Bastian Et Al. (2011)

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Bastian et.

al (2011) : Cyber-dehumanization – Violent


video gameplay diminishes out humanity
Aim:
To investigate whether playing violent video games has dehumanising consequences in relation to
others and the self. Two studies were conducted:

- Study 1 - Aimed to investigate the effects in a violent video game context where players were
violent towards each other.

- Study 2 - Aimed to investigate whether playing violently against a computer avatar rather
than human opponents had any effect on self-perceived humanity

Procedure (Study 1):


- The game was Mortal Kombat where players play against each other. There was a total of 106
participants, who were all undergraduates aged from 17-34 years old. The participants were
randomly assigned to one of two groups

- Participants viewed the same screen but were separated by a wall so they couldn’t see each
other. 52 of the participants played Mortal Kombat and 54 of the participants played Spin
Tennis, a non-violent game. A scale of 1-7 was presented for the participants to rate how
much they enjoyed the game and how frustrating they found the game.

- Participants then had to rate themselves on eight human nature and rate their opponent on the
same. When answering the items, they had to think about their experiences whilst playing the
game. 4 items were positive response and 4 items were negative responses.

Procedure (Study 2):


- Participants played Call of Duty 2 with another player against a computer-generated avatar.
The screen was split into two so the participants could see their own viewpoint and their co-
players viewpoint. There were 38 participants, all undergraduates, who were randomly
assigned to one of two conditions, playing either Call of Duty or Spin Tennis.

- After they had played the game the participants were asked to rate how enjoyable and
frustrating the game was, and to rate themselves and their co-player on their humanness using
the same items as in study 1. (4 + and 4 -)

- Mood was measured using the 20 item PANAS, and self-esteem was measured using the State
Self-Esteem Scale. (PANAS = Positive and Negative Affect Schedule)

Results:
- Study 1 = There was a significant difference between the two groups on rating of both self +
humanity and the humanity of the other player, with those playing non violent games
perceiving both themselves and the opponent as having more humanity.
- Study 2 = There was a significant difference in the participants’ perception of their own
humanity, with those who played the violent video game seeing themselves as less human.
There was no difference in the perception of the co-players’ humanity between those who
played the violent game and those who played the non-violent game.
Conclusions:
- Study 1 = It was concluded that the applying of violent video games does decrease the
perceived humanity of both the player and other people that they are playing against.

- Study 2 = It was concluded that playing a violent video game reduces perception of our own
humanity, even when playing with another person against a computer avatar. It was also
concluded that playing violent video games does not make us feel bad or see ourselves in real
life, it only affects how human we feel.

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