PS YC HOLOGICA L SC IENCE Research Report Deciding to Defect The Effects of Video-Game Violence on Cooperative Behavior Brad E. Sheese and William G. Graziano Purdue University ABSTRACT—This experiment examined the effect of videogame violence on cooperative decision making. Participants (N 5 48) were randomly assigned to play either a violent or a nonviolent version of the video game Doomt in dyads. Following the video-game task, participants were separated and given an opportunity to choose to cooperate with their partner for mutual gain, withdraw from the interaction, or exploit their partner for their own benefit. Participants in the violent condition were significantly more likely to choose to exploit their partners than participants in the nonviolent condition. These findings suggest that playing violent video games may undermine prosocial motivation and promote exploitive behavior in social interactions. Recent research has found a positive association between playing violent video games and aggressive feelings and behaviors (e.g., Anderson et al., in press; Bushman & Anderson, 2002; Sherry, 2001). Recent research has also provided initial evidence of a negative association between playing violent video games and prosocial behavior (Anderson & Bushman, 2001; Ballard & Lineberger, 1999; Wiegman & VanSchie, 1998). According to the General Aggression Model (GAM; Anderson & Bushman, 2002), one way that exposure to violent media may be linked to both pro- and antisocial behavior is through the activation of aggression-related schemas that are stored in memory. The activation of these schemas may alter the way subsequent information is processed, such that neutral or ambiguous cues may be interpreted as threatening or aggressive. Consequently, the activation of aggression-related schemas may alter appraisal and decision-making processes, ultimately leading to more antisocial, and fewer prosocial, behaviors. Address correspondence to Brad E. Sheese, Department of Psychological Sciences, Purdue University, 703 Third St., West Lafayette, IN 47907-2004; e-mail: brad@psych.purdue.edu. DOOM is a registered trademark of Id Software, Inc. 354 This study examined how video-game violence affects deliberate decisions to behave cooperatively or competitively and expectations about how other individuals will behave. On the basis of the GAM, we made two hypotheses. The first hypothesis was that playing a violent video game would cause participants to anticipate less cooperative and more competitive behavior from interaction partners. The second hypothesis was that playing a violent video game would cause participants to choose to compete, rather than cooperate, in subsequent interactions. We used a modified Prisoner’s Dilemma (PD) game to examine competitive and cooperative decision making. The PD has been used extensively in previous research to examine conditions that promote mutual cooperation (Axelrod & Hamilton, 1981). For the current study, we used a modified version of the PD (PDALT; Insko, Schopler, Hoyle, Dardis, & Graetz, 1990) that allowed participants to choose among cooperating, defecting, and withdrawing. In a traditional PD decision matrix, a decision to defect may reflect either a decision to exploit a partner who is trusted or a decision to defend oneself from an exploitive interaction partner. In PD-ALT, a ‘‘withdraw’’ choice that presents an intermediate level of reward is available, making it possible to distinguish between participants who trust their partners but want to exploit them and participants who do not trust their partners. The matrix is designed so that if participants do not trust their partners, they should choose the option labeled ‘‘Y’’ (the withdrawal option). If participants do trust their partners and want to cooperate, they should choose the option labeled ‘‘X’’ (the cooperation option). If participants trust their partners but want to exploit them, they should choose the option labeled ‘‘Z’’ (the defection option). The PD-ALT decision matrix allowed us to examine how playing violent video games affected trust and decisions to defect separately. Additionally, prior to making a decision for themselves, participants were asked to anticipate their partner’s decision. Examining the participants’ predictions and decisions separately provided a direct method for testing the hypothesis that violence should affect the participants’ perceptions of other individuals’ intentions. Copyright r 2005 American Psychological Society Volume 16—Number 5 Brad E. Sheese and William G. Graziano On the basis of the PD-ALT framework and our predictions derived from the GAM, we anticipated the following pattern of outcomes. First, we hypothesized that, relative to participants who played a nonviolent video game, those who played a violent video game would be significantly more likely to anticipate that their partner would either withdraw or defect. Second, we hypothesized that participants would be significantly more likely to choose to defect if they played a violent video game than if they played a nonviolent game. To test these hypotheses we developed a specially modified version of the video game Doomt. In the nonviolent version of the game, participants were asked to find the end of a threedimensional maze. In the violent version of the game, participants were asked to find the end of the same three-dimensional maze, but weapons and simple computer-controlled opponents were also introduced. The opponents, various kinds of fictional monsters, were easy to kill with the available weapons and did not present a significant challenge to the participants. They did, however, present players with an opportunity to shoot and kill opponents while in the process of finding their way through the maze. Teams were initially trained on how to play the video game and were familiarized with the rules and objectives. They were then given 25 min to complete as many mazes as possible. After 25 min had elapsed, the participants were separated. They were then presented with the PD-ALT decision matrix, which showed three choices labeled ‘‘X,’’ ‘‘Y,’’ and ‘‘Z.’’ They were told that the total number of points they had earned would be multiplied by a fixed amount, determined by their decision and their partner’s decision. If both partners decided to pick X (cooperate), both partners’ scores would be multiplied by a moderate amount (1.5). If both partners picked Z (defect), then both partners would lose half their points (i.e., their scores would be multiplied by 0.5). However, if one partner chose to cooperate and the other chose to defect, the defecting partner’s score would be multiplied by a large amount (2), whereas the cooperating partner would lose half of his or her points. Finally, if either partner picked Y (withdraw), both partners’ scores would remain the same (i.e., their scores would be multiplied by 1). After successfully completing a brief quiz, to show they understood the instructions and the decision matrix, participants were asked to anticipate what choice their partner would make. Finally, they were asked to make the decision for themselves. METHOD RESULTS Participants Undergraduate students (N 5 48; 6 women) participated in pairs. Participants were primarily (80%) non-Hispanic whites. Procedure Two participants, who were unfamiliar with one another, were brought into a lab setting and randomly assigned to be either ‘‘Player A’’ or ‘‘Player B.’’ They were told that they would be competing with all of the other study participants who had the same designation, but that they were not competing with each other. It was explained that when the study was completed, both the best-performing Player A and the best-performing Player B would be awarded $100. Teams were then asked to play a multiplayer video game, Doomt, in which they would complete a series of three-dimensional mazes. They were told that they would earn points for every maze they completed within 25 min. Both players had to reach the end of a given maze before the pair could advance to the next maze. Teams were randomly assigned to play either a violent or a nonviolent version of Doomt. In the two conditions, the mazes and the goal of the game were identical. However, in the violent condition, both players were provided with weapons, and the mazes included opponents that would attack the two players. In the nonviolent condition, players had no weapons, and there were no opponents within the mazes. Volume 16—Number 5 The participants’ predictions of their partners’ choices were used to calculate two outcome variables. Predicted trust, indicating whether participants anticipated that their partners would trust them and not withdraw, was scored as follows. Participants who anticipated that their partners would pick either Choice X (cooperate) or Choice Z (defect) received a score of 1 for predicted trust; participants who anticipated that their partners would pick Choice Y (withdraw) received a score of 0. Of the 48 participants, 42 anticipated that their partners would trust them (21 in the violent condition, 21 in the nonviolent condition). Predicted defection, indicating whether the participants anticipated that their partners would choose to defect, was scored as follows. Participants who anticipated that their partners would pick Choice Z (defect) received a score of 1; participants who anticipated that their partners would pick Choice X (cooperate) or Choice Y (withdraw) received a score of 0. Of the 48 participants, 3 anticipated that their partners would choose to defect (2 in the violent condition, 1 in the nonviolent condition). The participants’ own decisions using the PD-ALT matrix were also used to calculate two outcome variables. The trust score, reflecting whether the participant trusted his or her partner and did not withdraw, was 1 for participants who picked either Choice X (cooperate) or Choice Z (defect) and 0 for participants who picked Choice Y (withdraw). Of the 48 participants, 43 chose to trust their partner and not withdraw (23 in the violent condition, 20 in the nonviolent condition). The 355 Video-Game Violence defection score, reflecting whether or not the participant chose to defect, was 1 for participants who picked Choice Z (defect) and 0 for participants who picked Choice X (cooperate) or Choice Y (withdraw). Of the 48 participants, 8 chose to defect (7 in the violent condition, 1 in the nonviolent condition). Nonindependence was assumed, because there was an insufficient sample size to test the independence of the participants on each of the dependent variables with a power equal to or greater than .80 (Kenny, Kashy, & Bolger, 1998). Multilevel modeling (Raudenbush & Bryk, 2002), conducted with HLM (Version 5.05; Raudenbush, Bryk, Cheong, & Congdon, 2000), was used to assess the effect of the manipulation of video-game violence on each of the four dependent variables. Nonlinear models were specified because the dependent variables were binary. Models were specified such that individual participants were nested within pairs. The condition (violent or nonviolent) was dummy-coded and modeled as a fixed effect. There was no evidence to indicate that participants assigned to the violent condition (M 5 .86, SD 5 .34) were less likely than participants assigned to the nonviolent condition (M 5 .86, SD 5 .34) to anticipate that their partner would trust them, B 5 0.00, t(46) 5 0.00, p 5 1.00, d 5 0.00. There was also no evidence to indicate that participants assigned to the violent condition (M 5 .04, SD 5 .20) were more likely than participants assigned to the nonviolent condition (M 5 .08, SD 5 .06) to anticipate that their partner would defect, B 5 0.74, t(46) 5 0.63, p 5 .53, d 5 0.19. Overall, there was no indication that playing the violent version of the video game caused participants to anticipate less cooperation or prosocial behavior from their partners. A different pattern emerged in the participants’ own choices. There was no evidence to indicate that participants assigned to the violent condition (M 5 .96, SD 5 .20) were more likely than participants assigned to the nonviolent condition (M 5 .83, SD 5 .08) to not trust their partner and choose to withdraw, B 5 1.53, t(46) 5 1.73, p 5 .18, d 5 0.51. However, participants assigned to the violent condition (M 5 .29, SD 5 .46) were significantly more likely than participants assigned to the nonviolent condition (M 5 .04, SD 5 .20) to choose to defect, B 5 2.24, t(46) 5 2.23, p 5 .03, d 5 0.66. CONCLUSIONS The current study is consistent with previous research indicating that playing violent video games may have negative effects on social behavior. The current study also extends previous research by showing how playing violent video games may affect subsequent decisions to cooperate or compete with other individuals in high-stakes situations. More generally, the current findings suggest that playing violent video games may undermine prosocial and altruistic motivation and promote competitive behavior in deliberate decision making. 356 Playing a violent video game appears to have contributed directly to participants’ willingness to exploit their interaction partners. However, contrary to predictions, there was no evidence that playing a violent video game altered participants’ perceptions of what their partners would do. Participants in the violent condition were not any more likely than those in the nonviolent condition to think that their partners would exploit them or distrust them. Instead, participants in both conditions generally expected that their partners would trust them and cooperate with them. However, participants in the violent condition were more likely than those in the nonviolent condition to exploit that trust and choose to defect. This pattern of results suggests that playing a violent video game may have an effect on cooperative behavior independent of alterations in the perceptions of other people’s motives. Anderson and Morrow (1995) suggested that the activation of competitive knowledge structures can lead directly to aggression. Their findings were consistent with this hypothesis: In comparison with priming cooperation, priming competition led to more aggressive behavior in a subsequent video game, but did not affect friendliness, liking, or hostility toward an interaction partner. Our results suggest that the opposite may also be true, that participating in violent game play may encourage people to compete. In the current study, the addition of violent game play into the cooperative maze task may have served to prime competitive knowledge structures that were applied to the subsequent PD-ALT interaction. If this interpretation is correct, then the current findings are remarkable considering that, in both conditions, participants played a cooperative video game for 25 min before making their decision. It could be plausibly argued that cooperatively engaging in violent behavior against a common enemy would actually increase feelings of cohesion and camaraderie and promote subsequent cooperation (e.g., Deutsch, 1993; Sherif & Sherif, 1953). However, the current results indicate that engaging in violent game play prompts the opposite pattern of behavior. Violence, even when directed at third parties, appears to be effective at undermining the emergence of cooperative patterns of interaction. The results presented here must be considered in light of several limitations. First, the sample size of the current study was insufficient for reliably detecting effects that are small or even moderate in size. Consequently, caution is warranted in interpreting the null effects reported. A second limitation is that the findings may have limited generalizability because the study used a convenience sample of undergraduate students who were predominantly White males. Furthermore, given that the study was conducted using dyads only, it is not clear if the effect would generalize to single-player situations. Social interaction during the violent game play may have been an important factor in subsequent decisions to defect. A third limitation is the molar nature of the manipulation. The addition of weapons and monsters altered the basic maze task in a variety of ways. Volume 16—Number 5 Brad E. Sheese and William G. Graziano Consequently, additional research will be needed to determine if it was the full manipulation or just a specific aspect of it that was responsible for the observed effect. Despite these limitations, the pattern of results is provocative and worthy of additional study. Unlike in many of the published studies in this area, participants in the current study were not asked either to aggress against or to punish other people. Instead, they were given an opportunity to exploit their interaction partners to earn a substantial sum of money for themselves. The current study shows clear evidence that engaging in violent game play makes people more likely to deliberately choose to exploit their partners in this situation. Future research should focus on examining further the psychological mechanisms, such as aggressive cognitions, hostile affect, and increased physiological arousal (e.g., Anderson & Bushman, 2002), that may account for this finding. Acknowledgments—The authors thank Joshua Chartier and Joey Mignogna for their invaluable assistance in conducting this research. We also thank Jeremy Biesanz, Thomas Berndt, and George Hollich for their thoughtful suggestions. 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