Journal of Modern Foreign Psychology
2024. Vol. 13, no. 3, 133–142
doi:10.17759/jmfp.2024000001
ISSN: 2304-4977 (online)
Specificity of the Study of Gameplay in Video Games and Its Link with Aggression in International Studies
Abstract
The article addresses the problem of designing a research model applicable to study of enthusiasm for video games and aggression. As a possible way to overcome the existing contradictions in the research results, it is important to study this interplay, taking into account the features of play activity. Video game is not an accurate model of reality. It is based on a different, significantly simplified system of rules, and has a conventional nature. Thus, it seems important to go on collecting information concerning the psychological aspects of the game process, especially the ones, connected with the reflection of the play experience and the features of behavior in the game. The purpose of this review is to identify the specificity of designing studies aimed at investigating the problem of the implementation of the game process in video games and aggression in relation to the specificity of play activity. In few publications that pay attention to the psychological components of the gameplay its individual aspects (perception of frustrating game events, realism of the game space and involvement in the game context) are often discussed without taking into account the specificity of the game. In perspective we intend to particularize the specificity of processing the play experience, namely, the way it reflects in the chosen game tactics.
General Information
Keywords: video games, aggression, play activity, gameplay, play experience reflection
Journal rubric: Legal Psychology and Psychology of Safety
Article type: review article
DOI: https://doi.org/10.17759/jmfp.2024000001
Acknowledgements. The author is grateful to her research advisor N.V. Bogdanovich for the article content preparation recommendations.
Received: 15.07.2024
Accepted:
For citation: Ponomareva E.S. Specificity of the Study of Gameplay in Video Games and Its Link with Aggression in International Studies [Elektronnyi resurs]. Sovremennaia zarubezhnaia psikhologiia = Journal of Modern Foreign Psychology, 2024. Vol. 13, no. 3, pp. 133–142. DOI: 10.17759/jmfp.2024000001. (In Russ., аbstr. in Engl.)
References
- Vylegzhanina S.Yu. O sootnoshenii kategorii «Aktivnost'» i «Deyatel'nost'» v psikhologo-pedagogicheskikh issledovaniyakh [The correlation of “Dynamic” and “Active” categories in psychological and pedagogic research papers]. Ekonomika obrazovaniya = Economics of Education, 2013, no. 3, pp. 112—116. (In Russ.).
- Kravtsov G.G., Kravtsova E.E. Psikhologiya igry: kul'turno-istoricheskii podkhod [Psychology of play: a cultural-historical approach]. Moscow: Lev", 2017. 338 p. (In Russ.).
- Kravtsova E.E., Maksimov A.A. Chemu meshaet i chemu pomogaet igra [What helps and what prevents the game]. Obrazovatel'naya politika = Education policy, 2014, no. 4(66), pp. 31—43. (In Russ.).
- Ponomareva E.S. Videoigra kak issledovatel'skii instrument. Ekspertnye otsenki videoigr [Elektronnyi resurs] [Video game as a research tool. Video games analysis]. Psikhologiya i Psikhotekhnika = Psychology and Psychotechnics, 2024, no. 1, pp. 179—195. URL: https://nbpublish.com/library_read_article.php?id=70080 (Accessed: 06.07.2024). DOI:10.7256/2454-0722.2024.1.70080 (In Russ.).
- Ponomareva E.S. Videoigry i agressiya: obzor zarubezhnykh issledovanii [Video Games and Aggression: the Major Trends in Foreign Studies]. Vestnik Moskovskogo Universiteta. Seriya 14. Psikhologiya = Moscow University Psychology Bulletin, 2022, no. 3, pp. 169—199. DOI:10.11621/vsp.2022.03.09 (In Russ.).
- Teplova A.B., Chernushevich V.A. Aksiologicheskii i metodologicheskii analiz narodnykh igr [Axiological and methodological analysis of folk games] // Psikhologo-pedagogicheskie issledovaniya = Psychological-Educational Studies, 2021. Vol. 13, no. 4, pp. 22—38. DOI:10.17759/psyedu.2021130402 (In Russ.).
- Alshehri A.G., Mohamed A.M.A.S. The relationship between electronic gaming and health, social relationships, and physical activity among males in Saudi Arabia. American Journal of Men’s Health. 2019. Vol. 13. no. 4, pp. 1—6. DOI:10.1177/155798831987351
- Angham T., Saleh J. Using Wordscapes game as a tool to develop EFL learners’ vocabulary repertoire. Journal of the College of Basic Education, 2019. Vol. 25, no. 105. pp. 129—147.
- APA Resolution on Violent Video Games [Elektronnyi resurs]. The APA Council of Representatives. American Psychological Association, 2020, 3 p. URL: https://www.apa.org/about/policy/resolution-violent-video-games.pdf (Accessed: 06.07.2024).
- Ash E. Priming or proteus effect? Examining the effects of avatar race on in-game behavior and post-play aggressive cognition and affect in video games. Games and Culture, 2016. Vol. 11, no. 4, pp. 422—440. DOI:10.1177/1555412014568870
- Batty S. A Positive side of violent video game play: The negative correlation between violent video game play and violent crime. University of Saskatchewan Undergraduate Research Journal, 2020. Vol. 6, no. 3, pp. 1—10. DOI:10.32396/usurj.v7i1.473
- Bushman B.J., Anderson C.A. Solving the puzzle of null violent media effects. Psychology of Popular Media, 2021. Vol 12(1), pp. 1—9. DOI:10.1037/ppm0000361
- Kwak K.H., Hwang H.C., Kim S.M., Han D.H. Comparison of behavioral changes and brain activity between adolescents with internet gaming disorder and student pro-gamers. International Journal of Environmental Research and Public Health, 2020. Vol. 17, no. 2, pp. 1—12. DOI:10.3390/ijerph17020441
- Przybylski A.K., Deci E.L., Rigby C.S., Ryan R.M. Competence-impeding electronic games and players’ aggressive feelings, thoughts, and behaviors. Journal of Personality and Social Psychology, 2014. Vol. 106, no. 3, pp. 441—457. DOI:10.1037/a0034820
- Hummer T.A., Kronenberger W.G., Wang Y., Mathews V.P. Decreased prefrontal activity during a cognitive inhibition task following violent video game play: a multi-week randomized trial. Psychology of Popular Media Culture, 2019. Vol. 8, no. 1, pp. 63—75. DOI:10.1037/ppm0000141
- Dixit A., Sinha D., Ramachandran H. Effects of video games on executive control, aggression and gaming motivation. bioRxiv, 2021, 16 p. DOI:10.1101/2021.08.15.456380
- Elsayed W. Covid-19 pandemic and its impact on increasing the risks of children's addiction to electronic games from a social work perspective. Heliyon, 2021. Vol. 7, no. 12, article ID e08503, pp. 223—236. DOI:10.1016/j.heliyon.2021.e08503
- Esposito N. A Short and Simple Definition of What a Videogame Is. DiGRA 2005 Conference: Changing Views — Worlds in Play, 2005, 6 p.
- Family Media Plan [Elektronnyi resurs] // American Academy of Pediatrics. URL: https://www.healthychildren.org/English/fmp/Pages/MediaPlan.aspx (Accessed: 06.07.2024).
- Ferguson C.J. Aggressive video games research emerges from its replication crisis (Sort of). Current Opinion in Psychology, 2020. Vol. 36, pp. 1—6. DOI:10.1016/j.copsyc.2020.01.002
- Ferguson C.J. An evolutionary model for aggression in youth: Rethinking aggression in terms of the Catalyst Model. New Ideas in Psychology, 2023. Vol. 70, pp. 1—8. DOI:10.1016/j.newideapsych.2023.101029
- Francis H. A study on the positive and negative emotional response of frequent and non- frequent video game players. Psychology | Senior Theses, 2021. Vol. 6, 30 p. DOI:10.33015/dominican.edu/2021.PSY.ST.01
- Groves C.L., Plante C., Lishner D.A. The interaction of contextual realism and fantasy tendency on aggressive behavior following violent video game play: An indirect test of violent content effects. Computers in Human Behavior, 2019. Vol. 98, pp. 134—139. DOI:10.1016/j.chb.2019.04.006
- Halbrook Y.J., O’Donnell A.T., Msetfi R.M. When and how video games can be good: a review of the positive effects of video games on well-being. Perspectives on Psychological Science, 2019. Vol. 14, no. 6, pp. 1096—1104. DOI:10.1177/1745691619863807
- Imran N., Ain Q.U., Hashmi А.M. Video games and violence: the onslaught on young minds. Journal of Postgraduate Medical Institute, 2022. Vol. 36, no. 1, pp. 1—2. DOI:10.54079/jpmi.36.1.3095
- Karlsson K.E. The relationship between anger, aggression and video gaming. BSc in Psychology. Reykjavik, 2019. ID number: 211293-3309. 29 p.
- Leibowitz J.A. Protecting play: It’s a matter of life and death // Journal of Infant, Child, and Adolescent Psychotherapy, 2020. Vol. 19, no. 2, pp. 125—133. DOI:10.1080/15289168.2020.1755085
- Moreno M.A., Chassiakos Y.L.R., Cross C. [et al.] Media use in school-aged children and adolescents. Pediatrics, 2016. Vol. 138, no. 5. pp. 1—6. DOI:10.1542/peds.2016-2592
- Paleczna M. Computer games as a subject of psychological research — negative and positive aspects of gaming Replay. The Polish Journal of Game Studies, 2022. Vol. 1, no. 9, pp. 11—41. DOI:10.18778/2391-8551.09.02
- Radetić-Paić M. Video games with violent contents and family resilience factors. International Journal of Innovation and Learning, 2019. Vol. 25, no. 3. pp. 223—236. DOI:10.1504/IJIL.2019.098883
- Schell J. The Art of Game Design: A Book of Lenses. Burlington: Elsevier, 2008. 512 p.
- Seenivasan R. An analysis of addiction for violent online game in adolescent: virtual ethnography. The Expression Journal, 2019. Vol. 5, no. 2, pp. 43—52.
- Taxy D. The person or the game: player video game choices for good and evil and context for aggressive behavior. Diss. … doctor of psychology. San Francisco, 2017. 80 p.
- Pichon S., Antico L., Chanal J., Singer T., Bavelier D. The link between competitive personality, aggressive and altruistic behaviors in action video game players. PsyArXiv. 2019, 41 p. DOI:10.31234/osf.io/te83n
- Ferguson C.J., Gryshyna A., Kim J.S., Knowles E., Nadeem Z., Cardozo I., Esser C., Trebbi V., Willis E. Video games, frustration, violence, and virtual reality: Two studies. British journal of social psychology, 2021. Vol. 61, no. 1, pp. 83—99. DOI:10.1111/bjso.12471
- Ferguson C.J., Rueda S.M., Cruz A.M., Ferguson D.E., Fritz S., Smith S.M. Violent Video Games and Aggression: Causal Relationship or Byproduct of Family Violence and Intrinsic Violence Motivation? / // Criminal justice and behavior. 2008. Vol. 35. № 3. P. 311—332. DOI:10.1177/0093854807311719
- Zhu D., Huang S., Wang J. A study of experiencing flow through online games interaction exercise. Current Psychology, 2023. Vol. 43, pp. 12522—12534. DOI:10.1007/s12144-023-05273-x
- Zinovieva T., Kolot S. Enhancing students' emotional intelligence with game-based learning as an ICT tool. Open educational e-environment of modern University, 2023, no. 15, pp. 46—61. DOI:10.28925/2414-0325.2023.154
Information About the Authors
Metrics
Views
Total: 105
Previous month: 78
Current month: 27
Downloads
Total: 21
Previous month: 18
Current month: 3