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While the prediction that feelings of immersion would be a positive predictor of cognitive aggression fell slightly short of the anticipated value, the hypothesis that playing with a gun controller would significantly increase cognitive aggression was supported. Results supported the hypotheses that individuals who used the more realistic controller would report having a more natural experience, that they would find the game more realistic, and that they would be more immersed in the activity. The study utilized 488 undergraduate students who were randomly assigned a controller with a low degree of naturalness (a traditional joystick and button device) or a more natural controller (a PlayStation Move inserted into a gun casing designed to replicate a handheld firearm) in order to play a first-person shooting game.
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“We all have mental models of our surroundings,” McGloin says, “and the more realistic a game is – using human figures instead of ‘monsters’ or ‘aliens’ and using a realistic ‘gun’ instead of a joystick – the easier it is for game players to feel immersed. The study’s findings support this hypothesis. This is due, in part, to the way that traditional controllers don’t mimic natural behaviors, such as swinging a racket or throwing a punch.įrom a theoretical standpoint, he says, a controller that allows the use of existing mental models from the real world should allow users to more easily match their actions to their virtual environments. McGloin explains that there has traditionally been a gap between a user’s mental model of real-world behavior and the world of video games. Our findings provide compelling evidence that the use of realistic controllers can have a significant effect on the level of cognitive aggression. While the researchers acknowledge that cognitive aggression is not a measure of current or future behavior, they say that research by others has found it to be a useful predictor of long-term aggressive personality change. “The results also found that using a realistic gun controller increased perceptions of the game’s realism, and also led players to feel more immersed in the experience.” “Our findings provide compelling evidence that the use of realistic controllers can have a significant effect on the level of cognitive aggression,” says McGloin. The combination of seeing a gun on the screen, being exposed to gun violence in the game, and using a realistic gun to take part in the violence is what the authors refer to as being a ‘triple whammy’ of effects.
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The UConn study is particularly significant because it focuses specifically on the pairing of violence with the presence of weapons, unlike previous research on violent video games that has been more general in nature. student Joshua Fishlock, all of UConn’s Department of Communication, focused on the role that realistic-looking and feeling gun-like controllers play in first-person shooter games that are overwhelmingly violent in nature and which involve the use of firearms. (Peter Morenus/UConn Photo)Ī new study by a group of UConn researchers has found that when people use a realistic gun-like controller to play violent video games, they are more apt to develop aggressive thoughts.Īccording to research reported in the Journal of Communication, when a simple controller is replaced by a more realistic motion-capturing gun controller for playing violent video games, the rate of cognitive aggression – a measure of the accessibility of aggressive thoughts – nearly doubles.Īssistant professor-in-residence Rory McGloin, along with associate professor Kirstie Farrar and Ph.D. Copy Link Researchers Rory McGloin and Kirstie Farrar of the Department of Communication, with gun-like video game controllers.