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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...

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Detalles Bibliográficos
Autores principales: Teng, Huina, Zhu, Lixin, Zhang, Xuanyu, Qiu, Boyu
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications Inc 2023
Materias:
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.
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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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