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By Merkeleon Software

Usually, effects of violent video games are examined comparing groups of participants who played a violent versus a nonviolent game. These comparisons are tied to problems regarding internal validity, because violent and nonviolent games may vary in terms of suspense, immersion, entertainment, etc. When comparing violent and nonviolent games, it is also questionable whether the amount of time is meaningful for comparison. The number of violent game events as committed by each player could be a more valid predictor for amount of violence. The present study examined player generated, individualized content in a typical FPSG and physiological responses to game events over time. We conducted an event-related, high-resolution content analysis of 13 experienced first-person-shooter game players with 50 minutes of playing time per player on average. Afterwards we combined game events derived from the content analysis and psycho-physiological data to examine arousal in different game playing situations.

If individual differences in game play are considered, great insight on the effects of video games can be gained from studies applying content analyses and psycho-physiological measures. Moreover, our results raise questions of treatment design in media effects studies of violent video games.

Our first research question focuses on the type and extent of violent content that is generated in FPSGs. To answer this question the frequency of occurrence and the duration of the main playing phases were analyzed both across all players and for each individual player. Violent player actions were defined as those periods of playing time when a player fires his weapon (combat-phase).

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Many first-person shooter players are hooked with Infinity Ops. This game is presently among the top first-person shooter games that mobile gamers prefer to play. This first-person shooter game comes with a multi-player FPS battle in a science fiction setting that takes place in the future where the world fell into chaos caused by the interplanetary war. The methodology applied in this study revealed detailed insights into how FPSGs such as Counter-Strike are typically played. Our study shows that media effects research using psycho-physiological measurements can be illustrative.

The analysis revealed that these violent player actions occurred in 15% of all events and accounted for 7% of the total time played. In addition, experience as the target of video game violence was also analyzed. This was covered by the under-attack phase of our content analysis, occurring in 7% of all events and corresponding to 1% of the time played. Two coders (male graduate students from a private western U.S. university) and a member of the research team as supervisor coded the recorded game play videos.

The coders CloneCD download received 16 hours of training in which they discussed the different playing phases with experienced players of video games and learned to rate events and violent interactions. The training was based on a video of one player’s recorded game play . Two-thirds of the material were coded by both coders to check for coding consistency which yielded an overall intercoder reliability of 0.81 (Cohen’s Kappa for two coders and multiple codes). Inconsistent codings were discussed with the coders after coding and after calculating intercoder reliability.

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