Presentation on Video Games: Stress, Aggression, and Cardiac Coherence

Verified

Added on  2023/04/03

|11
|691
|456
Presentation
AI Summary
This presentation provides a comprehensive review of a research article investigating the relationship between violent video games, stress, and aggression. The article, by Hasan, Bègue, and Bushman (2013), uses quantitative methods to demonstrate that playing violent video games can induce stress in players and increase aggressive tendencies. The presentation summarizes the article's key points, including the definition of stress, the link between video games and physiological arousal (skin conductance, heart rate, blood pressure), and the use of cardiac coherence as a measure of stress. The methodology, involving participants playing violent or non-violent games while measuring cardiac coherence and aggression, is also detailed. The presentation highlights the strengths of the article, such as its comprehensive results and consistency with previous research, while also addressing weaknesses, including potential biases due to limited aggression measures and gender imbalance. The presentation concludes by reinforcing the potential of violent video games to trigger aggression and stress due to the violent situations presented within the games.
Document Page
Article Review
Presentation
Student’s name
Institution affiliation
tabler-icon-diamond-filled.svg

Paraphrase This Document

Need a fresh take? Get an instant paraphrase of this document with our AI Paraphraser
Document Page
Introduction
The article is about a quantitative research
It proves that vicious video games stress the players
The games also makes them more belligerent (Hasan,
Bègue & Bushman, 2013 p.98).
Document Page
Summary
The author defines stress as a state which is undesirable
The article links stress to vicious video games
vicious video games expose the players to stressful
conditions
Vicious video games increase physiological arousal like skin
conductance, heart rate, and blood pressure.
Cardiac coherence is the bringing together of the breathing
and the heart rate rhythms
The situation helps measure the balance in the autonomic
nervous system
Cardiac coherence is a state of extremely regular
variability of heart rate
For instance, cardiac coherence and a fluctuation in the
variability of the heart rate occur during times of positive
emotions.
Document Page
Summary cont...
Negative emotions lower cardiac coherence and increase
heart rate fluctuations.
Cardiac coherence is used to study the effects of video
games because it is related directly to stress (Hasan et al.,
2013 p.100).
Preference is based on:
Less invasive compared to other physiological changes
Stability against environmental disturbances
Cheap measuring equipment and easy method of
measurement
It is not subject to characteristics of demand
tabler-icon-diamond-filled.svg

Paraphrase This Document

Need a fresh take? Get an instant paraphrase of this document with our AI Paraphraser
Document Page
Methodology
The method involved 77 participants both gender
Participants played a non-vicious or a vicious
video game
Measures of their cardiac coherence were taken
Another method involved making the winner blast
the loser with strident noise via the headphones
Noise intensity and duration were measured
The results revealed that vicious video games
caused a decreased cardiac coherence and
increased aggression.
Document Page
Important points drawn from article
Violent video games expose participants to inhuman
situations which include stress
For example a video game like the Call of Duty
involves shooting and a lot of fighting
Video game player aim to complete all the missions
successfully and unharmed
Participants aim at winning against the opponent in
violent or non-vicious video games played (Hasan et
al., 2013 p.101).
This triggers aggressiveness among participants as
winning involves killing the character of the opponent
player.
Document Page
Important points –cont...
Video gamers try to imitate the actions of the
characters in video games in real life situations.
Characters of vicious video games are
programmed to act fiercely
Their actions rarely demonstrated kindness
This causes aggression in the participant
Teens and growing children are affected
psychologically when they play
Non-vicious games are better to vicious ones as
nothing bad is mimicked
tabler-icon-diamond-filled.svg

Paraphrase This Document

Need a fresh take? Get an instant paraphrase of this document with our AI Paraphraser
Document Page
Article Critique: Article Strengths
comprehensive results using graphs well-labeled
The graphs are related to researcher predictions
Graphs show decreased cardiac coherence among vicious video
game players
There intensity and duration results are also consistent with
researcher predictions
Conclusion is based on results that vicious video game players
were more aggressive than the non-vicious video game
participants
The results agree to previous researches that showed the same
correlation of vicious video games and aggressiveness (Hasan et
al., 2013 p.101).
They prove that vicious video gamers made more noise for a very
long time than individuals who played non-vicious video games.
Document Page
Article weaknesses
These results, are subject to biasness
a. They only measured one aggressive behavior type
b. The research used more female participants than males
Aggression due to video game types vary from one behavior
type to another and it is not guaranteed
No proof that vicious games cause stress to players
Gender imbalance makes it difficult to test for the results
due to the gender differences
The research assumed other changes in the physiology like
the blood pressure, heart rate and the conductance of the
skin
This reduced chances of providing more accurate results
(Hasan et al., 2013 p.102).
Document Page
Conclusion
Aggression and stress could be triggered and
by continuously playing vicious video games.
This is because the players are involved in
violent situations making them think that they
are in danger
This would lead to a reduction in the cardiac
coherence which increases the
aggressiveness of the participants
tabler-icon-diamond-filled.svg

Paraphrase This Document

Need a fresh take? Get an instant paraphrase of this document with our AI Paraphraser
Document Page
References
Hasan, Y., Bègue, L. and Bushman, B.J., 2013.
Violent video games stress people out and
make them more aggressive. Aggressive
behavior, 39(1), pp.64-70.
chevron_up_icon
1 out of 11
circle_padding
hide_on_mobile
zoom_out_icon
[object Object]