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Video games can be violent and they can also be challenging. To what extent might these factors cause aggressive behavior? To explore, Hilgard (2015) asked male participants to play one of four versions of a video game for 15 minutes. The game was customized so that it could vary in violence (shooting zombies or helping aliens) and difficulty (targets controlled by tough AI or dumb AI). After the game, players were provoked by being given an insulting evaluation by a confederate. Participants then got to decide how long the confederate should hold their hand in painfully cold ice water (between 0 and 80 seconds), and this was taken as a measure of aggressive behavior. You can find the materials and analysis plan for this study on the Open Science Framework: osf. io/cwenz. This is a simplified version of the full data set.

Usage

data_videogameaggression

Format

data_videogameaggression

A data frame with 223 rows and 3 columns:

Violence

factor

Difficulty

factor

Agression

numeric