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Video Games
CHONG ET AL.
A previous version of this manuscript was presented at the annual conference of the
International Communication Association, Singapore, June 22–26, 2010
Address correspondence to Marko M. Skoric, Wee Kim Wee School of
Communication and Information, 31 Nanyang Link, Nanyang Technological University,
Singapore 637718; E-mail: marko@ntu.edu.sg
952
VIDEO GAMES 953
Literature Review
& Long, 2006). On the other hand, every encounter with unrealis-
tic, illogical, or implausible elements in the narrative may preclude
involvement and hence limit cultivation effects (Busselle, Ryabovo-
lova, & Wilson, 2004). Shrum, Lee, Burroughs, & Rindfleisch (2011)
provided an experimental demonstration of the effect of narrative
engagement on cultivation, and found that people who were more
engaged in the narrative of a movie exhibited stronger cultivation
effects of materialism than those who were less engaged.
The idea of involvement as an important factor in cultivation un-
derlines the active nature of media use in which individuals are en-
gaged in actively constructing a story rather than being passively
exposed to it. This may be of particular importance when it comes
to interactive media platforms such as video games. Involvement
in avatar-based narrative games has been linked to focused atten-
tion, which in turn corresponds with greater empathy with the role-
played character and greater self-presence, described as “an affec-
tive reaction to the mentally created or visually represented virtual
self” (Jin, 2011).
more likely than those in the control group to say that people
would experience robbery with weapons in the real world). Thus,
studies done on cultivation effects of video games have demonstrat-
ed that cultivation occurs only for first-order measures and only
so for the measures directly related to the content of video games
played.
Method
sure that all our participants were not heavy consumers of violent
media, an exposure of four hours of violent game play per week
was at least double of what is usually contained in their regular
media diet.
The gaming sessions were held in one of the Macintosh computer
labs within the university. This allowed us to carefully control the
environment in which all participants in the experimental group
played the game as well as to keep the amount of game play con-
stant for all participants in the treatment condition.
Following three weeks of game play, participants in the experi-
mental condition were asked to come for another scheduled ses-
sion, but instead of playing the game they were asked to fill out a
questionnaire. This is to ensure that any effects observed were of
a longer-term nature and not the short-term effects of playing the
game immediately before filling out the questionnaire.
Participants in the control group also filled out a questionnaire
within the same week as the participants in the experimental group.
Given the short duration between the survey of their gaming habits
(or lack thereof) and that when they answered the questionnaire, it
was unlikely that they would have since become avid gamers.
Participants
Stimulus
The stimulus chosen as the violent video game was Grand Theft
Auto IV (GTA IV)—Liberty City. The game has been rated Mature
(17+) by the ESRB for its intense violence, blood, strong language,
strong sexual content, partial nudity, and use of drugs and alcohol.
The game also received a rating of Mature-18 (M18) in Singapore
by the Media Development Authority for its mature themes and
strong language. Unlike the game used in the longitudinal field ex-
periment by Williams (2006) which featured fantasy violence, our
stimulus presents players with a realistic and violent urban envi-
ronment.
The game was also chosen because it had only been recently re-
leased commercially in December 2008 in Singapore so few would
have played this game before. Also, being the latest addition into
the popular GTA franchise, it will likely be exciting enough to sus-
tain the interests of the participants. Moreover, the game is also rela-
tively easy for nongamers to learn as players are guided through
the game with constant onscreen instructions as to which button to
press and what to do.
GTA IV is a role-playing game (RPG) whereby the player assumes
a character and maintains this character throughout the game. GTA
IV is also a nonlinear game set in an open environment, Liberty City
that is based on New York City. The core game play can be thought
of as a combination of a third-person shooter game and a driving
game.
In the game, players assume the character of Niko Bellic, an illegal
immigrant from Eastern Europe, as he explores Liberty City and
goes on different missions. These missions are tasks that other char-
acters require him to complete to advance the storyline and unlock
parts of the maps. Being nonlinear, one can have multiple missions
active at the same point of time. The choices that players make dur-
ing the game affect the trajectory of the game as well as the ending.
GTA IV revolves around violence and drugs, and it features very
strong language. The missions players begin with simple tasks,
such as driving Niko’s cousin, Roman, home or picking up passen-
gers for Roman, and get progressively violent. Mostly the missions
revolve around a drug syndicate that Niko is involved in. In later
missions, players are almost always required to kill someone, or a
group of people. The character can do this either by unarmed com-
962 CHONG ET AL.
bat, using a weapon, or even running his vehicle over them. If play-
ers fail to do so, or are killed in a mission, they have to repeat the
mission from the beginning.
Players can choose to navigate the city in several ways—by foot,
by driving a car, or by hailing a cab. In particular, to steal a car, the
player simply has to walk up to his car of choice, whether parked by
the road or driven by someone, and press a key. If the player is spot-
ted stealing the car by the police, he simply needs to drive around to
escape the police radar. Getting caught means having to restart the
mission and losing some cash (for bribing the police) and weapons
that the player may have.
The game world of GTA IV is therefore fraught with violence and
players are rewarded and reinforced for their use of violence in or-
der to advance in the game. From a cultivation perspective, GTA IV
contains multiple meta-messages from its central themes of the ne-
cessity of violence to achieve one’s goals and the rampant nature of
violence and drugs to subtler ideas such as the types of advertising
one hears on the radio while driving in the game.
Measures
Results
Discussion
real world meant that those who had played the game did not use
examples in the game world to form such first-order judgments—
like estimating the prevalence of serious crimes or physical assault
cases in Singapore. Moreover, given Singapore’s well-known and
well-publicized low crime rate, this likely made the game world
even farther removed from reality for those playing the game. This
can also explain why those who had played the game are no more
likely to give a higher estimate of crime likelihood than those who
had not played the game.
With respect to second-order judgments, our study found only
very limited support for cultivation effects. Indeed, only one atti-
tudinal measure specific to the meta-narratives of the game yielded
significance and it was in the opposite direction of what would have
been expected for cultivation. The findings indicate that although
car theft was widespread in the game, those who had played the
game were more likely to think that stealing cars is difficult, when
compared to participants in the control group. What explains this
counter-cultivation process?
Shrum’s (2004) social cognition approach offers a possible inter-
pretation; according to this perspective, second-order effects such
as attitudes and beliefs are formed in an online fashion; i.e., as the
information is encountered, in this case while playing the game.
Therefore, factors such as the level of engagement in the narrative
may influence information processing during the viewing experi-
ence and hence affect the extent to which second-order cultivation
effects are observed. In this instance, the environment of the game,
and consequently the attitudes that the game is attempting to culti-
vate (i.e., it is very easy to steal a car), are likely to be jarringly dis-
cordant from players’ experience and beliefs living in a low crime
environment like Singapore. Indeed, in GTA IV stealing any car is
incredibly easy and takes only couple of seconds. We suggest that
these elements in the game narrative are likely to be perceived by
most people as unrealistic and illogical, thereby reducing the play-
ers’ involvement in the game. In turn, this could reduce cultivation
effects (Shrum et al., 2011) and possibly reinforce and strengthen
players’ existing attitudes about car theft in their own environment
(see Busselle, Ryabovolova, & Wilson, 2004). This would be similar
to an unsuccessful persuasion attempt actually strengthening our
own beliefs rather than changing them.
The second-order effect observed here indicates the presence of
some type of counter-cultivation mechanism at work. This stands
VIDEO GAMES 967
& Van den Bulck, 2004). As Shanahan and Morgan (1999) point out,
television is geared towards the highest possible illusion of real-
ism. Arguably, most video games have not been able to achieve the
same level of photorealism yet, although this is likely to be achieved
within a next decade or so. Still, it is important to note that per-
ceived realism is a multi-dimensional construct that, in addition to
photorealism, includes factors such as plausibility and probability
of actions observed as well as users’ involvement with and utility of
observed content in real life (see Busselle, Ryabovolova, & Wilson,
2004).
The results from our study indicate that the cultivation effects ob-
served from video games and television, especially the second-or-
der effects, are likely to be different. As suggested earlier, this may
be due to the different affordance of the above media platforms.
Therefore, how a gamer’s perception of reality is changed through
playing video games may be different from how a television view-
er’s perception is altered through watching television. In order to
better understand possible cultivation effects of video games, the
process by which cultivation effects are formed, and its applicabil-
ity to television and video games needs to be more closely studied
in the future.
Though first-order cultivation effects were observed, these were
also limited and specific to the contents of the game, GTA IV. More-
over, we found some evidence that second-order cultivation effects
could go in the opposite direction of the meta-messages present
within the game. Thus, this study shows that not only may the ef-
fects of playing violent video games, or for that matter, video games,
differ from watching television, the processes involved may be dif-
ferent as well.
Using Cohen’s (1988) power analysis, our study was only able to
detect medium or large effects with alpha set at .05. Hence our
study would not have been able to detect any cultivation effects of
small effect sizes. It is important to note that the significant effects
obtained in the study are within the small-to-medium range (d =
.36–.37).
VIDEO GAMES 969
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