and computer games, (pp. 262-297). Cambridge, MA: The MIT Press.
 

Jenkins, H., McPherson, T, & Shattuc, J. (2002). The culture that sticks to your skin: A manifesto for a new cultural studies. In H. Jenkins, T. McPherson, & J. Shattuc (Eds.), Hop on Pop: The politics and pleasures of popular culture, (pp. 26-42 ). Durham, NC: Duke University Press.
 

Nance, P. W., & Hoy, C. S. G. (1996). Assessment of the autonomic nervous system, Physical Medicine and Rehabilitation, 10, 15-35.
 

Page, D., & O’Neal, E. (1977). “Weapons effect” without demand characteristics. Psychological   Reports, 41, 29-30.
 

Page, M. M., & Scheidt, R. J. (1971). The elusive weapons effect: Demand awareness, evaluation apprehension, and slightly sophisticated subjects. Journal of Personality and Social Psychology, 20, 304-318.
 

Panee, C. D., & Ballard, M. E. (2002). High versus low aggressive priming during video game training: effects on game violence, hostility, heart rate, and blood pressure. Journal of Applied Social Psychology, 32, 2458-2474.
 

Scott, D. (1995). The effect of video games on feelings and aggression. Journal of Psychology Interdisciplinary and Applied, 129, 121-132.
 

Simons, L. S., & Turner, C. W. (1976). Evaluation apprehension,, hypothesis awareness, and the weapons effect. Aggressive Behavior, 2, 77-87.
 

Spielberger, C. D. (1996).  State-trait anger expression inventory professional Manual. Odessa, FL: Psychological Assessment Resources, Inc.
 

Subrahmanyam, K., & Greenfield, P. M. (1998). Computer games for girls: What makes them play. In J. Cassell & H. Jenkins (Eds.), From Barbie to Mortal Kombat: Gender and computer games, (pp. 46-71). Cambridge, MA: The MIT Press.
 

Turner, C. W., & Goldsmith, D. (1976). Effects of toy guns and airplanes on children’s antisocial free play behavior. Journal of Experimental Child Psychology, 21, 303-315.
 

Turner, C. W., & Simons, L. S. (1974). Effects of subject sophistication and evaluation apprehension on aggressive responses to weapons. Journal of Personality and Social Psychology, 30, 341-348.
 

Turner, C. W., Simons, L. S., Berkowitz, L., & Frodi, A. (1977). The stimulating and inhibiting effects of weapons on aggressive behavior. Aggressive Behavior, 3, 355-378.
 

Winkel, M., Novak, D. M., & Hopson, H. (1987). Personality factors, subject gender, and the effects of aggressive video games on aggression in adolescents. Journal of Research in Personality, 21, 211-223.
 

Wolf, M. J. P. (2001). Introduction. In M. J. P. Wolf (Ed.), The medium of the videogame (pp. 1-9). Austin, TX: University of Texas Press.
 

Acknowledgements

This study was funded by the Cratis D. Williams Graduate School and the Wise Family Psychology Research Fund. We would like to thank Mark Zrull and Mike Furr for their feedback and Dave Cline and Tommy Wentz for running the participants.

 
     
  Return to top.  
 
| Home | Contact UsEditorial Board | Current Issue | Submission |
 
 
 
© Copyright 2006, Scientific Journals International.  All Rights Reserved.