Can Video Games Be Used as a Stealth Assessment of Aggression? A Criterion-Related Validity Study

被引:3
作者
McCreery, Michael P. [1 ]
Krach, S. Kathleen [2 ,3 ]
Bacos, Catherine A. [4 ]
Laferriere, Jeffrey R. [5 ]
Head, Danielle L. [4 ]
机构
[1] Univ Nevada, Interact & Media Sci Lab, Las Vegas, NV 89154 USA
[2] Florida State Univ, Sch Psychol Program, Tallahassee, FL 32306 USA
[3] Florida State Univ, Doctoral Program Combined Sch & Counseling Psycho, Tallahassee, FL 32306 USA
[4] Univ Nevada, Teaching & Learning Dept, Interact & Media Sci Program, Las Vegas, NV 89154 USA
[5] Lebanon Valley Coll, Secondary Educ, Annville, PA USA
关键词
Choose-Your-Own-Adventure; Computer-Based Testing; Gameplay Evidence; Social Information Processing; PROACTIVE AGGRESSION; PERSONALITY; BEHAVIOR; COMMUNITY; SELF;
D O I
10.4018/IJGCMS.2019040103
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
The current pilot study examined how well a reflective moral-choice video game predicted the rating scale scores of aggression types. To begin, the authors used a coding system to examine in-game proactive and reactive behaviors. This analysis resulted in a tallied score for each construct. These game-based scores were then included in regression models, examining how well within-game behaviors predict scores on a pre-existing rating scale of both proactive and reactive aggression. Findings indicated that game-based proactive scores were not predictive of proactive aggression ratings; however, reactive game-based scores were predictive of reactive aggression ratings. Implications for these findings are discussed.
引用
收藏
页码:40 / 49
页数:10
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