| Literature DB >> 27077016 |
Andrew K Przybylski1, Netta Weinstein2.
Abstract
Theories regarding the influences of electronic games drive scientific study, popular debate, and public policy. The fractious interchanges among parents, pundits, and scholars hint at the rich phenomenological and psychological dynamics that underlie how people view digital technologies such as games. The current research applied Martin Heidegger's concept of interpretive frameworks (Heidegger, 1987) and Robert Zajonc's exposure-attitude hypothesis (Zajonc, 1968) to explore how attitudes towards technologies such as electronic games arise. Three studies drew on representative cohorts of American and British adults and evaluated how direct and indirect experiences with games shape how they are seen. Results indicated this approach was fruitful: negative attitudes and beliefs linking games to real-world violence were prominent among those with little direct exposure to electronic gaming contexts, whereas those who played games and reported doing so with their children tended to evaluate gaming more positively. Further findings indicated direct experience tended to inform the accuracy of beliefs about the effects of digital technology, as those who had played were more likely to believe that which is empirically known about game effects. Results are discussed with respect to ongoing debates regarding gaming and broader applications of this approach to understand the psychological dynamics of adapting to technological advances.Entities:
Keywords: Electronic games; Exposure-attitude hypothesis; Media effects; Mere exposure effect
Year: 2016 PMID: 27077016 PMCID: PMC4830233 DOI: 10.7717/peerj.1931
Source DB: PubMed Journal: PeerJ ISSN: 2167-8359 Impact factor: 2.984
Frequency of different levels of experience with electronic games.
| Study 1 (UK) | Study 2 (US) | Study 3 (UK) | |||||||
|---|---|---|---|---|---|---|---|---|---|
| Total | Men | Women | Total | Men | Women | Total | Men | Women | |
| Direct game experience | |||||||||
| Never, % | 46.4 | 40.3 | 52.2 | 30.6 | 30.1 | 31.1 | 45.8 | 39.6 | 51.7 |
| Once a year, % | 6.6 | 6.7 | 6.5 | 7.0 | 7.8 | 6.2 | 3.9 | 4.2 | 3.6 |
| Several times a year, % | 9.8 | 10.5 | 9.1 | 11.0 | 11.1 | 10.9 | 9.2 | 10.8 | 7.6 |
| Once a month, % | 6.2 | 6.2 | 6.2 | 6.3 | 6.1 | 6.4 | 7.8 | 8.8 | 6.8 |
| Once a week, % | 11.8 | 15.5 | 8.3 | 15.7 | 15.2 | 16.2 | 14.6 | 16.9 | 12.5 |
| Most days, % | 19.2 | 20.7 | 17.8 | 29.4 | 29.7 | 29.2 | 18.7 | 19.7 | 17.7 |
Notes.
Percentages reflect adjusted valid proportions of adults at different levels of game engagement as weighted by representativeness across the United Kingdom (Studies 1 and 3) and United States (Study 2).
Bivariate correlations between observed variables in Study 1.
| 1. | 2. | 3. | 4. | |
|---|---|---|---|---|
| 1. Age | – | |||
| 2. Gender | .02 | – | ||
| 3. Direct game experience | −.25 | −.12 | – | |
| 4. Negative attitude about games | .27 | .19 | −.38 | – |
| 5. Positive attitude about games | −.22 | −.08 | .36 | −.45 |
Notes.
Zero-order correlation coefficients weighted by representativeness of participants across the United Kingdom general population.
p < .01.
p < .001.
Figure 1Statistical mediation model relations between indirect experience of games and perceptions of games by way of direct experience with games.
Path “a” is the observed effect of the IV to the MV, path “b” is the MV to the DV, path “c” is the total effect of the IV to the DV, and path “c” is the direct effect of the IV to the DV considering variance linked to the MV.
Study 1 indirect effects analyses examining direct experience as a mediating factor.
| Dependent variable (DV) | Independent variable (IV) | Mediating variable (MV) | Total effect IV to DV | Direct effect IV to DV | IV to MV | MV to DV | Indirect effect | Boot-strapped bias corrected 95% CI for indirect paths | Model variance | |
|---|---|---|---|---|---|---|---|---|---|---|
| Y | X | Z | c | c′ | a | b | a*b | Lower level | Higher level | |
| Positive | Age | Direct gaming exp. | −0.012 | −0.008 | −0.029 | 0.126 | −0.004 | −0.005 | −0.003 | .146 |
| Attitudes | Gender | Direct gaming exp. | −0.141 | −0.079 | −0.452 | 0.137 | −0.062 | −0.089 | −0.035 | .126 |
| Negative | Age | Direct gaming exp. | 0.015 | 0.011 | −0.029 | −0.151 | 0.004 | 0.003 | 0.006 | .172 |
| Attitudes | Gender | Direct gaming exp. | 0.323 | 0.248 | −0.457 | −0.164 | 0.075 | 0.044 | 0.109 | .157 |
Notes.
Coefficients are shown are non-standardized slopes. Models weighted by representativeness of participants across the United Kingdom general population.
Observed variables in Study 2.
| 1. | 2. | 3. | 4 | 5. | |
|---|---|---|---|---|---|
| 1. Age | – | ||||
| 2. Gender | .03 | – | |||
| 3. Direct game experience | −.16 | .01 | – | ||
| 4. Attitude about games | −.27 | −.08 | .40 | – | |
| 5. Gaming-Shooting Link | .23 | .10 | −.18 | −.62 | – |
| 6. New Gaming Legislation | .19 | .15 | −.12 | −.49 | .64 |
Notes.
Zero-order correlation coefficients weighted by representativeness of participants across the United States general population.
p < .001.
p < .05.
Study 2 indirect effects analyses examining direct game experience.
| Dependent variable (DV) | Independent variable (IV) | Mediating variable (MV) | Total effect IV to DV | Direct effect IV to DV | IV to MV | MV to DV | Indirect effect | Boot-strapped bias corrected 95% CI for indirect effect | Model variance | |
|---|---|---|---|---|---|---|---|---|---|---|
| Y | X | Z | c | c′ | a | b | a* b | Lower level | Higher level | |
| Attitude about games | Age | Direct game exp. | −0.012 | −0.010 | −0.017 | 0.133 | −0.002 | −0.003 | −0.001 | .180 |
| Gender | Direct game exp. | −0.049 | −0.086 | 0.258 | 0.144 | 0.037 | −0.005 | 0.076 | n/a | |
| Belief games contribute to shootings | Age | Direct game exp. | 0.018 | 0.016 | −0.019 | −0.076 | 0.001 | 0.001 | 0.003 | .061 |
| Gender | Direct game exp. | 0.179 | 0.205 | 0.266 | −0.096 | −0.026 | −0.058 | −0.002 | .029 | |
| New laws needed to restrict games | Age | Direct game exp. | 0.013 | 0.013 | −0.018 | −0.046 | 0.001 | 0.001 | 0.002 | .036 |
| Gender | Direct game exp. | 0.349 | 0.365 | 0.248 | −0.063 | −0.016 | −0.041 | 0.001 | n/a | |
Notes.
All coefficients weighted by representativeness of participants across the general population of the United States.
Observed variables in Study 3.
| 1. | 2. | 3. | 4. | 5. | |
|---|---|---|---|---|---|
| 1. Age | – | ||||
| 2. Gender | .02 | – | |||
| 3. Caregiver | −.19 | .00 | – | ||
| 4. Caregiver Co-Play | −.08 | −.12 | – | – | |
| 5. Direct game experience | −.23 | −.10 | .11 | .71 | – |
Notes.
Zero-order correlation coefficients weighted by representativeness of participants across the United Kingdom general population.
p < .001.
Perceptions of positive game effects.
| Empirically accurate evaluation | Large effect estimated | No effect estimated | ||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| LL CI | UL CI | Exp (B) | LL CI | UL CI | Exp (B) | LL CI | UL CI | Exp (B) | ||||||||||
| Gender | ||||||||||||||||||
| Men | 0.35 | .126 | 1.11 | 1.81 | .006 | 1.42 | 0.29 | .157 | 0.98 | 1.82 | .066 | 0.99 | −0.20 | .130 | 0.64 | 1.06 | .123 | 1.01 |
| Caregiver | ||||||||||||||||||
| Not caregiver | −0.34 | .153 | 0.53 | 0.96 | .025 | 0.71 | −0.12 | .195 | 0.60 | 1.30 | .529 | 0.88 | 0.05 | .166 | 0.76 | 01.46 | .743 | 1.06 |
| Caregiver co-play | ||||||||||||||||||
| No co-play | −1.11 | .282 | 0.19 | 0.57 | <.001 | 0.33 | −1.76 | .381 | 0.08 | 0.35 | <.001 | 0.17 | 0.26 | .319 | 0.70 | 2.44 | .404 | 1.31 |
| Direct game exp. | ||||||||||||||||||
| Most days | 0.94 | .188 | 1.77 | 3.70 | <.001 | 2.56 | 1.09 | .222 | 1.92 | 4.58 | <.001 | 2.97 | −0.07 | .196 | 0.63 | 1.37 | .709 | 0.93 |
| Once a week | 1.28 | .223 | 2.33 | 5.59 | <.001 | 3.61 | 1.42 | .258 | 2.50 | 6.87 | <.001 | 4.14 | 0.03 | .242 | 0.64 | 1.66 | .899 | 1.03 |
| Once a month | 0.89 | .256 | 1.46 | 3.99 | .001 | 2.41 | 0.56 | .332 | 0.92 | 3.37 | .089 | 1.76 | −0.44 | .295 | 0.36 | 1.15 | .134 | 0.64 |
| Several times a year | 0.56 | .223 | 1.13 | 2.70 | .013 | 1.74 | −0.06 | .323 | 0.50 | 1.77 | .842 | 0.94 | −0.55 | .249 | 0.35 | 0.94 | .026 | 0.57 |
| Once a year | 0.23 | .320 | 0.67 | 2.35 | .477 | 1.26 | −0.15 | .222 | 0.35 | 2.10 | .737 | 0.86 | −0.32 | .325 | 0.38 | 1.37 | .321 | 0.73 |
Notes.
Denotes analysis corrects for participant age.
Denotes analysis controls for participant gender. Responses of “I don’t know” used as contrast for multinomial logistic models. Coefficients weighted by representativeness of participants across the general population of the United Kingdom.
Perceptions of negative game effects.
| Empirically accurate evaluation | Large effect estimated | No effect estimated | ||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| LLCI | ULCI | Exp (B) | LLCI | ULCI | Exp (B) | LL CI | UL CI | Exp (B) | ||||||||||
| Gender | ||||||||||||||||||
| Men | 0.05 | .119 | 0.83 | 1.32 | .691 | 1.05 | −0.58 | .136 | 0.43 | 0.73 | <.001 | 0.56 | 0.78 | .192 | 1.50 | 3.18 | <.001 | 2.18 |
| Caregiver | ||||||||||||||||||
| Not caregiver | −0.33 | .148 | 0.54 | 0.96 | .027 | 0.72 | −0.07 | .177 | 0.66 | 1.32 | .679 | 0.93 | −0.18 | .219 | 0.54 | 1.28 | .402 | 0.83 |
| Caregiver co-play | ||||||||||||||||||
| No co-play | −1.02 | .277 | 0.21 | 0.62 | <.001 | 0.36 | −0.50 | .326 | 0.32 | 1.15 | .128 | 0.61 | −0.96 | .402 | 0.18 | 0.85 | .017 | 0.38 |
| Direct game exp. | ||||||||||||||||||
| Most days | 0.94 | .178 | 1.81 | 3.63 | <.001 | 2.56 | −0.17 | .208 | 0.56 | 1.26 | .405 | 0.84 | 1.03 | .263 | 1.68 | 4.70 | <.001 | 2.81 |
| Once a week | 1.20 | .213 | 2.18 | 5.04 | <.001 | 3.32 | 0.39 | .241 | 0.92 | 2.37 | .104 | 1.48 | 0.89 | .309 | 1.33 | 4.46 | .004 | 2.43 |
| Once a month | 0.97 | .268 | 1.56 | 4.47 | <.001 | 2.64 | −0.18 | .339 | 0.43 | 1.63 | .607 | 0.84 | 1.27 | .343 | 1.82 | 6.98 | <.001 | 3.56 |
| Several times a year | 0.39 | .211 | 0.98 | 2.23 | .066 | 1.47 | −0.75 | .281 | 0.27 | 0.81 | .007 | 0.47 | 0.18 | .334 | 0.62 | 2.30 | .591 | 1.20 |
| Once a year | 0.31 | .303 | 0.76 | 2.48 | .302 | 1.37 | −0.15 | .342 | 0.44 | 1.69 | .670 | 0.86 | −0.84 | .730 | 0.10 | 1.81 | .252 | 0.43 |
Notes.
Denotes analysis corrects for participant age
Denotes analysis controls for participant gender. Coefficients weighted by representativeness of participants across the general population of the United Kingdom.
Study 3 indirect effects of indirect experience on empirically accurate evaluation of game effects.
| Dependent variable (DV) | Independent variable (IV) | Mediating variable (MV) | Total effect IV to DV | Direct effect IV to DV | IV to MV | MV to DV | Indirect effect | Boot-strapped bias corrected 95% CI for indirect paths | Model variance | |
|---|---|---|---|---|---|---|---|---|---|---|
| Y | X | Z | c | c′ | a | b | a | Lower level | Higher level | |
| Empirically accurate evaluation of positive influence | Age | Direct game exp. | −0.017 | −0.013 | −0.028 | 0.159 | −0.004 | −0.006 | −0.003 | .051 |
| Gender | Direct game exp. | −0.112 | −0.054 | −0.336 | 0.176 | −0.059 | −0.102 | −0.028 | .040 | |
| Caregivers | Direct game exp. | 0.429 | 0.353 | 0.519 | 0.171 | 0.223 | 0.051 | 0.141 | .046 | |
| Parent–child co-play | Direct game exp. | 0.796 | 0.496 | 2.604 | 0.117 | 0.305 | −0.089 | 0.699 | n/a | |
| Empirically accurate evaluation of negative influence | Age | Direct game exp. | −0.014 | −0.010 | −0.028 | 0.158 | −0.004 | −0.006 | −0.003 | .047 |
| Gender | Direct game exp. | −0.081 | −0.204 | −0.336 | 0.173 | −0.058 | −0.098 | −0.025 | .040 | |
| Caregivers | Direct game exp. | 0.464 | 0.389 | 0.519 | 0.166 | 0.086 | 0.046 | 0.139 | .047 | |
| Parent–child co-play | Direct game exp. | 0.397 | −0.208 | 2.604 | 0.233 | 0.606 | 0.231 | 1.043 | .046 | |
Notes.
Coefficients weighted by representativeness of participants across the general population of the United Kingdom.