Based on these discussions, the supervisor corrected obvious errors (e.g. typos). Inconsistent codes that could not explained by obvious coding errors were not considered in the analysis. Jed Editor We asked if FPS priming affects players and nonplayers in the same way and if young people try to defend their generation’s playing habits by suppressing […]
Based on these discussions, the supervisor corrected obvious errors (e.g. typos). Inconsistent codes that could not explained by obvious coding errors were not considered in the analysis.
We asked if FPS priming affects players and nonplayers in the same way and if young people try to defend their generation’s playing habits by suppressing negative associations. By using a lexical decision task, we found that young adults suppressed aggressive concepts when being primed with FPS content. Independent of own playing habits, this defense reaction still occurred. Psychological experimental settings might lead young adults to extreme cautiousness when confronted with FPS content.
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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 CreaToon 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).
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 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.