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Cyber-dehumanization: Violent video game play diminishes our humanity

https://doi.org/10.1016/j.jesp.2011.10.009Get rights and content

Abstract

Across two studies we show that engaging in violent video game play diminishes perceptions of our own human qualities. In addition, when other players are the targets of this violence it reduces our perceptions of their humanity also. In Study 1, we demonstrate that playing Mortal Kombat against another player reduces the perceived humanity of the self as well as the humanity of one's opponent (compared to playing a non-violent game). In Study 2 we replicate this effect on perceived humanity of the self when playing a violent game with a co-player. However, we find no dehumanization of co-players who are not the targets of violence. We demonstrate these effects cannot be reduced to mood, self-esteem, gender, or other characteristics of the game such as excitement and enjoyment. The findings provide a broader perspective from which to view previous work on the adverse effects of violent video games.

Highlights

► Playing violent video games reduces self-perceived humanity. ► Players dehumanize their opponents when they are the targets of violence. ► The findings provide a novel perspective on the adverse effects of violent games.

Section snippets

Study 1

Our first study aimed to demonstrate that playing a violent video game against another player would lead to dehumanized perceptions of both the self and the other. We selected the highly popular game Mortal Kombat. In this game participants select a character and then enter into fighting bouts against another player. We predicted that, compared to playing an equally competitive non-violent interactive game, playing Mortal Kombat would reduce self-perceived humanity (H1) as well as humanness

Results and discussion

Preliminary analysis revealed that participants found both games equally frustrating (violent: M = 3.27, SD = 1.42; non-violent: M = 3.04, SD = 1.59), t(104) = 0.79, p = .430. Mortal Kombat was marginally more enjoyable than Top Spin Tennis (violent: M = 4.86, SD = 1.57; non-violent: M = 4.35, SD = 1.39), t(104) = 1.78, p = .077, and was significantly more exciting (violent: M = 4.52, SD = 1.51; non-violent: M = 3.46, SD = 1.25), t(104) = 3.92, p < .001.

As we collected the data within dyads we investigated the possibility that

Study 2

Study 1 provides evidence for a link between engaging in video game violence and dehumanized perceptions of the self and ones opponent. However, there are a number of questions that remain unanswered. First, it may be having a conflict with another person, even within a computer generated environment, that leads to reduced perceptions of one's own humanity. We would have stronger support for our hypotheses that effects are due to the nature of the game if players of violent games still see

Results and discussion

We constructed measures of Self (α = .66) and Other Humanity (α = .68) as in Study 1.

Preliminary analysis revealed that participants found both games equally enjoyable (violent: M = 2.70, SD = 1.94; non-violent: M = 3.56, SD = 1.58), t(36) =  1.48, p = .149, and equally exciting (violent: M = 3.05, SD = 1.64; non-violent: M = 3.44, SD = 1.50), t(36) =  0.77, p = .446. Participants rated Call of Duty 2 as more frustrating than Top Spin Tennis (violent: M = 5.00, SD = 1.69; non-violent: M = 3.83, SD = 1.76), t(36) = 2.09, p = .044.

General discussion

Across two studies we find evidence for our two hypotheses. First, people view themselves as less human when engaged in gratuitous video game violence compared to equally competitive non-violent games. Moreover, we find that this dehumanization extends to perceptions of opponents in violent compared to non-violent games, but that this does not occur in cooperative game play contexts. Players feel dehumanized when they engage in video game violence, even when this is directed towards

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