Violent Video Games 1 Running head: THE EMOTIONAL APPEAL OF VIOLENT VIDEO GAMES The Emotional Appeal of Violent Video Games for Adolescent Men Jeroen Jansz ASCoR, University of Amsterdam, the Netherlands Address: Kloveniersburgwal 48, 1012 CX, Amsterdam, the Netherlands. Email: [email protected] Accepted for publication in Communication Theory (2005-2006) Violent Video Games 2 Abstract A theoretical explanation is proposed for the popularity of violent video games among adolescent male gamers. Theories about media and emotion as well as theories about emotion as a process are used to develop a theory about the unfolding of emotion in violent video games. It is argued that violent video games provide a gratifying context for the experience of emotions. The fact that gamers are largely in control of the game implies that they can voluntarily select the emotional situations they confront. This freedom is attractive for adolescents who are in the midst of constructing an identity. For them, the violent game is a safe, private laboratory where they can experience different emotions, including those that are controversial in ordinary life. Gamers may deliberately select emotions that sustain dominant masculine identity (e.g., anger), as well as emotions that are at odds with dominant masculinity (e.g., fear). Keywords Violence Video games Gender Emotion Violent Video Games 3 The Emotional Appeal of Violent Video Games for Adolescent Men Violent titles are a substantial part of the market of video games1. In the final months of 2004, both American and British sales charts showed that the violent games Grand Theft Auto: San Andreas, Mortal Kombat: Deception, Call of Duty: Finest Hour, Halo 2, and The Getaway: Black Monday were all present in the top 10. So, many people bought and played violent games, notwithstanding the fact that some non-violent titles also attracted larger audiences: the sports games Madden NFL 2005, and FIFA 2005, and the simulation game The Sims 2 were highly ranked too (ELSPA, 2004; NPD Funworld, 2004). In addition, violent games were also popular in the rapidly expanding domain of on-line gaming on the Internet. The websites of, for example, Half Life, Counterstrike, Unreal Tournament, and Return to Castle Wolfenstein demonstrated the popularity of on-line multiplayer games with violent content. Research about the content of video games has shown that violence is a key ingredient of many games. Recently, Smith, Lachlan, and Tamborini (2003) analyzed 60 popular games for three game consoles (Nintendo64, Sega Dreamcast and Sony PlayStation) and found violence in 68% of the games, with a higher proportion in games rated for teens and adults (90%), and a lower one in games rated for all audiences (57%). Their results confirmed the trend from previous research that the majority of video games had violent content (Braun and Giroux, 1989; Children Now, 2001; Dietz, 1998; Thompson and Haninger, 2001). The percentage of violence reported ranged between 64% and 89%, which can be attributed to the definition of violence that was used. Dietz (1998), for example, found a percentage of 79% because she used a wide definition that included the application of force against opponents as depicted in sports games. In this paper, I will follow Smith and her colleagues (2003) and use the more limited definition of the American National Television Violence Study that defined ‘violence’ as “any overt depiction of a credible threat of physical force or the actual use of such force intended to harm an animate being or group of beings” (Smith et al., 1998, p. 30). The Violent Video Games 4 intention to harm is a key element of this definition. It allows us to exclude the depictions of strategic tackles in, for example, Madden NFL 2005 and FIFA 2005. It includes the confrontations in, for example, Mortal Kombat: Deception, Halo2, and Grand Theft Auto Vice City because these actions aim to harm, if not destroy, one’s opponents in the game. The popularity of violent games has led to the public expression of worries about the social effects of ‘gaming’. The view is often advocated that the violent content of these games stimulates, if not causes, aggression in real life in particular among young men (Grossman & DeGaetano, 1999; Thompson, 2002). Male adolescents and young adults are indeed the most devoted players of violent games (Durkin & Aisbett, 1999; Gentile, Lynch, Ruh Linder, & Walsh, 2004; Griffiths & Hunt, 1995; Kubey & Larson, 1990; Lucas & Sherry, 2004; Roberts, Foehr, & Rideout, 2005; Wartella, O’Keefe, & Scantin, 2000, p. 26-28). Those who fear the anti-social consequences of violent games find support in scientific research. The past two decades social science research about video- and computer-games has been concerned with the effects of violent content on behavior. The results of about 30 effect-studies were summarized recently in meta-analyses that reported a significant and positive association between playing violent video games and aggressive behavior (Anderson, 2004; Anderson & Bushman, 2001; Sherry, 2001). On the other hand, there were also individual studies that found positive effects of playing video games, in particular with respect to the expansion of the gamer’s social network as a result of on-line gaming (Durkin & Barber, 2002; Griffiths, Davies, & Chapell, 2003). Whereas many studies focused on the effects of violent games, relatively few examined why people are drawn to playing these games in the first place (Goldstein, 1998a; Jansz & Martens, in press; Vorderer, Hartmann, & Klimmt, 2003). In other words, the appeal of violent games has been an under researched area. This paper aims to contribute to understanding the appeal of violent game content, in particular among adolescent men. The appeal of violent Violent Video Games 5 video games will be addressed from a theoretical point of view, because there is hardly any empirical evidence available. I will use psychological theories about mediated emotions (Frijda, 1989; Oatley, 1994, 1999; Tan, 1996, 2000) to argue that violent games offer a unique environment where emotions can be explored in ways that are generally impossible in real life. In the safe, private laboratory of the video game, the adolescent can freely experiment with emotions and identities, which may help him to cope with the insecurities of adolescent life. Video Games as Entertainment Media Video games come in many types and genres, but their shared features can be subsumed under the following definition: A video game is an interactive rule-based system based on computer processing power. Its outcomes are variable, quantifiable, and differentially valorized. The efforts of players influence the outcome, and players feel attached to the outcome. In this definition, Juul’s (2003) classic model for games was adapted slightly and applied to video games. I will briefly elucidate each element from the definition. The first element is interactivity. A video game requires a constant exchange of messages between the game and its player. When the player refrains from communicating, the game ceases to exist (Grodal, 2003; Kiousis, 2002; Newman, 2004). The second defining element is the rule based nature of games. The importance of rules for all kinds of games was already emphasized in classical theories of play (Huizinga, 1950; Sutton Smith, 1997). In the case of video games, the formal nature of the rules enables the implementation of games on a computer. The third element is that video games have a variable and quantifiable outcome (Juul, 2003). The gamer does not know in advance how the game will develop, but the structure of credit points will teach him Violent Video Games 6 immediately that some outcomes are positive, and some negative. The fourth element underlines the inextricable link between game and player: a video game requires player effort. In other words, interacting as such is not enough, the player must take pains to bring about the unfolding of the game in a particular direction. It is for example necessary to invest time in order to learn, among other things, the scenery, (sub)plots, and possible tactical moves of the game. Time is also needed to acquire the skill of operating the interface. The complexity of multiple controls requires dire practice before eye-hand coordination and fine motor skills become “tacit knowledge” (Polanyi, 1967), that is, before pushing the buttons or keys proceeds more or less automatically, as in using the controls while driving a car in real life. In most violent games, these efforts are maximized, because of the game’s high velocity. For example, in Counterstrike, one must keep a close watch on the enemy, remember in detail the whereabouts of one’s team-mates in the landscape, and be prepared to react promptly to an unexpected threat. A slight hesitation about operating the interface readily results in gamedeath. The fifth, and final defining element of a video game is the attachment of the player to the outcome. It is part of the game that a player tries to win and feels happy if he does. “The spoilsport is one who refuses to seek enjoyment in winning, or refuses to become unhappy by losing” (Juul, 2003, p. 38). The inclusion of player efforts in the definition of video games emphasizes the active involvement of the user in this kind of mediated entertainment. The active gamer stands in relative contrast with the consumers of television entertainment who can enjoy the program in a passive way, if they like. Sherry Turkle summarized the contrast aptly by saying: “Television is something you watch, video games are something you do, a world that you enter, and, to a certain extent, they are something you ‘become’” (Turkle, 1985, p. 66-67). The appropriate emphasis is on doing, because participating in the fantasy world, and ‘becoming’ the game character is totally dependent upon the actions of the gamer (Grodal, 2003). It renders the Violent Video Games 7 gamer the ultimate case of the so called “active media user” that is prominent in uses and gratifications theory, as well as in many reception studies (Giles, 2002; Ruggiero, 2000). At the more general level of media characteristics, video games can be subsumed under the category of ‘lean forward media’. This label is used in discussions about interactive media to stress that these media require active and often concentrated involvement of their users (Mellinger, 2004). Video games are typically lean forward media because their content comes into existence in response to the gamer’s efforts (Newman, 2004). Novels also belong to this category, because the appreciation of their content requires active acts of imagination on the part of the reader (Oatley, 1994; Salomon, 1984). ‘Lean forward media’ contrast with ‘lean back media’ such as film and television. Lean back media are generally less demanding, and can be enjoyed rather passively. The distinction between lean forward and lean back media is gradual, rather than absolute. There are, for example, many films that require more imaginative effort than the Hollywood blockbuster movie generally does. The necessary investment in time, and effort, makes video games one of the most immersive kinds of lean forward entertainment media. Enjoying a video game generally means that players are drawn into the represented world, and become less aware of the mediated quality of the experience (Klimmt & Vorderer, 2003; Vorderer, 2000, 2003). The resulting feeling of “being there” has been called “(tele-)presence” by researchers of the humantechnology interface (Lee, 2004: Minsky, 1980). In a more formal way, presence is defined as “a psychological state in which virtual (para-authentic or artificial) objects are experienced as actual objects in either sensory or nonsensory ways” (Lee, 2004, p. 37). In the case of video games, the state of presence is reached during play, that is, when the gamer interacts with virtual objects in the game and takes it for real (Klimmt & Vorderer, 2003). The virtual objects in the game can be rather diverse. Para-authentic objects are characteristic for realistic games. In Medal of Honor, for example, the authenticity of situations, characters, and weaponry from the Violent Video Games 8 Second World War will contribute to the gamer’s feeling that he participates in a ‘real’ battle. Artificial virtual objects are common in science fiction games. The superior graphics of Halo, for example, may engender the feeling that the artificial monsters are ‘real’, although the gamer knows he fights them in a fantasy world. In some cases, the experience of “being there” is supplemented by a real feeling. For example, when the controller provides tactile feedback: the vibration that accompanies a virtual gun shot is a real sensory experience. The actual occurrence of presence in violent video games was reported in two recent studies. Tamborini and his colleagues included a measure of presence in their research about the effects of violence, and found that their respondents indeed reported the experience of presence while playing Duke Nukem 3D (Tamborini, et al., 2004). Schneider and his colleagues found a positive relation between presence and narrative. Participants who played a violent game with a strong story line (Half-Life and Outlaws) reported a greater sense of presence than players of nonstory-based games (Doom 2 and Quake 2) (Schneider, Lang, Shin, & Bradley, 2004). In sum, video games are a prototypic example of lean forward media. Enjoying a game requires effort, which may result in the experience of presence. This feeling of “being there” may be gratifying in itself, because it enables gamers to distance themselves from ordinary life (Barnett et al., 1997; Griffiths & Hunt, 1998). I will now turn to the specific appeal of violence in video games. The Appeal of Watching Violent Entertainment Violence is not an exclusive property of video games. It is as popular in other media as it is in video games (Goldstein, 1998b; Zillmann, 2000). The appeal of mediated violence has been explained in different ways. Evolutionary theorists pointed to the adaptive value of watching violence, biologists emphasized that it satisfies a need for excitement, and psychoanalysts argued that mediated violence serves a cathartic function (see for an overview: Miron, 2003; Violent Video Games 9 Zillmann, 1998). Contemporary discussions of mediated violence are almost exclusively concerned with lean back media where the spectator is a more or less passive witness to the execution of violence (Goldstein, 1998b). In a violent video game, the position of the media user is radically different. The gamer himself, and no one else, decides what acts his protagonist will be engaged in, and under what conditions. When a gamer chooses to kill within a game, he himself has committed this virtual murder (Reynolds, 2002). Subsequently, he will be held responsible for the violence he authored. By himself, in conscientious selfreflection, and by others who know what playing a violent game amounts to. The personal responsibility of the gamer is in marked contrast with the moralities of using lean back media, such as a violent film. In the latter case one can probably be tackled about watching the violence, and possibly about enjoying it, but never about having personally pulled the virtual trigger. The popularity of violent video games proves that adolescent gamers are not thwarted by the responsibility for committing violent acts in the virtual world of the game. These games apparently exert a strong appeal on their audience that supersedes moral reservations. Previous research among adolescents revealed that playing video games may satisfy different needs (Barnett, et al., 1997; Collwell, Grady, & Rhaiti, 1995; Fritz, 1997; Griffiths & Hunt, 1998; Grodal, 2000; Lucas & Sherry, 2004; Sherry, 2004). The rather small amount of research about violent games showed that they are particularly apt to satisfy needs for competition and challenge (Jansz & Martens, in press; Vorderer, Hartmann, & Klimmt, 2003). Social needs were satisfied by playing Counterstrike and other First Person Shooters on line and at LAN events (Griffiths, Davies, & Chapell, 2003, 2004; Jansz & Martens, in press). Finally it was found that playing violent games increased physiological arousal (Anderson & Bushman, 2001; Schneider et al., 2004), which may contribute to the satisfaction of needs for excitement (Sherry, 2004). Game induced arousal may be a non-specific corollary of the Violent Video Games 10 gamer’s effort, it may however also be a corollary of an emotion that is incited by one or another violent confrontation in the game. The next section focuses on the incitement, experience and expression of emotions within the virtual world of the game. Playing Violent Video games and the Incitement of Emotions The content of entertainment media can be as powerful in eliciting emotions as real life, despite the obvious differences between the ordinary world and its representation in the media. Research about, for example, novels, films, fairy tales, and television programs has shown that entertainment content can generate emotions such as joy, awe, and compassion, but also fear and anger (Oatley, 1994; 1999; Tan, 1996; Valkenburg, Cantor, & Peeters, 2000). Emotions that occur in the appreciation of art and entertainment media are generally known as aesthetic emotions (Frijda, 1989; Tan, 2000). As they are incited by an artifact, one may wonder whether aesthetic emotions are genuine emotions. Theorists from diverging backgrounds like, for example, neuroscience, literary theory, and cognitive psychology have stressed the communalities between aesthetic emotions and emotions in ordinary life: emotions incited by a symphony, a poem or a movie can be as ‘real’ and as intense as the ones triggered by a snake, a farewell, or winning a contest (Damasio, 1999, p. 36; Oatley, 1999; Tan, 2000; Zillmann, 2003). Tan (2000) proposed to distinguish specifically between aesthetic emotions that are related directly to the characteristics of the artifact, so called Artifact emotions (A-emotions), and emotions that arise from the ‘world’ represented in the artifact, so called Representation emotions (R-emotions). In playing a violent video game, A-emotions may occur, for example, when a gamer admires the way in which a specific gruesome scene was staged. R-emotions may occur when conditions of presence are maximized, and gamers experience the virtual game reality as if it is the real world (Klimmt & Vorderer, 2003; Lee, 2004). For example, Violent Video Games 11 when a gamer is deeply immersed in Metal Gear Solid 2, and its protagonist Solid Snake must take a life threatening risk to complete his mission, the gamer may very well experience feelings of fear that closely resemble real life feelings of fear. Almost all theories about the occurence and experience of aesthetic emotions were concerned with traditional, non-interactive media. There is no systematic treatment of aesthetic emotions in video games, although pioneering work has been published about specific aspects of emotions in games (Grodal, 2000; Klimmt, & Vorderer, 2003). In this section I will discuss three theories about emotion and media, and evaluate to what extent they can help us understand emotions in violent video games. The first theory is Zillmann’s (1991; 1994; 2003) affective disposition theory. The theory holds that viewer’s emotions occur in response to the dispositions that viewers form towards media-characters. The theory “assigns a primary role to moral judgment, and, in fact, treats observers as untiring moral monitors of the actions and intentions of others” (Zillmann, 2003, p. 554). A positive evaluation results in positive affect towards the character. The audience hopes that this ‘good guy’ meets positive outcomes, and fears negative ones. The empathetic relation with the good character will generally result in positive feelings. But, not all characters are evaluated favourably. Condemnation of a character results in dislike, or other negative feelings, with the conceivable outcome that the character becomes the bad guy. According to this theory, the entertainment experience is a constant trigger of emotions because users evaluate the unfolding of the story against their expectations. When good forces triumph and bad ones are punished spectators usually experience relief because their earlier hopes are confirmed by the denouement. Affective disposition theory can partly explain the occurrence of emotions in violent video games. It is conceivable that players experience emotions as a result of their moral judgements. Linking these emotions to actions of the game character is however problematic. As Vorderer (2001) pointed out the reception model of affective disposition Violent Video Games 12 theory presupposes a rather passive user who witnesses the unfolding of the narrative. Gamers, by contrast, are active participants in the story. They themselves determine the actions of the game character, so it is hardly possible for them to evaluate the character’s actions and the unfolding of the game-story against their expectations. The second theory is Tan’s (1996) explanation for the occurrence of emotions in film viewers. Film, according to Tan is a “genuine emotion machine” (Tan, 1996, p. 251). If something emotionally significant is staged in a well made movie, and the spectators are willing to suspend disbelief, they are liable to feel an emotion, because they imagine themselves to be present in the fictional world. Film is a powerful stimulus that creates an illusion of make believe, which is generally very difficult to resist for spectators (Tan, 2000). The emotions experienced when spectators “feel into” a movie character or a scene are comparable to the ones evoked by nonfictional emotional events in real life (Tan, 1996, p. 82). Tan’s theory was developed with respect to lean back media where spectators are witness to a scene but are unable to affect the action in any way. This limits its applicability to video games, although many contemporary games include brief non-interactive segments. These ‘cut scenes’ contain short films that may very well push the gamer into a lean back position. Tan’s idea that emotions occur because media users imagine themselves to be part of the fictional world is, however, very well applicable to video games because the gamer actually is part of the fictional world when he directs his game character. The third theory is Oatley’s (1994; 1999) simulation theory. It uses the notion of simulation to understand the incitement of emotions by art. “Literary simulations (drama, shortstories, novels) run on minds, in the imagination” (Oatley, 1999, p. 441), and may produce three kinds of aesthetic emotions. The first kind is spectator emotions. They are comparable to Tan’s witness emotions, and occur when a spectator, or reader, sympathizes with the feelings of fictional characters. The second kind is the memory emotions that may occur when fictional Violent Video Games 13 elements remind readers of similar emotional episodes in their own lives, triggering similar emotions (Oatley, 1994). The third kind is the identification emotions. They occur when “one becomes like the character, even becomes the character” (Oatley, 2004, p. 111). The reader takes on the protagonist’s plans, and experiences emotions when these plans go well or badly (Oatley, 1999). Simulation theory provides an important contribution to the understanding of emotions in violent video games, because it is based on the active role of the media user. To a certain extent, the gamer is the architect of his own (memory) emotions when he playfully identifies himself with his game character. The Experience of “Participatory Emotions” in Violent Video Games The interactive nature of video games makes the aesthetic emotions triggered by games different from the ones that occur in traditional media. Gamers themselves decide which emotional situations they confront and which they stay away from. This leads to the experience of what I would call “participatory emotions”. This first person emotional experience contrasts with the reception of film, and other lean back media where “witness emotions” are experienced from a third person perspective (Tan, 1996). Grodal (2000; 2003) also took the agentic position of the gamer into account when he argued that emotions in a game context unfold in a form that is closer to typical real-life experiences than emotions evoked by watching a film. In this section I will propose a theory about the incitement and experience of emotions in violent video games. My proposal is embedded in the functional theory of emotion that conceptualizes ‘emotion’ as a process that unfolds step by step (Frijda, 1986, 2000; Lazarus, 1991), and it also incorporates elements from the specific theories about aesthetic emotions that were discussed in the previous section (Oatley, 1994, 1999; Tan, 1996; Zillmann, 2003). Violent Video Games 14 The first step in the emotion process is appraisal, a very swift cognitive evaluation of a particular event, or situation. Something happens, usually unexpected, which the individual immediately recognizes as an event that touches his or her interests, or concerns (Frijda, 1986). If the event does not touch a concern, an emotion fails to occur. In the context of playing video games, the interests at stake can be manifold. For example, a situation may be interpreted as seriously threatening physical survival in the game, which elicits fear. An event may also be appraised as endangering one’s social status, for example, when one’s false moves endangers one’s teammates, which elicits shame. Lazarus (1991) pointed out that this first step in the emotion process happens very quickly, so quickly that appraisal is hardly experienced at a conscious level. He coined the term “primary appraisal” to underline its almost automatic nature. The second step is context evaluation. A deliberate kind of appraising takes place, which is done consciously, and will take more time than primary appraisal. In this phase of “secondary appraisal” (Lazarus, 1991), the individual reflects on what caused the emotion and the situation in which it appeared, and plans how to cope with that situation. At this point, a gamer may, for example, ask himself why he experienced fear in the first place, or what he can do about his shame. In this phase the moral judgments that are central to affective disposition theory are formed (Zillmann, 2003). From the perspective of simulation theory, a gamer who identified with the protagonist may understand his emotional reaction as signaling the necessisity to reconsider his game character’s plans (Oatley, 1999). The reflexive activities lead to the third step: the readiness to act. According to Frijda a change in action readiness is the central core of an emotion, because emotions always come with a sense of urgency that incites people to act (Frijda, 1986; 2000). Previous research about real life situations showed that each emotion can be characterized by a specific tendency to act (Frijda, 2004; Frijda, Kuipers, & ter Schure, 1989; Roseman, Wiest, & Swartz, 1994). For Violent Video Games 15 example, people who experience joy want to move, or jump, angry people feel like opposing or assaulting someone, fearful people want to run away, and sadness incites a tendency to do nothing Whether an action tendency is realized or inhibited is dependent on the social context, both in real life and in a video game. An angry gamer, for example, may decide to postpone killing the object of his anger for strategic reasons. The fourth, and last step in the emotion process is concerned with the actual translation of emotions into actions. It includes the expressive display of emotions in the face, as well as bodily reactions like blushing, accelerated breathing, or clenching fists that accompany many emotions. Step four also includes the actual translation of action readiness into activities. For example, when our angry gamer starts killing, despite the undesirable strategic consequences. Actions may also occur outside the virtual reality of the game in the form of so called non registered inputs (nRI), that is, all kinds of movements and (verbal) expressions that are part of the gaming experience, but do not have consequences for the unfolding of the game (Newman, 2002). For example, players sigh or shout at their success and failure, and they involuntarily mimic the character’s movements. Although these nRIs are not functional for the game’s progress, they are definitely part of the emotional reactions to the game. The emotions incited by game-content may be positive, negative, or a combination of the two. Generally, positive emotions are coupled with action tendencies to remain in the situation, or to continue the action that sparked the emotion (Frijda, Kuipers, & ter Schure, 1989). For example, when gamers in Metal Gear Solid 2 enter a higher (game)level, they may experience A-emotions in response to the beautiful graphic design of this new level. They may also experience R-emotions like, for example, joy, or pride as a result of the accomplishment of their game-character. These positive emotions will motivate them to prolong that situation within the game, resulting in a continuation of play. The action tendency of the negative emotion anger may also extend playing time. Generally, anger motivates individuals to Violent Video Games 16 approach the source of anger (Frijda et al., 1989; Roseman et al., 1994). In a beat ‘em up video game, anger will thus prolong, and probably intensify the fighting episodes. In other words, the action tendencies of positive emotions, as well as those of anger result in a prolongation of gaming. The relation between emotions and playing time is less straightforward in the case of negative emotions like fear and disgust. We assume that gamers will experience these negative R-emotions while playing a violent game as much as they feel anger and positive emotions. They may, for example, experience fear when they are trapped in the labyrinth like rig of Metal Gear Solid 2, or disgust during their battles with the atrocious corpses in Silent Hill. The action tendencies of fear and disgust urge individuals to withdraw from the situation. When fearful or disgusted, people tend to avert their eyes from the cause of emotion, or leave the situation altogether (Frijda et al., 1989). The tendency to withdraw can be realized easily in a game context. Turning off the PC or game-console breaks the spell of virtuality, and distances the gamer from the emotional source. Obviously, this radical disruption is not common among gamers. On the contrary, they generally play on, thus prolonging the experience of negative participatory emotions. The action tendencies to withdraw are superseded by stronger motives to remain in the emotion evoking situation. Apparently, continuous use of a violent video game is gratifying for many adolescent gamers, despite the experience of negative emotions like anger, fear and disgust. The last part of this paper seeks to explain why this is the case. A Laboratory for the Construction of Identities and the Experience of Emotions. In order to develop the argument about the gratifying properties of playing violent video games for male adolescents I will first briefly discuss the challenges male adolescents face, in particular with respect to the construction of their identities, and the ways in which they cope with their emotions. Violent Video Games 17 Research about adolescence has characterized this period as a sequence of changes, conflicts, and challenges. Adolescents must adjust to physical growth and increasing sexual feelings, to new cognitive and socio-emotional challenges at school, and to changes in their emotional and social relations with their parents and peers (Steinberg & Morris, 2001). These readjustments may lead to conflicts and insecurities about who they are (identity), and what they feel (emotion), as well as about their relations with family and friends (Bosma & Kunnen, 2001). The earliest phase of adolescence is generally characterized by an increase in bickering and squabbling between parents and teenagers, and by a decline in reported closeness (Steinberg & Morris, 2001). For many, peers become important in providing emotional support (Hartup, 1996). During middle adolescence, the adolescent’s social network expands, and selfconceptions become more differentiated (Harter, 1998). This may for example mean that an adolescent feels insecure in class, but confident among his friends. In late adolescence, the continuous identity ‘work’ generally coincides with intensifying romantic relations. This kind of emotional bonding generally continues well into early adulthood (Duck, 1998; Steinberg & Morris, 2001). Although most adolescents cope rather well with their insecurities and the subsequent conflicts, some of them turned out to be less successful (Jakupcak, Salters, Gratz, & Roemer, 2003; Steinberg & Morris, 2001. Male adolescents are of particular interest in this paper because they are the largest group of players of violent video games. Research among males in late adolescence and early adulthood has shown that they often feel insecure about their identities, in particular about the emotional aspects of masculinity (Jakupcak et al., 2003; O'Neill, Good & Holmes, 1995; Thompson, Pleck & Ferrera, 1992). On the one hand, these studies showed that adolescent men generally complied with the dominant norms of masculine identity: they aimed to be independent, achieving in work and play, tough, and stoic, that is, they wanted to avoid strong and dependent feelings, and refrained from grieving openly (Jansz, Violent Video Games 18 2000; Parker, 1995; Pleck, 1995). On the other hand, research also revealed that these norms were a common source of stress: they had persistent worries about their achievements. They were afraid not to meet the standards for success, and they also worried about their physical inadequacy in sports and sex, as well as about their intellectual inferiority (Good, Heppner, DeBord, & Fischer, 2004; O'Neill, et al., 1995; Thompson, et al., 1992). Many struggled with the norms of toughness and stoicism. They found it difficult to express their emotions and often feared the consequences of being emotional, in particular with respect to feelings such as fear, sadness, and envy that implied a non-masculine image of oneself (Jakupcak et al., 2003; O'Neill et al., 1995; Thompson et al., 1992; Walton, Coyle, & Lyons, 2004). In addition, the prototypical masculine emotion of anger also caused difficulties. Many male adolescents were doubtful about the appropriateness of their anger, despite its frequent occurrence (Levant, 1995). As emotions are generally experienced as one of the most fundamental aspects of personal identity (Fischer & Jansz, 1995; Jansz & Timmers, 2002; Parkinson, 1995), these doubts about one’s emotions may reinforce doubts about oneself as a person, thus invigorating the insecurities of the adolescent phase of life (Kindlon & Thompson, 1999). Male adolescents are heavy users of entertainment media (Roberts, Foehr, & Rideout, 2005). The content of entertainment media may be used as a resource by an adolescent who tries to come to terms with uncertainties about his emotional life and his identity. He may, for example, identify with a hero from an action movie (Cohen, 2001), or develop a parasocial relation with him (Giles, 2002), or he may, as we have seen, empathize with the emotions his hero displays (Tan, 1996; Oatley, 1999; Zillmann, 1991). Violent video games are unique among entertainment media as a result of their interactive, rule based nature (Juul, 2003). The productive interaction between game and gamer is underlined here by presenting violent video games as private laboratories where an adolescent can experiment safely with the uncertain status of his identity and emotions. He can assume any Violent Video Games 19 identity he likes by playing a particular game character, and he can choose to experience a wide range of emotions by confronting himself with emotional game situations. The laboratory idea advocated here is an expansion of an earlier notion proposed by Kestenbaum and Weinstein (1985). They argued from a psychoanalytic perspective that video games provided “an arena” where aggressive energies could be released that could not be discharged in real life. They found, for example, that playing video games could contribute to a solution of Oedipal conflicts between father and son as it re-emerged during adolescence (Kestenbaum & Weinstein, 1985). The present laboratory idea aims to embrace more than providing a discharge for pent up energy, and a solution for family conflict. Playing a violent video game enables the adolescent also to experience emotions that are problematic for him in ordinary life, and it allows him to come to terms with uncertainties about his identity. Playing a violent game facilitates a rather easy execution of identity experiments. Within the virtual world of the game, gamers can enact, or perform, a particular identity in the most literal sense of the word. Their experiments can include desired identities that are difficult to attain in real life, for example being a fighter pilot. It can also include identities they would never dare to perform in reality. For example, playing the part of Tony Vercetti (Grand Theft Auto Vice City), or Solid Snake (Metal Gear Solid 2) allows gamers to act in a hypermasculine way. They can safely embrace the game heroes’ violent performance of masculine identity, without fearing moral reproach or ridiculization by parents or peers. Whether gamers actually identify with characters has not been studied in detail yet. One recent study did confirm the identification with characters in violent video games, particularly in two First Person Shooters with a strong storyline (Half-Life, and Outlaws) (Schneider, et al., 2004). Experimenting with emotions in the laboratory-like violent video game means that the gamer decides for himself which emotional situation he confronts and which one he avoids. This deliberate choice to experience participatory emotions is in marked contrast with the Violent Video Games 20 incitement of emotion in daily life. There, emotions often come as ‘a thief in the night’, overwhelming the person involved, at least temporarily (Frijda, 1986). In the same vein, the witness emotions experienced while watching a movie are also the result of emotional antecedents beyond the spectator’s control (Tan, 1996). The player of violent video games may have different reasons for his voluntary confrontation with specific emotional antecedents in the game. I will discuss three major reasons in more detail. The first one is rather straightforward: he wants to enjoy pleasant emotional experiences. The second reason underlines the functionality of the laboratory: he wants to experiment with emotions that are controversial in real life. The third reason foregrounds the social aspect of gaming: the gamer wants to experience particular emotions with his friends to intensify their mutual bonds. The first reason presupposes the gamer’s knowledge, or assumption, that particular game situations will lead to pleasant emotional experiences. He may purposively revisit that situation because of the feelings induced. Simulation theory would understand this as invoking pleasant “memory emotions” (Oatley, 1994; 1999). A first example is the emotion joy. It qualifies as an A-emotion when it occurs in response to a game characteristic. The gamer may enjoy the fact that each car in Grand Theft Auto Vice City is equipped with a different radio station. When he decides to steal a car with his favorite radio station he will experience joy, which generally is a gratifying experience as such. The usual action tendency is to prolong this happy experience, so he will continue to drive this car, postponing other game missions for some time. A second example is pride. It may occur as an R-emotion when an experienced player of Mortal Kombat equipped his game character with a set of ‘invincible’ tactical moves. The player will deliberately seek confrontations with another fighter in the game. The battle will be appraised as emotional, because the player’s concern for success is at stake. Playing the virtual battle will generate pride when it turns out that his fighting moves are as successful as intended. The action tendency to continue the action that incited pride is realized easily within the game by seeking Violent Video Games 21 out subsequent confrontations with new adversaries. Being proud is in itself a pleasant feeling, but it may also be gratifying for the gamer because this experience may help him to solve conflicts about his masculine identity. Among his peers he may feel uncertain about his accomplishments in real life, but his successes in Mortal Kombat may boost the tough aspect of his masculine identity. The second reason for experimenting in the emotional laboratory of the game is to confront oneself with R-emotions that are controversial in daily life. In the game, players can purposively violate private or public norms in order to experience the emotional consequences. A first example is anger. A lot of violent game content will be appraised as an antecedent to anger. Contrary to real life, the virtual game world allows a complete unfolding of anger. This is gratifying for the gamer who simply likes the aroused feeling of anger, like he enjoyed to feel pride and joy. He may also enjoy to put anger’s devastating action tendencies into practice. For example, when Tony Vercetti fails on a mission in Grand Theft Auto Vice City, the gamer can choose to express his frustrated anger in the game by crashing the car he drives, or running down pedestrians, or beating a prostitute to death. For a young adolescent this kind of extreme behavior may contribute to the construction of a fantasmatic hypermasculine identity he would never dare to enact in real life. Experiencing and expressing anger in this way may also be gratifying because he can confront authorities in a manner that would not be tolerated by his real life authorities (Kestenbaum & Weinstein, 1985). Older adolescents may use the violent game to gain a better understanding of their own anger. Notwithstanding the fact that anger is generally considered to be the prototypical masculine emotion many young men report serious troubles with anger (Levant, 1995). It is not uncommon for a man to loose control when angry, and act in ways he regrets afterwards (Jansz, 2000). Re-experiencing anger in a violent video game may help the gamer to better monitor his anger in real life. Violent Video Games 22 Disgust provides a second example of a controversial emotion. Many violent video games enable their players to become the architect of their own disgust. In Manhunt, for example, gamers can engage themselves with the graphic and extreme ways of smashing the skulls of their opponents. They can experience in every detail the unfolding of disgust. In principle, they can follow the habitual action tendency and stop their abject actions when disgusted. In most gaming situations, however, the player will prolong his atrocious actions. He may do so because he is curious about what disgust feels like. It is after all a rather uncommon emotion in daily life for most adolescents. It is more plausible, however, that the experience of disgust is gratifying for other reasons. The gamer may want to proof for himself that he can commit atrocious actions, and can endure the resulting feelings of disgust. This may be a way to test the darker emotional aspects of his identity. A third example is fear. Violent video games offer many situations where the gamer can experience this emotion that is at odds with dominant masculine identity, in particular with its tough and stoic aspects (Fischer, 1993; Jansz, 2000). Silent Hill and other ‘survival horror games’, as well as more realistic games like Medal of Honor and Metal Gear Solid 2 use a powerful combination of story-line, graphics, and sound to draw the gamer into an ominous virtual experience. The gamer can fully experience the resulting fear in private. He can even cowardly flee, without being ridiculed by his friends. He can also resist the tendency to run and confront the cause of his fear. Then, he may be testing his endurance for fear which is an important building block for the construction of his masculine identity. The final example is concerned with emotions that are controversial for different reasons. Notwithstanding the ubiquity of assault, and murder, violent games can also be used for inciting quite different R-emotions, such as shame, guilt, and grief. Like fear, these vulnerable emotions jeopardize dominant masculine identity. The laboratory of the violent video game offers many opportunities to seek confrontation with vulnerable emotions in private. A player of Medal of Violent Video Games 23 Honor, for example, may feel guilty because of his responsibility for the death of a teammate, or a gamer may return to the yard in Grand Theft Auto Vice City where he slaughtered members of an opposing gang, and deal with his feelings of shame about the act he committed. These situations allow the adolescent to address personal concerns about his vulnerable side that are difficult to discuss, and difficult to express in real life. This experimenting is most relevant in the later years of adolescence when disclosing one’s emotions becomes an integral part of establishing a romantic relation (Dindia & Allen, 1992; Steinberg & Morris, 2001). The third reason for emotional experiments in the game laboratory adds a social dimension to the argument. First Person Shooters are often played at LAN events, that is to say in real life social situations (Jansz & Martens, in press). In this context, gamers can enlarge their game competition to a competition about their masculine status. Given the fragility of their masculine identity, the competiton will most probably concentrate on aspects that conform with dominant masculinity. They may, for example, want to proof to each other how much abhorrence they can endure, or how extreme they dare to act in the game. This kind of shared experimenting with emotions is comparable to what happened during collective viewing of horror movies. It was found that acting ‘fearless’ in response to the atrocities on screen functioned as a kind of rite of passage among male adolescents (Mundorf, Weaver, & Zillmann, 1989; Tamborini, 2003). The outcome may be the creation or sustenance of a social identity (Ellemers, Spears, & Doosje, 2002). With respect to violent video games, playing together may intensify male friendships (Colwell, Grady, & Rhaiti, 1995), and result in the emergence of a social identity of ‘hard core gamers’ that allows the players to identify with their own group, and to set themselves apart from other social groups, in particular other adolescents who do not play these kinds of games. In sum, the experiential laboratory of violent video game offers the opportunity to experience a wide range of emotions, from hypermasculine ones to vulnerable ones. The Violent Video Games 24 deliberate confrontation with emotions in the game may be motivated by different reasons. The gamer may like the feeling as such, but he may also be driven to act out emotions that are controversial in real life. Although the exploration of emotions in the game generally unfolds without much moral constraints, it may nevertheless lead the adolescent to evaluate who he is and what he feels. The experience of R-emotions is an undeniable experiential fact that invites self reflection. The adolescent may seriously wonder what the continuous performance of violent acts reveals about him as a person. In other words, the emotional experience ties in with identity work. Discussion Playing violent video games is a popular pastime among male adolescents. They are eager to spend time and money on this kind of entertainment fare, notwithstanding the fact that violent games often are the subject of public controversy. In this paper I developed a theoretical explanation for the appeal of violent video games. Previous research about the appeal of video games covered many different genres, but did not specifically address violent games. It was found in earlier studies that male adolescents were drawn to this kind of interactive entertainment because it satisfied needs for competition, challenge and control. In addition, the opportunities to interact socially, and to escape from ordinary life were often mentioned as gratifying properties of video games (Barnett, et al., 1997; Colwell, et al., 1995; Fritz, 1997; Griffiths, et al., 2004; Grodal, 2000; Jansz & Martens, in press; Lucas & Sherry, 2004; Sherry, 2004; Vorderer, Hartmann, & Klimmt, 2003). This paper focused exclusively on the appeal of violence in video games. In the explanation proposed, a key role was attributed to emotional experiences. Playing a violent video game generates emotions, I argued: gamers may experience positive emotions (for example joy, or pride), but they may also experience negative ones, for example when graphic Violent Video Games 25 portrayals of violence incite anger, disgust, or fear. Theories of emotion explain that an emotion is always linked to a tendency to act (Frijda, 2004; Frijda et al., 1989). Positive emotions generally come with the urge to prolong the action that originally incited the emotion: proud gamers, for example, will continue to play. Negative emotions, by contrast, generally motivate the individual to terminate the inciting action, or to withdraw from the situation. Gamers, however, do not follow this pattern. They prolong their play despite the frequent occurrence of situations that incite negative emotions. Apparently, their tendency to withdraw is superseded by the gratifying properties of violent games. Playing a violent game is satisfactory for male adolescents because it allows them to experience a wide variety of emotions, as well as the realization of the concomitant action tendencies. The violent video game functions as a private laboratory where a gamer can experience particular emotions and construct different masculine identities (see also Kestenbaum & Weinstein, 1985). While navigating through the game, he decides himself which identity he assumes, and which emotional situations he encounters, and which ones he avoids. The interactive nature of the game allows him to experience specific emotions in every detail, and to see what happens when he fully realizes a certain action tendency in the virtual reality of the game. The laboratory like properties of violent games provide a unique space in the social landscape of adolescence, because gamers are relatively free from the moral constraints of ordinary life. For example, a male adolescent can perform a radical macho-identity, or take his anger to its extremes by destructive actions, or engage himself with disgusting actions without having to fear reproaches by parents or peers. Also, a violent game allows him to undergo emotions like grief, shame, or fear in a way that he may not like to show to his friends. The private laboratory of the game can be expanded with a social dimension when like minded friends join to play together for example at a LAN party, or on the Internet. As a gaming community they may enhance their social identity as ‘hard core gamers’, including shared ideas Violent Video Games 26 about the kinds of behavior that are applauded or must be rebuked (Ellemers, et al., 2002; Griffiths et al., 2004; Jansz & Martens, in press). The emotional laboratory idea was developed here with violent video games in mind, because I wanted to provide a specific explanation for the appeal of violence in lean forward entertainment media. It is a challenge to apply the laboratory idea to The Sims because of the game’s focus on virtual personal relationships. A direct application of the theory developed in this paper is, however, less obvious than it may seem. The differences in game-play between violent games and simulation games result in a different emotional experience. Violent games have a high velocity, and require immediate action. Simulation games, by contrast, allow far more time for reflection. As a result, primary appraisal will be rather different in both types of video games. An application of the theory advocated here, may need a further theoretical differentiation of the first step of the emotion process in the context of playing video games. Although this paper was concerned with the appeal of violent games rather than their effects, we may finally speculate about the possible social consequences of the gamer’s immersion in the private, or social laboratory of the violent game. As already mentioned, meta analyses have revealed a positive association between violent game content and subsequent aggression. It was also found that this association is relatively weak in comparison with lean back media (Sherry, 2001). The argument of this paper may help us to understand this difference. As lean forward media, violent video games require active involvement of its players. Because gamers put the emotions they feel into practice in the virtual world of the game, they may feel less inclined to engage in aggressive acts after their game play session. It seems fruitful to investigate this hypothesis empirically in future research. A conceivable negative effect of testing emotional experiences and identity options in a game context may be that it enhances tendencies toward social isolation. The violent video game may turn out to be too comfortable as an escape from the uncertainties of emotional Violent Video Games 27 confrontations in real life. 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Correspondence concerning this article should be addressed to Jeroen Jansz, ASCoR, University of Amsterdam, Kloveniersburgwal 48, 1012 CX, Amsterdam, the Netherlands. Email: [email protected] Violent Video Games 39 Endnote 1 Video games is employed in this paper as a practical shorthand that includes all digital interactive games, whatever the platform they are played on. So, ‘video games’ refers to games played in arcades, on game consoles (e.g., Nintendo64, Sega Dreamcast, Sony PlayStation 1 or 2, Microsoft X-box, Nintendo GameCube), on handhelds (e.g., Nintendo Gameboy Advance, Nokia N-Cage), on personal computers, and on the Internet.
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