Sex, Lies, and Video Games: Moral Panics or Uses and Gratifications

Bulletin of Science, Technology and Society 32 (5):345-352 (2012)
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Abstract

This study examined video game–playing aggression among graduate and undergraduate students at Rochester Institute of Technology in upstate New York. The following three research questions were posed: In the context of video game playing, what differences are there in levels of aggression in relation to sex? What differences are there in levels of aggression and type of video games played? Are aggression and length of video game playing related? A nonprobability sample of students (N = 175) was selected and electronically surveyed. The Buss–Perry Aggression Questionnaire, a widely used self-reported measure, was used to assess aggression. No significant difference was found between men and women with regard to levels of aggression, and no statistically significant relationship was found between aggression and length of video game playing (r = −.05, p =.52). However, significant differences were found in levels of aggression between playing and nonplaying respondents of action role-playing (t = −1.48, df = 175, p =.01) and role-playing video games (t = −1.24, df = 175, p =.02). Players of role-playing games had lower levels of aggression than nonplayers. Since role-playing requires one to take the part of another person, empathy might play a role in reduced levels of aggression. Although exposure to violent video games has been related to decreased empathy, role-playing games show just the opposite. It is suggested that controversies regarding violent video games might best be explained by moral panic theory and that competitive games may attract more aggressive players.

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