In addition, the results showed a significant
difference in wishful identification between the
police violence condition and the other two
conditions, F(1, 33) = 6.83, p < .01. Specifically, the
participants who played police games wished to be
like the violent character in the games more than the
participants who played gangster games and sports
games. It makes sense that people wish to be like a
good character more even in the context of violence.
In the following regression analysis, the results
showed that wishful identification was a significant
predictor for game enjoyment (standardized
regression coefficient = .4, p < .05).
5 CONCLUSIONS
In the current study, I investigated the effects of
various depicted roles in violent video games on
players’ post-game experience measured by
cognitive aggression and enjoyment of the games.
The results showed no significant difference among
three different role conditions: police vs. gangster
vs. sports. Nevertheless, the trend suggests that
future research is needed to examine the potential
effects of contextual factors on game experiences.
The participants in the police condition showed
the strongest feeling of wishful identification and
enjoyed playing games the most. As such, I found a
significant association between wishful
identification and game enjoyment. This finding
implies that the more people wish to be like the main
character in the game, the more they enjoy the game.
For the game designers, games can attract more
players if the main characters in the games have
desirable characteristics that make players wish to be
like the characters. In other words, the narrative of
games is important for players to enjoy games.
There are a few limitations in this study. First of
all, the sample size is small, which could have
resulted in non-significant results on aggression.
Secondly, the time to play games was short. Future
research needs to consider a longitudinal study for
more robust outcomes. Lastly, I only measured
cognitive aggression. Future research can measure
affective and behavioural aggression, in addition to
the cognitive dimension for a more comprehensive
understanding of post-game aggression.
As a final remark, given the results, it may not be
a bad idea to have violent games with good-guy
characters such as the police although it is rather
counter-intuitive. Such contexts may potentially
reduce the level of postgame aggression and yet can
make players wish to be like the main characters
more, which, in turn, result in more positive game
experience.
ACKNOWLEDGEMENTS
This research was supported by the Wee Kim Wee
School of Communication & Information, Nanyang
Technological University (Grant No.
RCC3/2009/SCI). The author thanks Chen Ruili and
Shi Cong Kristy for their help in data collection.
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