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The Relationship Between Cognitive Resource Consumption During Gameplay and Postgame Aggressive Behaviors: Between-Subjects Experiment
BACKGROUND: The question of how video games can shape aggressive behaviors has been a focus for many researchers. Previous research has focused on how violent video game content leads to postgame aggressive behaviors. However, video games not only convey violence or prosocial content to players but...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications Inc
2023
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Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10686534/ https://www.ncbi.nlm.nih.gov/pubmed/37990585 http://dx.doi.org/10.2196/48317 |
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author | Teng, Huina Zhu, Lixin Zhang, Xuanyu Qiu, Boyu |
author_facet | Teng, Huina Zhu, Lixin Zhang, Xuanyu Qiu, Boyu |
author_sort | Teng, Huina |
collection | PubMed |
description | BACKGROUND: The question of how video games can shape aggressive behaviors has been a focus for many researchers. Previous research has focused on how violent video game content leads to postgame aggressive behaviors. However, video games not only convey violence or prosocial content to players but also require cognitive effort from individuals. Since human cognitive resources are limited, consuming more cognitive resources in a game leads to less cognitive resources to suppress aggressive impulses. Therefore, the depletion of cognitive resources from playing video games may also lead to changes in postgame aggressive behaviors. OBJECTIVE: This study aimed to examine the relationship between cognitive resources consumed in video games and postgame aggressive behaviors. METHODS: A total of 60 participants (age: mean 20.22; range 18-24 y) were randomly assigned to either the high-load group or the low-load group. Participants from both groups played a video game centered around college life. In the low-load group, participants followed the gameplay instructions to complete it. In the high-load group, participants were given an extra digital memory task to complete while playing the game. Participants in both groups played the video game for about 25 minutes. A maze selection task was then conducted to measure the participants’ helping and hurting behaviors. RESULTS: The independent samples 2-tailed t tests showed that the high-load group had significantly higher hurting scores (mean 3.13, SD 2.47) than the low-load group (mean 1.90, SD 2.12; t(58)=−2.07, P=.04; Cohen d=−0.535), whereas helping behaviors were not significantly affected (t(58)=1.52, P=.13; Cohen d=0.393). CONCLUSIONS: As more cognitive resources are consumed in a video game, more hurting behaviors are exhibited after the game. This finding proposes an alternative route by which video games impact aggressive behaviors, adding to previous theories and raising concerns about the popularity of cognitive training games. |
format | Online Article Text |
id | pubmed-10686534 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | JMIR Publications Inc |
record_format | MEDLINE/PubMed |
spelling | pubmed-106865342023-11-30 The Relationship Between Cognitive Resource Consumption During Gameplay and Postgame Aggressive Behaviors: Between-Subjects Experiment Teng, Huina Zhu, Lixin Zhang, Xuanyu Qiu, Boyu JMIR Serious Games Original Paper BACKGROUND: The question of how video games can shape aggressive behaviors has been a focus for many researchers. Previous research has focused on how violent video game content leads to postgame aggressive behaviors. However, video games not only convey violence or prosocial content to players but also require cognitive effort from individuals. Since human cognitive resources are limited, consuming more cognitive resources in a game leads to less cognitive resources to suppress aggressive impulses. Therefore, the depletion of cognitive resources from playing video games may also lead to changes in postgame aggressive behaviors. OBJECTIVE: This study aimed to examine the relationship between cognitive resources consumed in video games and postgame aggressive behaviors. METHODS: A total of 60 participants (age: mean 20.22; range 18-24 y) were randomly assigned to either the high-load group or the low-load group. Participants from both groups played a video game centered around college life. In the low-load group, participants followed the gameplay instructions to complete it. In the high-load group, participants were given an extra digital memory task to complete while playing the game. Participants in both groups played the video game for about 25 minutes. A maze selection task was then conducted to measure the participants’ helping and hurting behaviors. RESULTS: The independent samples 2-tailed t tests showed that the high-load group had significantly higher hurting scores (mean 3.13, SD 2.47) than the low-load group (mean 1.90, SD 2.12; t(58)=−2.07, P=.04; Cohen d=−0.535), whereas helping behaviors were not significantly affected (t(58)=1.52, P=.13; Cohen d=0.393). CONCLUSIONS: As more cognitive resources are consumed in a video game, more hurting behaviors are exhibited after the game. This finding proposes an alternative route by which video games impact aggressive behaviors, adding to previous theories and raising concerns about the popularity of cognitive training games. JMIR Publications Inc 2023-11-14 /pmc/articles/PMC10686534/ /pubmed/37990585 http://dx.doi.org/10.2196/48317 Text en © Huina Teng, Lixin Zhu, Xuanyu Zhang, Boyu Qiu. Originally published in JMIR Serious Games (https://games.jmir.org), 14.11.2023. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included. |
spellingShingle | Original Paper Teng, Huina Zhu, Lixin Zhang, Xuanyu Qiu, Boyu The Relationship Between Cognitive Resource Consumption During Gameplay and Postgame Aggressive Behaviors: Between-Subjects Experiment |
title | The Relationship Between Cognitive Resource Consumption During Gameplay and Postgame Aggressive Behaviors: Between-Subjects Experiment |
title_full | The Relationship Between Cognitive Resource Consumption During Gameplay and Postgame Aggressive Behaviors: Between-Subjects Experiment |
title_fullStr | The Relationship Between Cognitive Resource Consumption During Gameplay and Postgame Aggressive Behaviors: Between-Subjects Experiment |
title_full_unstemmed | The Relationship Between Cognitive Resource Consumption During Gameplay and Postgame Aggressive Behaviors: Between-Subjects Experiment |
title_short | The Relationship Between Cognitive Resource Consumption During Gameplay and Postgame Aggressive Behaviors: Between-Subjects Experiment |
title_sort | relationship between cognitive resource consumption during gameplay and postgame aggressive behaviors: between-subjects experiment |
topic | Original Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10686534/ https://www.ncbi.nlm.nih.gov/pubmed/37990585 http://dx.doi.org/10.2196/48317 |
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