EducationalMedia International,2013

Vol.50,No.3,177–191,

Violentvideogamingandmoralreasoninginadolescents:isthere anassociation?[SMAG1]

MirjanaBajovic*

FacultyofEducation,BrockUniversity,St.Catharines,ON,Canada

(Received18June2013;finalversionreceived20August2013)

Inthis studyof109adolescentsfromtheeighthgradeofsevenpublicelementary schoolsinCanada,therelationship betweenadolescents’violentvideogame playingpatterns,habitsandattitudes,andtheirlevelsofmoralreasoningwas investigated.Theresultssuggestedthatplayingviolentvideogamesingeneral wasaverypopularactivityamongtheadolescents.Theresultsdemonstratedthe significantnegativerelationship betweenadolescents’amountoftimeplaying violentvideogamesduringthedayandtheirsociomoralmaturitybasedontheir scoresonTheSociomoral ReflectionMeasure.Thefindingsareputintothe educationalandthecontextofnormaldevelopment,andsuggestionsaregiven forparents,foreducatorsandforfutureviolentvideogameresearch.

Keywords:adolescence,violentvideogames,moral reasoning,education

Introduction

Concernsaboutviolenceinthemediaand itspotentialimpactonchildren’sbehaviors andattitudesarenotnew.Researchers expressedconcernabouttheviolence portrayedinthepopularscreenmediaandthepossibleharmtheseportrayals might haveonchildren(Andersonetal.,2003;AndersonBushman,2001;Berkowitz,

1984; Huesmann Taylor, 2003; Wagner, 2004). Previous studies found that

childrenwhospendsignificantamountoftimewatching violencepresented insome televisionshowsormoviesaremorelikelytoexhibitaggressive behaviorandmay experience violenttendenciesintheirattitudesandvaluesinreallife(Bushman& Anderson,2009;DahlbergPotter,2001).

Thereisalsoanexpressedfearthatexposuretomediaviolencemayinfluence children’smoraldevelopment (KrcmarCurtis,2003;VieiraKrcmar,2011; Wilson,2008).KrcmarandCurtisarguedthattheexposuretotelevisionviolence

couldaffect children’smoralreasoninginreal-lifesituationsthataresimilartothose

seenontelevision. Theyfoundthatchildrenwhowatchedalotofviolenceon televisionusedlessadvancedmoralreasoningstrategies inexplainingtheir judgmentswhenaskedtodifferentiatebetweenfantasyviolenceandviolenceseen inmorerealistictelevisionshows.

Timespentviewingtelevisionasaprimaryactivityhasdeclinedlatelyduetothe increasedpopularityofvideogamesamongchildrenandyouth(Ivory,Williams,

*Email:

Note:PaperpresentedattheCSSEAnnualConference2012,WilfridLaurierUniversity,

Waterloo,ON.

©2013InternationalCouncilforEducationalMedia

Martins,Consalvo,2009).AKaiserFamilyFoundationsurvey(Roberts,Foehr,

Rideout,2005)inUSAfoundthat77%ofboysingrades7–12hadplayeda gameintheGrandTheftAutoseriesandnearlyhalf(49%)hadplayedagamein thepopularMaddenNFL series.Thelatestresearchalsostatedthatthemost preferredvideogamesaretheoneswithfantasyandhumanviolence,suchasMortal Combat,GrandTheftAuto,GrandTurismo,andNHLseries.(Olsonetal.,2007; Pollon,2003;TheCanadianTeachers’Federation, 2005).Drawingonresearch conductedonthepossibleharmfuleffectsoftelevisionandmoviesonchildren’s

behaviorandmoralreasoning,thereisalikelihoodthatexposuretoviolentvideo

gamesmayproducesimilarnegativeeffects(AndersonBushman,2001;Funk, Baldacci,PasoldBaumgardner,2004;GentileGentile,2008;Subrahmanyam, Kraut,Greenfield,Gross,2000).Eron(2001)reportedthatexposuretoviolence invideogamesmayinfluencethedevelopmentofmoralreasoningbecause,insuch games, violence is not only presented as acceptable, but is also justified and rewarded.According toEron,empathyandattitudestowardviolenceareimportant components oftheprocessofmoralreasoning,andifcognitivedesensitization happensduetooverexposuretoviolentvideogamesitmaylaterleadtostronger proviolenceattitudes.Itisthenpossiblethat,forsomechildren,immersioninviolent videogamesmayresultinthedevelopmentofscriptsforaggressionthatbypassthe typicalprocessofmoralevaluation.Althoughresearchinthisareaislimited,the mostrecentresearchonviolentvideogamesandmoralreasoningconducted by VieiraandKrcmar(2011)foundthatviolentvideogamingwasnegativelyrelatedto children’sperspective-taking andabilitytosympathize,bothofwhicharevery important in the process of moral reasoning. According to these findings, violentvideogameplayingmayhavesomeinfluenceonthedevelopment ofmoral reasoning.

Moraldevelopmentinadolescence

Accordingtomoraldevelopmenttheories,adolescenceisastageoflifewhenmajor changesinmoraldevelopmenttakeplace(Gibbs,2003;Kohlberg,1984;Piaget,

1965).Atthisstage,adolescentstendtobelievethatgoodbehaviormeanshaving goodintentionsandinterpersonalfeelings,suchasempathy,trust,andconcernfor

others.Piaget(1965)andKohlberg(1984)proposedthatchildrenusuallydevelop morematuremoraljudgmentinthenaturalcourseofinteractions withothers.This maturemoraljudgmentinvolvesagrowingabilitytotaketheperspective ofothers. GibbsconceptualizedKohlberg’smainstagesasdevelopmental levelsofmoral immaturity andmaturityorsociomoral justificationstages(Gibbs,Basinger,Ful- ler,1992).Stages1and2representimmature orsuperficialmoraljudgmenttypical foryoungerchildrenage5–12,whileStages3and4representmatureorprofound

moraljudgmentexpectedtobeformedatadolescenceandlastthroughoutadult-

hood.These fourstagesaresummarizedasfollows:

Stage1. Power:“Might makesright.” Moralityiswhateverbigorpowerful peoplesaythatyouhavetodo.Ifyouareincharge,whatever youdoisrightand whateveryougetisfair.Atthisstage,childrendonotunderstandthemoralreasons forrules;itiswrongonlyifyougetpunished.

Stage2.Thedeals:Moralityatthisstageisanexchangeoffavors(e.g.“pay themback”or“dotothembeforetheydotoyou”).Theythinktheyhavetheright

to do what they want and that authority should not “boss anybody around.”

Judgmentismorepsychological,butstillsuperficialinapragmaticway.Achild mightjustifykeepingpromisessothatotherswill“keep theirpromisestome”or “treatmeniceandnotgetmad.”

Stage3.Mutuality:Atthisstage,moraljudgmentadvancesbeyondpragmatic thinkingtoaperspectiveofmutual trust.Piaget (1932)describedthisas“reciprocity asanideal”or“doasyouwouldbedoneby”(p.323).Bycaring about others and treatingthemfairly,peoplefeelpartofacommunityofbelonging.

Stage4.Systems:Atthisstage,theindividual comestoappreciatetheneedfor universal,consistentstandardsofinterdependence.Moralityisgroundedinadeep

commitmenttojusticeandcaring.Honoringcommitments becomesthemeasureof self-respect,evenifretainingintegritymeansbecomingunpopular.

Adolescents whohavenotadvancedinmoraljudgmentbeyondStage2usually havenothadenoughopportunitiestotaketherolesorconsidertheperspectiveof others.Hecalledita“moraljudgmentdelay.”Individualswhoweremorallymature generallyusedStage3reasons.Forexample,theselfishnessoflawbreakingandthe resultingchaosthatcanfurthercauseinsecurity,orevenlossoftrustintheworld. Incontrast,childrenwhoweremorallyimmature usedreasoning thatgenerally appealedtotheriskofbeingcaughtandgoingtobepunished(Stage2).[SMAG2]

Videogamesgenre

Avideogamegenrereferstoaparticular typeorclassificationofvideogames (Surette,2002).Mostvideogamesfallwithinaparticular genre,althoughsomeof thembridgedifferentgaming stylesandcouldappearundermorethanonecategory. Toaneducatorinterestedintheeducational valueofdigitalgaming,agenre-based taxonomyofvideogames canbeinstrumentalintherecognitionofgamesthathave thecognitiveimpactongamers.Thevideogamegenretaxonomyispresentedinthe Table1onpage5and6.[SMAG3]

Violentvideogamesdefinition[SMAG4]

By definition, violent video games include depictions of or simulations of human-on-humanviolenceinwhichtheplayerkillsorotherwisecausesserious physical harm to another human; serious physical harm includes depictionsof death,dismemberment,amputation,decapitation,maiming,disfigurement,mutila- tionofbodyparts,orrape(AndersonBushman,2001;Funketal.,2004).For instance,inafirst-personshootervideogame,CallofDuty:BlackOps,players assumetheroleofAlexMason,asoldierwhoworksfortheCIAandparticipates inbothwell-knownandsecreteventsduringtheColdWar(e.g.stealthespionage, assassinations,andinterrogationsinvolvingtorture).Playersuseawidevarietyof weapons,suchaspistols,rifles,machine guns,andexplosivestoinjure/killenemies. Players canuseenemybodiesashumanshieldsandexecutethematcloserange.In onesequence,brokenglassisplacedintothemouthofamanwhileheisrepeatedly punched,causingbloodtospillfromhismouthentertainmentsoftwareratingboard ESRB,(2010).

Table1. VideoGamesGenreTaxonomy.

GenreDescriptionVideogames

First- person- Shooter

Theplayer controlsanenvironment fromafirst-personperspectiveandis requiredtoshooteveryoneandblow everythingwheneverpossible(Ernest

Rollings,2006)

Doom,Descent,Marathon,Halo, Quake,CallofDutyseries,Grand TheftAutoseries

AdventureTheprogressionisbased onpuzzles andability keysastheprimaryformof progression.Anability keygivesthe player anabilitywhich allowsthemto overcomeaspecifictypeofobstacle and,therefore,access tothenewareas (ErnestRollings,2006)

PlatformPlatformgenrevideogamesare identifiedbynavigatingenvironments thatrequiretiming andjumpingin ordertoreachadestinationwhile avoidingand/ordisposingofenemies (ErnestRollings,2006)

LucasArts,Cyan,GabrielKnight, IndianaJones,TheLegendofZelda, MonkeyIsland

Pac-ManWorld,SpyrotheDragon, BubbleBobble,DonkeyKong,Super MarioBros.

Role

-Playing

Thesegamesincorporatethreemajor elements:aspecificquest;aprocessfor evolvingacharacterthroughexperience toimprovehis/herability tohandle deadlierfoes;andthecareful

acquisitionofinventoryitemsforthe quest(ErnestRollings,2006)

FinalFantasy,ShadowsofDarkens, DragonWarrior

Simulations Simulationgenrevideogames are designedtoaccuratelyrecreateareal-

lifeexperience.Onlinesimulation

games allowaperson toinspireandbe

inspiredbyotherplayers’creationsor

teststrategiesagainstthem(Ernest

Rollings,2006).

TheSimCity,GrandTursimo,Spore, TheSims

Dance/

rhythm

Survival/

horror

Thesegamesrequiretheplayertoinput rhythmsbysteppingwiththeirfeetona dancepad,orusinga devicesimilartoa specificmusicalinstrument,likeaguitar ordrumset(ErnestRollings,2006) Playersneedtosurviveorovercome

theenvironmentthatincludesfantastic orsupernaturalelementsthatarevery frightening.Manyofthesetitles are ratedmatureandarenotintendedfor youngeraudiencesbecauseof disturbinggraphicscenes(ErnestRollings,2006)

GuitarHero,RockBand,SingStar.

ResidentEvil,SilentHill,Fatal

Frame,Doom

Videogamesinaneducationalcontext

Whileviolentvideogameshavebeenasourceofconcern, somevideogameshave the potentialto positivelyinfluence the cognitivedevelopment.Prensky(2001) statedthatwell-designed videogamesprovidetheplayerwithclearobjectivesthat areadaptable tothelearningpaceoftheviewer.Intheattempttoreachthese objectives,notonlydovideogamesreinforce masteryoftheirmaterialthrough immediateand constantfeedback but they also provide extrinsicreinforcement

(e.g. awarding points, impressive visual and sounds effects), which motivates playerstocontinueplaying.Theapplicationofskillsinmultiplecontextshelpsin thetransferoflearningfromthegame totherealworld(GentileGentile,2008).

Researchconfirmedthatevenviolentvideogames,whenputintotheeducational context,mayhavethepotentialtobeusedastrainingaidsinclassrooms andthera- peuticsettings,andtoprovideskillsinpsychomotor coordinationinsimulationsof real-life events;forexample,trainingrecruitsforthearmedforces(Anderson& Bushman,2001;Griffiths,Davies,Chappell,2004).Anumberofstudies,both

experimentalandcorrelational,foundthatplayingviolentvideogamesisassociated

withhighervisuospacial acuity,perception,processing,visualmemory,andmental rotation(Feng,Spence,Pratt,2007;Ferguson,2011).

Thenewliteracyadvocates,suchasGee (2007),Pahl(2006),andPrensky(2001) explainedthatthe millennials,astheycalledthisnewgeneration,havebeenborn ina worldwheretraditional/printliteracynolongerdeterminesthecourseofcultural, political,and generalsocietaldevelopment.Today’syounglearners,therefore,require anewframeworkforliteracyinstruction,whichacknowledgesboththefluidand

dynamicnatureofliteracy,whosemeaningsaresubjecttochangeaccordingtothe

culturalcontextandsocietalneeds(Bandura,2001).Andbringingvideogamesin ourclassroomswill,indeed,fulfill thesesocialneedswithintheculturalcontext.

Videogameplayingconcerns

Asvideogameplayingbecomesincreasingly popularamongchildren,parentsand teacherscontinually expressfearaboutnotknowingwhatvideogameschildrenare playingandaboutwhateffect violentvideogamesmayhaveonthem.Parentsfeel increasinglyvictimizedbyaculture ofviolencepresentedinvideogames(CantorWilson,2003).CantorandWilsonfoundthatamajorityofchildrenreportedthat theirparents donotimposeatimelimitonthenumber ofhourstheyareallowedto playvideogames,andmostparentsareunawareofthecontentortheESRBrating ofthevideogamestheirchildrenplay.

Biglan(2004)arguedthatparentswhoknowwhattheirchildren aredoingare abletodetectwhentheyaredriftingintoactivitiesthatmightposearisk.Prohibit- ingadolescents fromplayingviolentvideogamesisnotrealistic,buttheawareness ofwhatkindofvideogamestheirchildrenareplayingandforhowmanyhours mayallowparentstobetterunderstandthevideogamestheyplay,todiscussthe games,andtosettimelimitsifnecessary. Hence,thereisaneedforproviding par- entswiththeinformation aboutviolentvideogamesingeneralandthepossible effectsthatthosevideogamesmayormaynothaveontheirchildren’s attitudes, behavior,andmoraldevelopment (CantorWilson,2003).Onlyinformedparents willbeabletomakesounddecisionsabouttheirchildren’s leisuretime,andonly thenwilltheybeabletoavoidtheinfluenceofmoralpaniccreatedaround violent video games (Ferguson, 2011; Ferguson Kilburn, 2010). Shaffer, Squire, Halverson andGee(2005)alsoexpressedconcernthatteachersdonothaveenough awarenessaboutvideogames.Theystated:

However,evenifwehadtheworld’s besteducationalgamesproducedandreadyfor parents,teachers,andstudentstobuyandplay,itisnotclearthatmosteducatorsor schoolswouldknowwhattodowiththem.Althoughthemajorityofstudentsplay videogames,themajorityofteachersdonot.(p.26)

Therefore, majoreffortsshouldbemadetoeducateteachersabout(a)thetypesof gamesaccessible totheirstudents,(b)theviolentcontentthatthosegamescontain, and(c)thepossibleeffectsthosekindsofgamesmayhaveontheirstudents’atti- tudesandbehavior.Researchimpliedthatteachers’awarenessaboutvideogamesin generalandaboutstudents’videogameplaying patterns andhabitsmayhelpteach- ersandstudentsindeconstructing themeaningsbehindvideogamemessages,and eveninspire theincorporationofsomeofthegames ineverydayclassroomactivities (BajovicElliott, 2011;CantorWilson,2003;Gentile,Lynch,Linder,Walsh,

2004;VanDeventerWhite,2002).

Whilesome researchhasbeendoneonthepossibleconsequencesofplayingvio- lentvideogamesonchildren’sbehaviors andattitudes,verylittleacademic research hasfocusedonthepotentialrelationship amongadolescents’violentvideogame playingpatternsandhabitsandtheirmoraldevelopment.Thepurposeofthisstudy, therefore,wastoexplorethepossibleassociation betweenviolentvideogameplay- ingpatternsandhabitsandthelevels ofmoral maturityinadolescents.Inthepresent study,twoprimaryresearchquestionswereaddressed:

Q1:What areadolescents’videogameplayingpatternsandhabits?

Q2:Isthereanassociationbetweenadolescents’ violentandnonviolentvideo gameplayingpatternsandhabits andtheirlevelsofmoral reasoning/maturity?[SMAG5]

Method

Participants

Participantsinthisstudywere109grade8students,61boysand48girls,aged between13and14fromseven public elementaryschoolsinOntario,Canada.

Instruments

Aself-reportingpencilandpaperquestionnairewith21questions,sevenpageslong, wasdesignedtodetermineparticipants’videogameplayingpatternsandhabits.This questionnairewasbasedontheMediaSelf-ReportQuestionnaire(Elliott,2006)used inlongitudinalprojectinvestigatingchildren’s mediapreferencesandhabitsacross variousmediamodalitiesand theimpactofmediaonvalues,beliefs,and worldviews. Thepresentresearchstudyreplicatedand updatedthequestionsthatfocusedon video gamespatternsandhabits.Priortodatacollection, themodifiedself-reporting questionnairewaspilottestedforclarityandsixadolescentswererecruitedthrough theresearcher’sacquaintance.[SMAG6]Thesixadolescents(age13)werecontactedbyphone andtheresearcherexplainedthepurposeofthequestionnaireandasked themifthey werewillingtocompleteit.Theresearcheralsoexplainedthattheydidnotneedto submitfinishedquestionnairestotheresearcher andthatthemainpurposewas checkingforclarity.Uponagreement,thequestionnaireswereemailedtothemand theywereaskedtoreadeachquestioncarefullyforunderstanding. Afterthey finished,theycalledtheresearcheranddescribedtheiroverallexperiencewitheach question.Accordingtotheirresponses, noneofthequestionsappearedconfusingor unclear.[SMAG7]Theself-reportedquestionnaireusedinthisstudycontainedclosedand open-ended questions,andLikertscale-typequestions.Closedquestionsprovideda limitedchoicewithYesorNoresponses(e.g.Doyouplayvideogames?, Haveyou everplayedanyviolentvideogames?,etc.)Closedquestions askedspecific,narrow questions and enabled collection of numerical data from participants. Likert

scale-typequestionswereintheformofstatementsandtheparticipantsdecidedhow stronglytheyagreeordisagreewiththestatementsprovided(e.g.Iplayvideogames because:Itisfun;itisexciting,etc.).DatagainedfromaLikert-typescalewere quantitativedatathatprovidedinformationabouthowstronglyaparticipantfeltabout videogamespatterns,habits,andattitudes.Open-endedquestionswerealsoprovided togiveanopportunity forparticipantstoprovidethechoicesnotofferedinthe questionnaire.

Thequestionsfromself-reportingquestionnaireanalyzedforthepurposeofthis studywere:doyouplayvideogames?Howoftendoyouplayvideogames?(with

thechoicesspecifiedas:foronehour,twohours,threeormorehoursaday,aweek, amonth,andontheweekends).Whatareyourtwofavoritevideogames?and whichvideogamesdoyouplaymostoften?Themainpurpose oftheself-reporting questionnairewastodetermineadolescents’videogameplaying patternsandhabits. Aftertheanalysesoftheresultsobtainedwiththeself-reportingquestionnaire,it waspossibletodetermineandidentifytheviolentandnonviolentgroupofvideo gameplayers.

Sociomoralreflectionobjectivemeasure-shortform(SRM-SF)

TheSRM-SF;Gibbsetal.(1992)elicitsthereasonsconcerningmoralvaluesthat arerepresentativeofthemoraldomain:life,law,affiliation,contract,truth,and socialjustice. TheSRM-SFuses11brief, lead-in statements(e.g.“Let’ssayafriend ofyoursneedshelpandmayevendie,andyou’re theonlypersonwhocansave himorher”).Thelead-instatements arefollowedbyevaluationquestions; for example,“How importantisitforaperson(withoutlosinghisorherownlife)to savethelifeofafriend?Circleone:veryimportant/important/notimportant.”The adolescents werealsoaskedtoelaborateontheirstatementsandtheelaborative answerswereusedforcodingandtheanalyses.ResponsestotheSRM-SFquestions werescoredbyconsultingtheappropriatechapterinthereferencemanualprovided bytheauthoroftheinstrument. ThebasicideaofSRM-SFscoringistoassessthe developmentallevelofquestionnaireresponsesinaccordancewiththecriteriainthe referencemanual.

All11itemsarescored,andthesummaryofallscoreswerecalculated, andthe primaryscoreintheSRMS-SFassessment represented thesociomoral reflection maturity levelbasedonthemeanofallitemsscored.Thelevelsofsociomoral maturityrangedfromtheImmaturitylevel,whichrepresentsStage1(Unilateraland Physical)andStage2(ExchangingandInstrumental),totheMaturitylevelwhich representsStage3(MutualandProsocial)andStage4(SystematicandStandard). The SRM–SF evidences acceptable levels of reliability (interrater, test–retest, internalconsistency)and validity(criterion-related,construct).For example,the

SRM–SFdemonstratedgoodconcurrentvalidity(r=.69)withtheMoralJudgment

Interviewinstrument(ColbyKohlberg, 1987),andcomparableagetrendsinsam- plesfromItaly(Gielen,Comunian,Antoni,1994),Northern Ireland,andSweden (Ferguson,McLernon,Cairns,1994).Themeasurecorrelateswiththeoretically relevantvariables,suchassocialperspective-taking(MasonGibbs,1993)and prosocialbehavior(Gielen,Comunian,Antoni,1994).Itsdiscriminant validityis supportedbyitsconsistentidentificationofthesamplesasdevelopmentallydelayed inmoraljudgment(Gavaghan,Arnold,Gibbs,1983;Gregg,Gibbs,Basinger,

1994).RelativetotheMoralJudgmentInterviewinstrument(ColbyKohlberg,

1987),theSRM-SFisgroup-administrable,takeslesstimetocomplete,requiresless inferentialscoringtime(25to30minvs.30to60mintoscoreatranscribedMoral JudgmentInterviewinstrumentprotocol),andisaccompaniedbyadequateself-train- ingmaterials.

Results

Preliminaryanalyses

Thequantitativedatafromself-reportingquestionnairewereenteredandanalyzedin theStatisticalPackageforSocialScience (SPSS). Inordertodetermineparticipants’ videogameplayingpatternsandhabits,adescriptivestatistical procedurewas employedaimingtoquantitativelysummarizeadata-set(Creswell,2008;Creswell& PlanoClark,2007).Inordertoestablishthe amountoftimethatparticipantsspenton playingvideogames,adescriptivestatisticsprocedure offrequency distributionand crosstabulationwasperformed.Inordertodeterminetherelationship between amountofparticipants’violent videogametimeplayed andSRMSscores, abivarite correlationprocedurewasperformed.Independentsamples’T-testwasperformedto establishiftheparticipants intheviolentvideoplayinggroupsignificantlydifferin SRMSscoresbythehoursofplayofviolentvideogamesperday.[SMAG8]

Theresults areorganizedintotwosectionsalignedwithtworesearchquestions.

Q1:What areadolescents’videogameplayingpatternsandhabits?

Inordertodetermine adolescents’videogameplayingpatternsandhabits,a frequencycountswereemployedtoanalyzequestionsfromself-reporting question- nairerelatedtoadolescents’self-declaredvideogameplayingpatternsandhabits. According totheresults,96(88%)adolescentsreportedplayingvideogames,while

13(12%)declaredthattheydidnotplayvideogamesatall.Basedontheresults,

59(54%)adolescentsdeclaredplayingvideogameseverydayfromonehourto threeormorehours.Inthegroupthatdeclaredplayingvideogames everyotherday foronehour,therewere21(19%)adolescents.Therewere30(28%)adolescents whodeclaredplayingvideogamesafewtimesamonthfortwohours,and32 (29%)whodeclaredplayingvideogamesonlyonweekendsforonehour.Thus,

morethanahalfofalltheadolescents(54%)declaredplayingvideogamesevery daybetweenoneandthreeormorehoursaday.The resultsarepresentedinTable2.

Afrequencyanalysiswasperformedtodeterminehowfrequentlytheadolescents declaredplayingacertaintypeofvideogame.A3-pointfrequencyscaleincluded answersoften,rarely,never.Thefollowingchoicesofvideogameswereoffered: CallofDuty:ModernWarfare,FIFA10,NHLseries,NeedforSpeed,SuperMario Galaxy2.RockBand3,GrandTheftAuto:SanAndreas,Sims, PrinceofPersia:

Table2. Amountoftime playingvideogames.

1hour,n(%) / 2hours,n(%) / 3ormorehours,n(%) / Total, n(%)
Everyday / 25(23) / 26(24) / 8(7) / 59(54)
Everyotherday / 6(5) / 7(6) / 8(7) / 21(19)
Fewtimesperweek / 13(12) / 13(12) / 8(7) / 34(31)
Fewtimesamonth / 15(14) / 7(6) / 8(7) / 30(27)
Onweekend / 13(12) / 4(3) / 15(14) / 32(29)

Table3. Frequencyofvideogamesplayed.

Often / Rarely / Never
Videogames / n / % / n / % / n / %
CallofDutyseries / 35 / 33 / 31 / 28 / 42 / 38
SuperMarioseries / 25 / 23 / 28 / 26 / 70 / 64
NHLseries / 15 / 16 / 27 / 26 / 64 / 58
GrandTheftAutoseries / 15 / 16 / 24 / 22 / 72 / 66
TheSims / 13 / 12 / 25 / 23 / 71 / 65
MaddenNFL / 13 / 12 / 17 / 16 / 79 / 73
RockBand3 / 13 / 12 / 35 / 32 / 71 / 64
Halo / 13 / 12 / 33 / 31 / 65 / 59

TheForgottenSands,MonsterHunterTri,MaddenNFL,andWordofWarcraft.The offeredchoices of video games were based on the previousresearchon most popularvideogamesamongchildrenandadolescents ( Olsonetal.,2007;TheCanadianTeachers’Federation,2005;TheMediaAwareness Network,2005).Anopen-endedquestionwasalsoprovidedtoenableadolescentsto writevideogamechoicesotherthanthoseofferedinthequestionnaire.Accordingto theresults,thegamesthatwereplayedmostoftenwere:CallofDutyseries(33%), SuperMarioseries(23%),NHLseries(16%),GrandTheftAutoseries(16%),The Sims(12%),RockBand3(12%),MaddenNFL(12%),andHalo(12%).Theresults revealed thatthemostpopularandmostplayedvideogamesarethefirst-person shootergenrevideogames(CallofDutyseries),theplatformgenre(SuperMario series),andthesportsgenre(NHLandNFLseries).Theresultsarepresentedin Table3.

Definingviolentandnonviolentvideogameplayinggroups

Basedonthedescriptiveanalysesofadolescents’self-declaredvideogameplaying patternsandhabits,theresultsrevealedthat48(44%)adolescents declaredplaying violentvideogamesbetweenoneandthreehourseveryday,choseviolentvideo gamesastheirfavoritegamesandthegamestheyplayedoften(e.g.CallofDuty Series,Grand TheftAutoSeries),anddeclaredenjoymentwhileplayingviolent videogames.These48adolescentswereidentifiedasviolentvideogameplayers for thepurposeofthisstudy.Withintheviolentvideogame playinggroup,threeadoles- centswereexcludedfromthesampleduetomissingdataontheSRMS;thus,the analyseswerebasedon45adolescents. Therewere61adolescentsidentifiedasthe nonviolentvideogameplayinggroup.Withinthenonviolentvideogaminggroup,

10adolescents wereexcludedduetomissingdataontheSRMS;therefore,the nonviolentvideogaminggroupcomprised51adolescents.

Q2:Isthereanassociationbetweenadolescents’ violentandnonviolentvideo gameplayingpatternsandhabits andtheirlevelsofmoral reasoning/maturity?

In orderto determineassociationsbetweenthe amountsof timeadolescents spendinplayviolentvideogames andtheirlevelsofsocimoralmaturity,ananalysis ofbivariatecorrelationwasperformed.Therewere45adolescents identifiedas violentvideogameplayers.ThePearson’srforthecorrelationbetweentheamount oftimeplayingviolentvideogamesandthescoresonSRMSwasr =−.324, p=.04(p.05)showingthattherewasastrong,negativecorrelationbetweentwo variables.Thesignificant(2tail)valuep=.04demonstratedthatthecorrelation

Table4. Correlationsbetweenamountoftime playingviolentvideogamesandSRMS.

Amountofviolentgame

Sig.(2-tailed).04

aCorrelation issignificantatthe.05level(2-tailed).

between theamount oftimeplayingviolentvideogamesandthescoresonSRMS wasstatisticallysignificant.Theresultsindicatedthatincreaseordecreaseinthe amountoftimeplayingviolentvideogamessignificantlyrelates tohigherorlower scores onSRMStest. Theresults arepresentedinTable4.

Inordertofurtherexplainthisfinding,anindependentsamplesT-test was performedtoestablishiftheadolescents intheviolentvideoplayinggroup significantlydiffer inSRMSscoresbythehoursofplayaday.Theamount oftime playing violentvideogamesintheviolentvideogameplaying groupwasbasedon threecategories:onehouraday,twohoursaday,andthreeormorehoursaday. ThemeanonSRMSscoresforadolescentswhoplayedviolentvideogamesforone

hourwasM=2.85;themeanonSRMSscoresforadolescentswhoplayedviolent

videogamesfortwohourswasM=2.76;themeanonSRMSscores foradolescents whoplayedviolentvideogamesforthreeormorehourswasM =2.30.Theresults indicatedthattherewassignificantdifferencet(45)= 2.09,p = .021(p.05) betweenadolescentswhoplayedviolentvideogamesforonehouradayandadoles- centswhoplayed violentvideogamesforthreeormorehoursadayontheirSRMS scores.TherewasnosignificantdifferenceinSRMSscoresbetweenadolescents whoplayed violentvideogamesforonehouradayandthosewhoplayed fortwo hoursadayt(45)=1.19,p=.240,andforadolescentswhoplayviolentvideo gamesfortwohoursa dayandforthreehoursa dayt(45)= 1.20.p = .231. Therefore,adolescents whoplayedviolentvideogamesforthreeormorehours significantlydifferonSRMSscoresonlyfromadolescentswhoplayedviolent video gamesforonehouraday.

Abivariatecorrelation procedure wasalsoperformedtodeterminethe relationship betweenlevelsofadolescents’sociomoralreasoningandtheamountof timetheyspentplayingnonviolent videogames.ThePearson’srforthecorrelation betweentheamountoftimeplayingnonviolentvideogamesandthescoreson SRMSwasr =.157,p=.651(p.05)showingthattherewasnocorrelation betweentheamountoftimeadolescents’reportingplayingnonviolent videogames andthescores onSRMS.

Discussion

Thepurposeofthepresentstudywastodetermine adolescents’videogameplaying patternsandhabitsandtoexaminewhethertherewasanassociation between adolescents’violentvideogameplayingpatterns andhabitsandtheirlevelof sociomoralreasoning.Themajorityofadolescents inthepresentstudydeclared playingvideogameswhichgoesinlinewithpreviousresearchfindingsstatingthat[SMAG9]

playingvideogameshas one of the mostpopularactivitiesamong adolescents (Olsonetal.,2007;Robertsetal.,2005;TheCanadianTeachers’Federation, 2005; TheMediaAwarenessNetwork,2005).Theresultsofthepresentstudywerealsoin linewithpreviousresearchabouttheamountofhoursspentonplayingvideogames (Olsonetal.,2007;Robertsetal.,2005).Morethanahalfofalladolescents inthe presentstudydeclaredplayingvideogameseverydayfrom1–3ormorehoursa day.Thelatestresearchpositedthatthemostpreferred videogamesareoneswith humanviolence,withageneralentertainment theme,andwithsportsthemes (Bajovic, 2006; Pollon, 2003; The Canadian Teachers’ Federation, 2005). The presentresultsconfirmedthatfavoritevideogamesforthesegroupofadolescents werefirst-personshooter genre(e.g.CallofDutyseries),thesportsgenre(e.g.NHL andNFLseries),platformgenre(e.g.SuperMarioseries),andsimulationgenre (e.g.TheSims).

Previousstudiesonmediaviolenceandmoralreasoning foundthatwatching a greatdealofviolenceontelevision ormoviesmayhinderchildren’smoraldevelop- mentandthatsomechildren whowereexposedtomediaviolence mayuseless advancedmoralreasoningskills(Eron,2001;Funketal.,2004;KrcmarVieira,

2005;KrcmarCurtis,2003).Basedontheresultsinthepresentstudy,itcanbe speculatedthatitwastheprolongedamountofplayingviolentvideogamesthat mighthindermoraldevelopmentinsomeadolescents.Thepresentresultsindicate thatsomeadolescents intheviolentvideogameplayinggroupwhospentthreeor morehoursadayplaying videogamesscoredatthelowerlevel(Stage2)ofsocio- moralmaturity.Gibbsbelievedthatmostadolescents shouldbereachingStage3of moralmaturitywhichischaracterizedbyadvancedmoraljudgmentandmutualcar- ingandtrust.Kohlberg(1984)believed thatattheconventionalmorality stage,ado- lescentsbecome moreseriousaboutmorality andtheystarttobelievethatgood behaviormeanshavinggoodmotivesandinterpersonalfeelings,suchaslove,empa- thy,trust,andconcernforothers.AccordingtoGibbs,adolescentswhohavenot advancedinmoraljudgmentbeyondStage2areatthe“moral judgmentdelay” stageandusuallyhavenothadenoughopportunities totakedifferent rolesor considertheperspectiveofothersinreallife.Thepresentresultsindicatethatsome adolescentsintheviolentvideogameplayinggroup,whospentthreeormorehours adayplayingviolentvideogames,whileassumingly detachedfromtheoutside world, aredeprivedofsuchopportunities.[SMAG10]

Implications

Insummary,thepresentfindings suggestthatplayingviolentvideogamesmay hindermoraldevelopmentinsomeadolescents.However,notalladolescentswho playedviolentvideogamesdemonstrated lowerlevelofsociomoralmaturity.Only thoseadolescentswhodeclaredplayingviolentvideogamesforprolongedhours demonstratedatendencytoscoreatthelowerlevelofsociomoralmaturity.Itcanbe speculatedherethatspendingtoomuchtimewithinthevirtualworldofviolence maypreventthemfromgettinginvolvedindifferentpositivesocialexperiencesin reallife,andindevelopingapositivesenseofwhatisrightorwrong.Different socialopportunities areimportantastheypromotedevelopment bystimulating mentalprocessesandchildren’smoraldevelopmentdependsontheirroleindifferent socialcontexts(Bandura, 1989;Kohlberg,1984;Nucci,1997).Thisiswhere teachers,parents,and studentsshouldstartworkingcollaborativelyin providing[SMAG11]

thosemissingopportunities.Itcanbesuggestedthatworkingcollaborativelytocre- ateopportunitiesforchildren’sparticipationincharitywork,incommunityinvolve- ment,andinextracurricularactivitieswillprovidethemwithdifferentperspectives andpositiveroletakingopportunities. Piaget(1965)emphasizedtheimportanceof schoolenvironmentin children’s moraldevelopmentstatingthatschoolsshould workoncooperativedecision-makingandproblem-solving,nurturingmoraldevel- opmentbyrequiringstudentstoworkoutcommonrulesbasedonfairness.Inthe contextofvideogameplaying, teachersarerequired, first,tounderstandthecontent ofvideogamesandthestorylineinthegameand,second,toinitiatediscussions aboutvideogamesintheclassroom.Throughthisdialog,theycanguidechildren to differentiatebetweenrightandwrongwithinthestoriesdepictedinvideogames.

Charactereducationshouldalsoservetofurtherenhancemoralskills,suchas sensitivitytoothers,andcareforbothothersandself(BajovicElliott,2011). Withinthecontextofschools,theteachersareresponsible forcreatingamoral community,inwhichstudentslearntorespectandcareabouteachothersothat everyonefeelsvaluedwithinthegroup,andforthattheyneedopportunities to developtheirintuitionsinwell-structuredenvironmentsthatprovideguidancefor developingproperethicalskills(Lickona,2008;Narvaez,2002;Noddings,2006). Thus,teachersneedmoreopportunitiesthroughprofessionaldevelopmenttolearn about video games and to directly experiencevideo game playing in order to perceive thepossible applicationsofsuchtoolsintheclassrooms.Itisimportantfor teacherstobeinformed aboutthepossibleeffects ofvideogamesinordertoavoid theinfluencesonmediamoralpanicsrelatedtotheportrayalofviolentvideogames inthemedia(Kirkland,2009;Schrader,Zheng,Young,2006).

Anotherimportantskillthatchildrenneedtodevelopthroughcritical media literacyandcharacter educationistheabilitytounderstandtherelationshipamong thecommongood,thegoodofothers,andtheindividualgood(BajovicElliott,

2011).Itisofessencethateverydaysocialandeducationalexperiencescontain moral dimensions;thus, both moral literacy and critical media literacy should involvetheanalysisoftheviolentvideogamemessagesaswellasunderlyingissues ofmoralvaluesandbeliefspresented inthesegames.Thereshouldbenodesireto stopchildrenfromplayingvideogames,butopportunitiescanbecreatedinandout

ofschooltoenhancetheirabilitytobecometolerantandcompassionateinhelping

othersandthemselves.

Future research

Futureresearchcanexpandthesefindingsinavarietyofways.Onedirectionfor futureresearchmayinvolveinvestigationofhowotherindividualvariables,suchas personality,socioeconomic status,andfamilysituation,maymitigatetheeffectsof violentvideogameplayingonrealaggression. Anotherwaytoextendpresent findingsistoutilizealongitudinaldesigntomeasurepossibleviolentvideogame effects.Itispossiblethatchildrenaremoreaffected byviolentvideogameplaying overtime.Inclarifyingpresentfindings,itwouldalsohelptoinvestigate thepossi- blereasonsforlowerscoresonsociomoralmaturitytest.Andfinally,thisresearch canbeextendedinmeasuringtheeffectsofdifferentprogramsandstrategiesutilized throughcharactereducationtoremediatemoraldevelopmentaldelayinchildren.As Gibbs(2003)stated,throughadequateprograms createdtohelpchildren,itis possibletostimulatemorematureunderstandingwithrespecttovalues,suchas

[SMAG12]

helpingothers,peerorfamilyrelationships,resistingdrugs,andpreventingsuicide, orsavingalife.Itwouldalsobebeneficialforfutureresearchtofurtherexplore teachersandparents’levelsofawareness aboutviolentvideogames.Thisstudy indicatedthatparentsandteachersneedadditionalknowledgeabouttheviolent videogamecontentandthenature oftheviolencepresentedinthegames.

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[SMAG1]Research question

[SMAG2]Lit review/intro

[SMAG3]Definitions

[SMAG4]Definitions

[SMAG5]Research question/subquestions

[SMAG6]Method

[SMAG7]Ethical research practices explained.

[SMAG8]Results

[SMAG9]Discussion of results

[SMAG10]Situating the new understanding/knowledge back into the body of knowledge of the field.

[SMAG11]The terms “suggest” and “speculate” infer a discussion of implications and limitations of research.

[SMAG12]Conclusion with future research