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3 AGGRESSION AND FRUSTRATION DE TORRES & GONZALVO

APPROVAL SHEET
In Partial Fulfillment of the Requirements in
Experimental Psychology, this thesis entitled: “The Interrelationship
between Aggression and Frustration Brought About by Computer
Games with Incentives” is submitted by Dior Grita F. De Torres and
Edielyn D. Gonzalvo and is hereby recommended for final
examination.
The Interrelationship Between Aggression and Frustration Brought
About by Computer Games with Incentives ___________________________
Prof. Jovelyn Mañibo, M.A
Thesis Adviser

A Research Paper Presented


to the Faculty of College of Education, Arts and Sciences
Lyceum of the Philippines University –Batangas

In Partial Fulfillment of the Requirements in


Experimental Psychology

by
Prof. Jovelyn Mañibo, M.A
Dior Grita F. De Torres
Edielyn D. Gonzalvo

September 2012
4 AGGRESSION AND FRUSTRATION DE TORRES & GONZALVO

The Interrelationship between Aggression and games of the 1930s) and delinquent behavior among young people.
These studies were highly influential and fuelled demands for tighter
Frustration brought about by Computer Games regulation of computer games.
with Incentives among LPU Male students There have been a number of experimental studies looking at
Prof. Jovelyn Mañibo, M.A the relationship between aggression and frustration and computer
Dior Grita F. De Torres game playing although a number of these studies use computer games
as an experimental paradigm to investigate other theoretical concerns
Edielyn D. Gonzalvo
(e.g., the relationship between aggression and temperature, the
influences of social roles on sex differences using a computer game).
The experimental study aims to measure the level of aggression and
Dollard, Doob, Miller, Mowrer, and Sears came out with a
frustration brought about by computer games with incentives and the
hypothesis called the frustration aggression hypothesis which was
interrelationship of the said variables. With 50 participants for each four
later called the Frustration aggression theory and then became the
groups, a total of 200 males who are avid of playing computer games
most well-known drive theory of aggression. In this theory, frustration
participated in the study. The results and analyses presented in the
and aggression are linked in a cause and effect relationship.
study concluded that incentives differentially affect the level of
Frustration is the cause of aggression and aggression is the result of
aggression and frustration of the players with tobt = 7.18 and 6.521 >
frustration (Smith, 1999). Frustration, as defined by Doug Kaufman,
tcrit = 2.021 using t-test for dependent groups and Fobt = 4.527 and
Ph.D. (2012), is a feeling of tension that occurs when our efforts to
8.340 > Fcrit = 3.89 using ANOVA with alpha level of 0.05, two tailed.
reach some goal are blocked. When this occurs, it can produce
At the same time, computer game’s level of difficulty also affects the
feelings of anger, which in turn can generate feelings of aggression
level of aggression and frustration of the players with t obt = 7.53 and
and aggressive behavior. And aggression is defined as an action with
4.783 > tcrit = 2.021 respectively and Fobt = 6.524 and 10.167 > Fcrit =
the intent to harm, and can be physical and non-physical (Baron, &
3.89. Moreover, there is also an interaction between incentive and the
Richardson, 1994).
level of difficulty of computer game with tobt = 9.68 for aggression and
Violence in computer games has been a major social issue, not
tobt = 7.356 > 2.021 for frustration. Computer games and /with
limited to violence in sports video games. Over 85% of the games on
incentives has a large effect on the level of aggression and frustration
the market contain some violence. Approximately half of computer
among male students of LPU.
games include serious violent actions toward other game characters
(Children Now, 2001; Dietz, 1998; Dill, Gentile, Richter, & Dill, 2005).
Keywords: aggression, frustration, computer game, incentive
Since 1999, the amount of daily video game usage by youth has
nearly doubled (Roberts, Foehr, & Rideout, 2005). Video game usage
Debates about aggression and frustration brought about by
is high in youth regardless of sex, race, parental education, or
computer games have taken place for centuries. Scientific interest in
household income (Roberts et al., 2005).
the effects of computer gaming however, only really began in the late
Recent meta-analyses (e.g., Anderson et al., 2004, submitted
1920s. A body of sociological work known as the ‘Payne Fund Studies’
for publication) have shown that violent video game exposure
argued that a link existed between games (particularly the violent
5 AGGRESSION AND FRUSTRATION DE TORRES & GONZALVO

increases physiological arousal, aggressive affect, aggressive correlated well with exposure to violent television shows and video
cognition, and aggressive behavior. Other studies link violent video games (Ulhmann & Swanson, 2004; Fling et al., 1992; Lin & Lepper,
game play to physiological desensitization to violence (e.g., Bartholow, 1987).
Bushman, & Sestir, 2006; Carnagey, Anderson, & Bushman, 2007). The General Aggression Model (GAM) suggests that each time
Particularly interesting is the recent finding that violent video game play someone plays a violent video game, they in effect rehearse an
can increase aggression in both short and long term contexts. aggressive script which teaches and reinforces aggressive behavior
People of all ages in most modern countries get a heavy dose of towards another, positive attitudes towards using violence, and the
violent media, especially in TV programs, films, and video games (e.g., belief that violence is an effective, appropriate way to resolve conflict
Comstock & Scharrer, 2007; Gentile, 2003; Gentile, Saleem, & (Anderson & Dill, 2000). Thus, a positive correlation should exist
Anderson, 2007; Kirsh, 2006; Singer & Singer, 2001). linking exposure to violent video games to aggressive characteristics.
Potential harmful effects of media violence have been Anderson and Dill (2000) explored this relationship between
scrutinized for over six decades, and considerable consensus has long-term exposure to video game violence and aggressive behavior
been reached on several of the most important issues. As stated by a and delinquency. The duo found that aggressive delinquent behavior
recent panel of experts assembled by the U.S. Surgeon General, (such as assault) and nonaggressive delinquent behavior (such as
“Research on violent television and films, video games, and music grand theft auto) was positively related to both trait aggression and
reveals unequivocal evidence that media violence increases the exposure to video game violence but the strength of the relation to
likelihood of aggressive and violent behavior in both immediate and aggressive delinquent behavior was better. Gentile, Lynch, Linder, and
long-term contexts” (Anderson et al., 2003, p. 81). Walsh (2004) found that exposure to video game violence and amount
One of the main concerns that has constantly been raised of video game play were both positively associated with adolescents’
against video and computer games is that most of the games are trait hostility, the frequency in which they got into arguments with their
claimed to feature aggressive elements. This has led some people to teachers, the likelihood of being involved in a physical fight, and were
state that children become more aggressive after playing such games negatively linked to school grades.
(e.g.,Koop, 1982; Zimbardo, 1982). Many authors claim that most computer games are violent in
Many authors claim that most computer games are violent in nature and feature death and destruction (e.g., Dominick, 1984; Loftus
nature and feature death and destruction (e.g., Dominick, 1984; Loftus & Loftus, 1983). In a survey reported by Bowman and Rotter (1983),
& Loftus, 1983). In a survey reported by Bowman and Rotter (1983), 85% of games that were examined (n 5 28) involved participants in
85% of games that were examined (n 5 28) involved participants in acts of simulated destruction, killing or violence.Amore recent study of
acts of simulated destruction, killing or violence. computer game content by Provenzo (1991) reported that of the 47
The General Aggression Model (GAM) would predict that short- leading Nintendo games that he analyzed, only seven of them did not
and long-term exposure when combined with increased arousal and involve violence. He reported that video games were populated by
negative affect could result in aggressive behavior (Anderson & Dill, terrorists, prizefighters, SWAT teams, robotic cops, and the like, and
2000). It has been found that trait aggression as well as self-reported, that women were cast as “victims,” and foreigners as “baddies.”
peer reported, and teacher-reported aggressive behavior has Findings, such as this, led Provenzo to conclude that video games
6 AGGRESSION AND FRUSTRATION DE TORRES & GONZALVO

encourage sexism, violence and racism by conditioning children to aggressive or nonaggressive themes, they found that those who
view the world in a way that they see on the computer screen. played the aggressive games exhibited significantly more object
Wei Peng, Ph.D., Ming Liu, M.A., and Yi Mou, M.A. conducted a aggression during a free play situation and more interpersonal
study in 2008 entitled “Do Aggressive People Play Violent Computer aggression during a frustrating situation.
Games in a More Aggressive Way? Individual Difference and These studies, all of which were carried out on young children,
Idiosyncratic Game-Playing Experience” which investigates whether do seem to suggest that the playing of violent computer games has the
individual difference influences idiosyncratic experience of game effect of increasing a child’s aggressive behavior—at least in the short
playing. In particular, they examine the relationship between the game term. It is possible that this particular methodology (i.e., observational
player’s physical-aggressive personality and the aggressiveness of the analysis of free play) may itself be contributing to the effect.
player’s game playing in violence oriented video games. Screen video Aggression is defined as an action with the intent to harm, and
stream of 40 individual participants’ game playing was captured and can be physical and non-physical (Baron, & Richardson, 1994). There
content analyzed. Participants’ physical aggression was measured are many areas where aggression manifests in our society today, such
before the game play. The results suggest that people with more as domestic violence, abuse, school bullying, road-rage, and war.
physical-aggressive personality engage in a more aggressive style of Many social scientists look to theories to explain this phenomenon.
playing, after controlling the differences of gender and previous gaming Amongst the many different explanations, some say frustration, which
experience. is defined as the blocking of on-going goal-directed behaviour, often
Craig A. Anderson and Nicholas L. Carnagey (2009) performed leads to aggression (1994).
three experiments that examined the impact of excessive violence in Frustration on the other hand, is an emotional state that arises
sport video games on aggression-related variables. Participants played as a response to a perceived opposition towards the achievement of a
either a nonviolent simulation-based sports video game (baseball or goal, and it can either resolve in anger or disappointment according to
football) or a matched excessively violent sports video game. whether the level of perceived opposition is too high or too low and
Participants then completed measures assessing aggressive according to each individual’s personality. Frustration is also a factor
cognitions (Experiment 1), aggressive affect and attitudes towards that has been recognized as pivotal in shaping or spoiling optimal
violence in sports (Experiment 2), or aggressive behavior (Experiment experiences: if the cause of frustration is mild and internal (laziness,
3). Playing an excessively violent sports video game increased lack of confidence, etc.) it can easily be a positive force to inspire and
aggressive affect, aggressive cognition, aggressive behavior, and motivate, but if it is caused by external forces that are perceived to be
attitudes towards violence in sports. Because all games were outside an individual’s control (i.e. a task too hard compared to the
competitive, these findings indicate that violent content uniquely leads skills available) it can lead to feeling of powerlessness and eventually
to increases in several aggression-related variables, as predicted by anger. Frustration would normally be characterized as an unwanted
the General Aggression Model and related social–cognitive models. component of user experience; however, frustration is also a
Finally, Irwin and Gross (1995) measured interpersonal recognized component of the experience of play. Several
aggression and aggression toward inanimate objects in 60 second psychological theories are relevant to the possible role of computer
grade boys (aged 7 to 8 years). After playing computer games with game violence in youth aggression. J. L. Sherry identified six theories
7 AGGRESSION AND FRUSTRATION DE TORRES & GONZALVO

used to predict either increased or decreased aggression after violent According to this model, whenever exposure to violent media
computer game play. First, social learning theory suggests that at least primes aggressive thoughts, increases hostile feelings, or increases
some aggression is learned by observing, and then by imitating, a arousal, short-term increases in aggression would be expected. Long-
model who acts aggressively. Aggressive computer game characters term increases in aggression might also result if computer game-
might serve as models for aggressive behaviour. Further, rewards playing led to changes in aggression-related knowledge structures or
such as higher points and longer playing times within the game and “scripts.”
increased status provide a motivation for increased aggression by In the case of Skinner’s learning theory, all behavior, including
reinforcing the behaviour. human aggression, operates either through classical or operant
Second, an arousal theory predicts that, if the computer game conditioning. In this instance, aggression is a learned behavior
player has an aggressive disposition or is angered; playing an arousing because it has in the past been rewarded. For example, a bully beats
computer game might cause increased aggression owing to a up schoolyard children because it eventually leads to them giving him
generalized increase in energy and intensity. According to this theory, their milk money. On the other hand punishment can lead to aversion
violent computer games would be expected to increase aggression from using aggression. In another example, perhaps the child who got
only in the presence of anger from some other cause. beat up gets his older brother to beat up the bully in retaliation. In this
Third, a cognitive “priming” theory and a social information- sense the bully has been punished for his original behavior and is less
processing model suggest that violent computer games will activate likely to enact that behavior against the same target in the future.
related cognitive structures, making it more likely that other incoming When viewing television or movies, a viewer may only receive
information would be processed in an “aggression” framework, indirect rewards for violent actions of the characters (e.g., witnessing
possibly increasing aggressive behaviour. For example, someone for when a violent character is rewarded for his or her actions). When
whom thoughts of aggression have been evoked might be more likely individuals play violent computer games, there is direct (and typically
to interpret an ambiguous behaviour as aggressive and respond instant) reinforcement for their choice of action. This reinforcement can
accordingly. come in numerous forms: visual effects, sound effects (e.g., groans of
Fourth, catharsis theory suggests that violent computer games pain from an injured target), verbal praise (e.g., when a target is hit the
can provide a safe outlet for aggressive thoughts and feelings. Fifth, computer says “well done” or “impressive”), points for various violent
drive-reduction theory suggests, similar to catharsis theory, that violent actions, and advancing to the next game level after obtaining certain
computer games may be useful in managing aggression. According to goals. Bandura 50, 51 has demonstrated that aggression is likely to
this theory, highly stressed or frustrated individuals may play violent increase when it is rewarded.
computer games to re-establish emotional equilibrium through arousal Frustration theory has been reformulated more recently by
or relaxation. Berkowitz (1989). The original work of Dollard et al. (1939) stated the
A sixth theory, the general affective aggression Model, following: 1) “the occurrence of aggressive behavior always assumes
integrates social learning, arousal, and cognitive processing theories the existence of frustration” (p. 1), and 2) “the existence of frustration
and includes individual variables (such as aggressive personality) as always leads to some form of aggression” (p. 1). These two statements
well as situational variables (such as computer game play). caused much debate during their time among scholars studying
8 AGGRESSION AND FRUSTRATION DE TORRES & GONZALVO

aggression and inspired research designed to prove the hypothesis such as physical aggression (e.g., pinching lips), verbal aggression
wrong. Again, the original proposition of this theory was that all (e.g., teasing), and aggression against objects (e.g., hitting the mouse,
aggression stems from frustration and that frustration must always lead punching the table).
to aggression. Self-ratings included paper-and-pencil questionnaires and
Objectives of the Study measures of frustration and aggression (verbal aggression, physical
The study aims to measure the level of aggression and aggression, physical aggression, and hostility); questions about
frustration brought about by computer games with incentives and the aggressive behaviour in real or hypothetical situations; and mood
interrelationship of the variables. Specifically, it attempts (1) to checklists in which participants checked off which of a list of adjectives
investigate if presence of incentives can affect the level of (1a) described their current mood.
aggression; and (1b) frustration of the players. This is also (2) to Participants
determine if level of difficulty can affect the level of (2a) aggression; Participants were assigned using the stratified random
and (2b) frustration of the players. Lastly, it also wishes (3) to know if sampling; members of the population who are males, avid of playing
there is an interaction between the presence of incentives and the computer games.
computer game’s level of difficulty. The college male is an appropriate target for a study on the
The general hypotheses specifies that incentive do not impact of computer game on aggression and frustration. In past
differentially affect the level of aggression and frustration of the psychological studies, men have been identified as behaving more
players, computer game’s level of difficulty are equal in their effects on aggressively than women (Calvert & Tan, 1994). Also, it has been
the level of aggression and frustration of the players and there is no suggested that men maybe more affected by computer game than
interaction effect between incentive and the level of difficulty of women (Bartholow & Anderson, 2002). This could be a consequence
computer game. of more exposure to computer game. Research notes that men spend
METHOD more time playing computer games in general than women (Gentile,
This chapter presents the brief description of the research Lynch, Linder, & Walsh, 2004), and that men prefer and do play
design, participants, instruments, data gathering procedures and data computer games more so than women (Anderson & Murphy, 2003;
analysis used by the researchers in conducting the study. Funk, Buchman, Jenks, & Bechtoldt, 2003; Uhlmann & Swanson,
Research Design 2004). For these reasons, the experimenter thought it sufficient to only
The study made use of the experimental approach of research. study males and leave the study of gender effects for a later time.
This research method involves manipulating one variable to determine The age representing the typical college male is also an
if a change in one variable causes changes in another variable. This appropriate target for this study. Panee and Ballard (2002) note that
method relies on controlled method, random assignment and the this age sample has practical implications since most of the media’s
manipulation of variables to test hypothesis. attention on the negative effects of computer games has focused on
The measures of aggression and frustration included: (a) this age group. The authors also comment that “the empirical evidence
behavioural observations, (b) self-ratings. Behavioural observations regarding television has generalized well across age groups and
included observer ratings of participants during free-play on behaviours
9 AGGRESSION AND FRUSTRATION DE TORRES & GONZALVO

cohorts, so it is likely that these findings will hold up similarly” (p. setting, one would create two versions of a game that was identical
2470). except that one is more difficult than the other. However, the
Sherry (2001) found a correlation of .2 between effect size and researchers wanted to maintain natural validity by using computer
subject age suggesting that older subjects were affected more by game that is simple. Therefore, the researchers looked for computer
violent computer games than younger subjects. These results and game that could be matched on several differing variables. The games
comments support the use of college-aged subjects in this experiment. needed to be visually similar as well as having game play
Study designs Include: (a) control group (participants will be characteristics that were similar; a very basic maze game called The
assigned using the stratified random sampling; members of the Frustration Game was used for the experiment.
population who are males avid of playing computer games) to just play Incentive. Php500.00 bill that served as the incentive stimulus,
the simple type of computer game (b) the first experimental group to Demographic sheet. On a single page, participants indicated
play the simple type of computer game and beat “our highest scorer” in their age, self-described gaming level (whether they are beginner,
order to receive a Php500.00 incentive (c) the second experimental intermediate or advance) and education level. Included also in the
group to just play the complex type of computer (d) third experimental demographic sheet is the hours they use computer per week and what
group to play the complex type of computer game and beat “our percentage of this time is spent playing computer games. And if they
highest scorer” in order to receive a Php500.00 incentive .The total of had already played The Frustration Game before and how much time
200 participants (50 for each group) ranges from first year to fourth did they spend playing the game. This allowed for a general measure
year college with age ranges from 16 to 21. The control group served of computer game playing habits in participants.
as the basis for comparison with the other three experimental groups. Aggression Questionnaires. To measure trait aggressiveness,
Apparatus participants completed the Aggression Questionnaire (Buss & Perry,
Aside from the subjects, the experimenters also needed 1992). The Aggression Questionnaire consists of the summed score of
instrument for the better completion of the experiment. The apparatus the 29-item statements and was designed to measure the degree to
consisted of a laptop (mouse, mouse pad, headset), Php500.00 bill which respondents endorse statements about their levels of
that served as the incentive stimulus, two sets of questionnaires that aggression. Item responses were based on a 5-point, likert-type scale,
the participants answered before and after playing the computer game, ranging from 1 (extremely uncharacteristic of me) to 5 (extremely
pen and paper was also used to record the verbal and non-verbal characteristic of me), with higher scores indicating more
activity of the players while playing. aggressiveness. After playing the game, the participants were asked to
Computer Game. Laptop (mouse, mouse pad, headset). Critical answer another questionnaire about aggression towards playing more
to this study was the selection of games that would vary in simplicity and winning the incentive. The second aggression questionnaire
and could also be manipulated to aid in increasing or decreasing merely asks whether the participants after playing the game will be
aggression frustration. Many computer games now have an option more able to commit an aggressive act etc.
which allows the player to change the difficulty level of the game. In an Frustration Questionnaire. To measure frustration, participants
experimental setting, one often wishes for the treatments to be completed the Frustration Questionnaire The Frustration Questionnaire
identical except for the variable that is to be manipulated. In a perfect consists of the summed score of the 7-item statements and was
10 AGGRESSION AND FRUSTRATION DE TORRES & GONZALVO

designed to measure the degree to which respondents endorse randomly assigned to either the control group/incentive group/game
statements about their levels of frustration before playing the game. level group/ incentive and game level were then seated at a PC to play
Item responses were based on a 5-point, likert-type scale, ranging depending on the condition of the group were they belonged.
from 1 (not frustrated at all/ very easy/ very well) to 5 (very frustrated/ Participants who were randomized into the control condition
very difficult/ terrible), with higher scores indicating more frustration. were provided with brief, three-sentence descriptions of the game.
After playing the game, the participants were asked to answer another Both descriptions were designed to have three main components. The
questionnaire about frustration towards the game. first sentence described the game’s story. The second sentence
Pen and paper. The researchers record the computer game described the gameplay. The last sentence of each description noted
habits by adapting the pen and paper method. While playing the game, the condition of the group. The description for the control group and
the participants’ behavior-verbal and non-verbal were also recorded. game level group, “This is a maze game, you are the mouse cursor
Procedures and all you have to do is to avoid touching the walls and the obstacles
First and foremost, the experiments consulted for the approval at the maze. In each stages, you must first click the START button
of their topic, the instruments to be utilized and the most appropriate then after doing so, the screen will automatically move (shake, stock,
procedures to be followed. Upon approval of the research topic and go back or speed up) and it is up to you how will you manipulate the
other factors concerning the experiment, the researchers conducted a movement of the mouse cursor. Just play the game and enjoy it, so, if
pilot study in order to test the validity and maintenance of the you have no more questions shall we start?”
experiment. The pilot study was conducted among 20 college male By contrast, the description of Incentive group and incentive and
students of LPU who were chosen through stratified random sampling. game level group, “This is a maze game, you are the mouse cursor
The proposed research title, instruments and statistical treatments and all you have to do is to avoid touching the walls and the obstacles
gone through several revisions for the strength of the actual at the maze. In each stages, you must first click the START button
experiment. then after doing so, the screen will automatically move (shake, stock,
All procedures were approved and were designed to be go back or speed up) and it is up to you how will you manipulate the
consistent with APA ethical standards. Participants who volunteered movement of the mouse cursor. Beat our highest scorer and you’ll get
for this study signed up for a 10-minute appointment time to assure Php500.00 bill and will be recognized as our new highest scorer, so, if
that all procedures could be completed. you have no more questions shall we start?”
The researchers made use of the stratified random sampling to All participants were allowed to play the game for a 5-minute
obtain participants who possesses a certain characteristic-avid of interval. After playing the computer game, participants were asked to
playing computer games. Indicated in the demographic profile is the fill out the follow-up questionnaire. This is to compare the results of the
level of competency of the players (whether a beginner, intermediate first and second questionnaires and to know whether an increase in
or advance in playing computer games). After being asked to read and aggression and/or frustration occurred. Finally, participants were
sign an informed consent form and invited to ask any questions about thoroughly debriefed, informed of the deception in the incentive (for the
their rights, participants were given the Aggression and Frustration Incentive and Incentive and Computer game group). Participants were
questionnaires. After these were completed, participants who were given a cover story for the study: that the study was designed to
11 AGGRESSION AND FRUSTRATION DE TORRES & GONZALVO

examine whether playing computer games with incentive affects the Scale. The experimenters used the alpha level of 0.05 for both
level of aggression and frustration among players. After all the MANOVA and T-test for dependent groups, two-tailed.
procedures, the data were gathered, computed, tabulated, analyzed In the analysis of the experiment, t-test for dependent groups
and interpreted. was used by the experimenters. This allows the utilization of both the
RESULTS magnitude and direction of the difference scores. Essentially, it treats
Descriptive Information the difference scores as though they were raw scores and test the
Although not the key focus of this study, it is interesting to note assumption that the difference scores are a random sample from a
some key descriptive trends about computer game use that have also population of difference scores having a mean of zero.
been mentioned in past studies. An estimate of time spent playing
computer games revealed that subjects typically play computer games Table 1a. Summary T-test table for Aggression
on average of 9.5 hours per week. This number is higher than the 5.72 Control Incentive Level of Incentive and
hours per week reported by the Kaiser Family Foundation (2005); group group computer level of
however, their research study only focused at 8 to 18 year olds. game group Computer
Perhaps game play increases once one enters college. Game
All subjects reported having played a computer game in their Ḋobt 6.62 18.34 19.24 21.18
lifetime. When asked to rate themselves according to their competency tobt 3.08 7.18 7.53 9.68
in playing computer games (see figure 2), Intermediate, meaning they tcrit 2.021 2.021 2.021 2.021
are average players was most frequently cited. Using the paper and Decision Reject Ho Reject Ho Reject Ho Reject Ho
pen method, the experimenters noted the most common behaviors of Size of the 0.434 1.02 1.07 1.37
the players when playing the game. Most of the players shouts with Effect
tendencies of punching the table, tightly grasping their hands, the
mouse etc. Most of the players, after 1 to 2 minutes of playing with an Table 1a and 1b shows the summary t-test results for
average of 15 mistakes tends to get a closer look to the monitor, re aggression and frustration wherein the null hypothesis specifies that for
arrange their sitting position and the like. the Incentive group, incentives do not affect the level of aggression
Combining Variables for Analysis and frustration of the players, for the Level of Computer Game group,
Of particular interest to this study was the effect of incentive and computer game’s level of difficulty do not affect the level of aggression
computer game’s level of difficulty on measures of aggression and and frustration of the players while the Incentive and level of compute
measures of frustration. The key measures composing the dependent game group assumed that both independent variables do not affect the
variable of aggression and frustration were behavioural observations level of aggression and frustration of the players. As with the t test for
and self-ratings. Key measures of affect were scores on the MANOVA dependent groups, the researchers reject the null hypotheses except
and T-test for Dependent Groups, the aggression scale of the for the Control group under the frustration variable since /t obt/ > tcrit =
Aggression Questionnaire, and the frustration scale of the Frustration 2.021.
12 AGGRESSION AND FRUSTRATION DE TORRES & GONZALVO

Table 1b. Summary T-test table for Frustration independent variables (incentive and computer game’s level of
Control Incentive Level of Incentive and difficulty) and the interaction between them. The experiment used fixed
group group computer level of effects, 2x2 factorial design with independent groups. There are 50
game group Computer participants per cell, 50 participants who played easy level of computer
Game game with no incentive, 50 participants who played the easy level of
Ḋobt 1.58 20.84 13.78 19.06 computer game with incentive, 50 participants who played the difficult
tobt 0.618 6.521 4.783 7.356 level of computer game without incentive and another 50 participants
tcrit 2.021 2.021 2.021 2.021 who played the difficult computer game with incentive, a total of 200
Decision Retain Ho Reject Ho Reject Ho Reject Ho participants. Scores are the level of aggression and frustration
Size of the 0.922 0.674 1.04 measured in percentage.
Effect
Table 3b. Summary ANOVA table for Frustration
The results obtained in Table 1b, T-test table for Frustration, is Source of Variance SS df s2 F obt F crit
quite similar to the first table except the control group wherein the null Rows (Incentive) 2,211.125 1 2,211.125 8.340* 3.89
hypothesis was retained. Columns (Computer 2,695.415 1 2,695.415 10.167* 3.89
To evaluate the size of the effect (see Table 2 at the appendix Game Level of
section), the experimenters use Cohen’s method involving the statistic Difficulty)
d. To interpret the value of d, the researchers used the criterion of Rows x columns 1,317.995 1 1,317.995 4.971* 3.89
Cohen that was presented in Table 3. In the control group (Aggression) Within cells 51,962.42 196 265.114
the value of d is 0.434 while the rest is greater than 0.80 indicating a Total 58,186.955
large effect. *Since Fobt >Fcrit, Ho is rejected
Table 3a. Summary ANOVA table for Aggression Table 3b shows the summary of ANOVA results for aggression
Source of Variance SS df s2 F obt F crit and frustration wherein the null hypothesis specifying that for the
Rows (Incentive) 877.805 1 877.805 4.527* 3.89 Incentive variable (main effect), incentives do not affect the level of
Columns (Computer 1,265.045 1 1,265.045 6.524* 3.89 aggression and frustration of the players, for the Level of Computer
Game Level of Difficulty) Game variable(main effect), computer game’s level of difficulty do not
Rows x columns 244.205 1 244.205 1.254 3.89 affect the level of aggression and frustration of the players while for
Within cells 38,004.82 196 193.902 the interaction between incentive and computer game’s level of
Total 40,391.875 199 difficulty assumed that there is no interaction between incentive and
*Since Fobt >Fcrit, Ho is rejected. computer game’s level of difficulty. With any main effects removed, the
Table 3a and 3b shows the data and analysis from aggression population cells means are equal.
and frustration questionnaires. Two-way analysis of variance allows As shown in the table, since Fobt of row and column > Fcrit =3.89,
the researchers of this experiment to evaluate the effect of two the researchers rejected the null hypotheses for the row and column
13 AGGRESSION AND FRUSTRATION DE TORRES & GONZALVO

effect for both aggression and frustration. The researchers retain the those who do not prefer such computer games, aside from gender
hypothesis that there is no interaction between incentive and computer effects.
game’s level of difficulty for the aggression variable while rejecting the The advancement of computer game research in the past
hypothesis for the frustration variable. decade has greatly helped our understanding of its effects on
DISCUSSION development. Unfortunately though, more research is still needed. The
Results from this study provide several important answers computer game industry has grown to the proportions of the movie
related to the hypotheses discussed earlier. The analyses presented industry, and shows no sign of stopping. With each generation of
here fail to support the hypothesis that the presence of an incentive as games come more realistic graphics, more violence, bigger world,
a stimulus does not differentially affect the level of aggression and more aggressive scenes and frustrating gameplay and more
frustration of the players after playing a computer game. Thus, it possibilities. In order to fully control the effect that it has on people
appear that aggressive behavior and frustration is displayed after an specifically on youth today, everyone first better understand the effect
exposure to computer games, as had been predicted by the AQ it has on the personality and behaviours, and not just in the areas of
manual (Buss & Warren, 2000) which explains that high scores on this aggression and frustration. As the experimenters reach this
scale are often associated with the presence of irritability, frustration, understanding hopefully developers can create games which will help
emotional liability, and temperamental gesturing” (p. 14). Subjects with the youth, expand their minds, and cautious away from the current
elevated scores on this scale experience “a high proportion of angry trend of aggression and frustration in computer games.The
thoughts and generate internalized reactions to perceived assaults on researchers recommend the future researchers to attempt the use of
their well-being by others” (p. 15). other group of participants e.g. females, elementary or high school
Similarly, the hypothesis that computer games’ level of difficulty students and to use other kind of computer game to validate the results
is equal in their effects on the level of aggression and frustration of the of the experiment.
player after playing will also be rejected. Considering the popularity of computer games much more
Upon reviewing the results obtained, the researchers concluded research needs to be done on this issue. Chambers and Ascione
that computer games and /with incentives has a large effect on the (1987) report that 100% of elementary and high school students
level of aggression and frustration among male students of LPU. The surveyed had played computer games at least once. That was more
hypothesis that there is no interaction effect between the presence of than 20 years ago. This is an obvious indicator that computer games
an incentive as stimulus and the level of computer games to be played have entered the mainstream media, and that more research needs to
when it comes to the level of frustration was retained while rejecting be done on the effects of computer games on adolescence. The
the same hypothesis for the aggression variable. majority of research thus far has been on the negative effects of
Interestingly, although males appeared to prefer to play difficult computer games, mostly due to the violence contained within. But the
or more frustrating computer games relative to females, there was no exact relationship is still undetermined, so research must continue.
evidence from this study to suggest that people who prefer these However, there are also many who hypothesize that computer games
computer games are more innately aggressive and frustrated than can have a positive effect on youth, and believe that it is worth time
and effort to explore these possibilities.
14 AGGRESSION AND FRUSTRATION DE TORRES & GONZALVO

REFERENCES Buss, A. H., & Warren, W. L. (2000). Aggression Questionnaire:


Anderson CA, Bushman BJ. Effects of violent video games on Manual. Los Angeles: Western Psychological Services.
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Anderson CA, Dill KE. Computer games and aggressive thoughts, Developmental Psychology, 15, 125-139.
feelings, and behavior in the laboratory and in life. J Pers Soc Carnagey, N., & Anderson, C. (2005). The effects of reward and
Psychol 2000;78:772-90. punishment in violent video games on aggressive affect,
Anderson, C. A., & Murphy, C. (2003). Violent video games and cognition and behavior. Psychological Science, 16, 882-889.
aggressive behavior in young women. Aggressive Behavior, 29, Children Now (2001). Children and the Media. Retrieved July 1, 2001,
423-429. from http://www.childrennow.org
Anderson, C. A., Berkowitz, L., Donnerstein, E., Heusmann, L. R., Frustration-Aggression Theory - PsychWiki - A Collaborative
Johnson, J., Linz, D., et al. (2003). The influence of media Psychology Wiki (1).htm. Retrieved from
violence on youth. Psychological Science in the Public Interest, http://www.psychwiki.com/wiki/Frustration-
4, 81-110. Aggression_Theory27 June 2010,
Baron, R. A. (1999). Social and personal determinants of workplace Funk, J. B., Baldacci, H. B., Pasold, T., & Baumgardner, J. (2004).
aggression: evidence for the impact of perceived injustice and Violence exposure in reallife, video games, television, movies,
the Type A behavior pattern. Aggressive behavior, 25, 281-296. and the internet: Is there desensitization? Journal of
Bartholow, B., Bushman, B., & Sestir, M. (in press). Chronic violent Adolescence, 27, 23-39.
video game exposure and desensitization to violence: Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The
Behavioral and event-related brain potential data. Journal of effects of computer game habits on adolescent hostility,
Experimental Social Psychology. Bushman, B., & Anderson, C. aggressive behaviours, and school performance. Journal of
(2002). Violent video games and hostile expectations: A test of Adolescence, 27,5-22.
the general aggression model. Personality and Social Griffiths, M. D. (1993). Are computer games bad for children? The
Psychology Bulletin, 28, 1679-1686. Psychologist: Bulletin of the British Psychological Society, 6,
Berkowitz, L. (1989). The frustration-aggression hypothesis revisited. 401–407.
In Berkowitz, L. (Ed.), Roots of aggression (pp. 1-28). New Irwin, A. R., & Gross, A. M. (1995). Cognitive tempo, violent video
York: Atherton. games, and aggressive behavior in young boys. Journal of
Buchman, D. D., & Funk, J. B. (1996). Video and computer games in Family Violence, 10 (3), 337-350.
the ‘90s: Childrens’ time commitment and game preference. Koop, E. (1982, November 10). Surgeon general sees danger in video
Children Today, 24, 12-16. games. New York Times, p. A-16.
Buss, A. H., & Perry, M. (1992). The aggression questionnaire. Journal
of Personality and Social Psychology, 63, 452-459.
15 AGGRESSION AND FRUSTRATION DE TORRES & GONZALVO

Lynch, P. (1994). Type A behaviour, hostility, and cardiovascular APPENDICES


function at rest after playing video games in teenagers. Appendix A. Consent Form
Psychosomatic Medicine, 56, 152. I agree to take part in a research study titled the
Murphy JK, Alpert BS, Walker SS. Whether to measure change from interrelationship between Aggression and Frustration brought about by
baseline or absolute level in studies of children’s Computer Games with Incentives which is being conducted by Dior
cardiovascular reactivity: A two-year followup. J Behav Med Grita De Torres and Edielyn Gonzalvo of the Lyceum of the Philippines
1991;14:409-19. University-Batangas. Dior can be reached by calling 09064250487
Sherry, J. (2001). The effects of violent video games on aggression: A while Edielyn can be reached by calling 09996601254. This study is
meta-analysis. Human Communication Research, 27, 409-431. under the direction of Ms. Jovielyn Manibo of College of Education Arts
Singer, J. & Antrobus, J. (1970). Imaginal Process Inventory. Center and Sciences.
for Research in Cognition and Affect. C.U.N.Y. copyright 1966,
revised 1970. In order to make this study a valid one, some information about
Spear, L. P. (2000). The adolescent brain and age-related behavioural my participation will be withheld until after the study. If I am
manifestations. Neuroscience and Biobehavioural Reviews, uncomfortable with what I see during the course of this experiment, I
24, 417-463. understand that I can stop taking part at any time without giving any
Walsh DA. Interactive violence and children: Testimony submitted to reason, and without penalty. I understand that any information which
the Committee on Commerce, Science, and Technology, could personally be connected to me will be kept confidential and not
United States Senate. Minneapolis, MN: National Institute on shared with anyone outside the research group. This personal
Media and the Family, 2000, March 21 Available at: information can only be released with my permission. If information
http://www.mediafamily.org/-press/senateviolence-full.shtml. about me is published, it will be written in a way that I cannot be
recognized. However, research records may be obtained by court
order. The researcher will answer any further questions about the
research, after the experiment proper. I understand the procedures
described above. My questions have been answered to my
satisfaction, and I agree to participate in this study. I have been given a
copy of this form.

____________________ ____________________
Prof. Jovielyn Mañibo Signature of Participant
16 AGGRESSION AND FRUSTRATION DE TORRES & GONZALVO

Appendix B . Demographic Sheet Appendix C. Questionnaires


Player’s Name:________Age: __Year & Section:______
Frustration Scale 1
How many hours do you use computer per week? ___ 1 2 3 4 5
What percentage of this time is spent playing computer games? Not A bit Somewhat Frustr Very
frustrated at frustrated Frustrated ated Frustrated
25%  50%  75%  100%
all
How well competent are you in playing computer games? Very easy Easy Neutral Difficul Extremely
t Difficult
Beginner Intermediate Advanced Very well Well Normal Bad Terrible
Have you played The Frustration Game before? ____
1 2 3 4 5
If so, how many hours have you played The Frustration Game? ___ How frustrated did you feel before answering this?
How frustrated do you feel right now?
How frustrated do you think you will feel after playing
thefrustration game?
How frustrated do you feel towards other people?
How difficult is life for you?
How well do you think you live your life?
How many times did you feel rejected? __________
17 AGGRESSION AND FRUSTRATION DE TORRES & GONZALVO

Aggression Questionaire (Buss & Perry, 1992) Aggression Questionnaire 2


Instructions: Using the 5 point scale shown below, indicate how uncharacteristic or characteristic each of 1- Strongly Disagree 2- Disagree 3- Agree 4- Strongly Agree
the following statements is in describing you. Place your rating in the box to the right of the statement.
1 = extremely uncharacteristic of me 2 = somewhat uncharacteristic of me
1 2 3 4
3 = neither uncharacteristic nor characteristic of me 4 = somewhat characteristic of me
5 = extremely characteristic of me 1. Frustration in the game affects my aggression to
1 2 3 4 5 play more of it.
1. Some of my friends think I am a hot-headed. 2. Frustration in the game affect s my decision to play
2. If I have to resort to violence to protect my rights, I will. it.
3. When people are especially nice to me, I wonder what they want. 3. After playing the frustration game, it would be
4. I tell my friends openly when I disagree with them.
easier for me to commit an aggressive act.
5. I have become so mad that I have broken things.
4. After playing the frustration game, I feel it would be
6. I can’t help getting into arguments when people disagree with me.
7. I wonder why sometimes I feel so bitter about things.
easier for me to become more aggressive.
8. Once in a while, I can’t control the urge to strike another person. 5. The aggression that is prevalent with the youth of
9.* I am an even-tempered person. today maybe due to computer games.
10. I am suspicious of overly friendly strangers.
6. When I am angry or stressed I am most likely to play
11. I have threatened people I know.
12. I flare up quickly but get over it quickly.
a computer game
13. Given enough provocation, I may hit another person. 7. Minors (below the age of 18) should not be allowed
14. When people annoy me, I may tell them what I think of them. to play violent video games.
15. I am sometimes eaten up with jealousy. 8. I was born with aggressive behaviours.
16.* I can think of no good reason for ever hitting a person.
9. I have developed aggression during my lifetime.
17. At times I feel I have gotten a raw deal out of life.
18. I have trouble controlling my temper.
10. I feel that playing computer games develops
19. When frustrated, I let my irritation show.
permanent aggressive behaviour over time.
20. I sometimes feel that people are laughing at me behind my back. 11. I think, computer games bring out aggression that
21. I often find myself disagreeing with people. is being suppressed temporarily.
22. If somebody hits me, I hit back. 12. Aggression is part of our life. Not only does it
23. I sometimes feel like a powder keg ready to explode. appear in computer games but it appears everywhere
24. Other people always seem to get the breaks. in our society.
25. There are people who pushed me so far that we came to blows.
26. I know that “friends” talk about me behind my back.
27. My friends say that I’m somewhat argumentative.
28. Sometimes I fly off the handle for no good reason.
29. I get into fights a little more than the average person.
Appendix D. Laptop (mouse, mouse pad, headset) Appendix E. Incentive

Appendix F. Pen and paper

\
Appendix G. Figures Appendix H. Tables
Table 1a. Summary T-test table for Aggression
Control Incentive Level of Incentive and
Age Range group group computer level of
game group Computer
Game
Ḋobt 6.62 18.34 19.24 21.18
16-17 tobt 3.08 7.18 7.53 9.68
18-19
tcrit 2.021 2.021 2.021 2.021
Decision Reject Ho Reject Ho Reject Ho Reject Ho
20 and above Size of the 0.434 1.02 1.07 1.37
Effect

Table 1b. Summary T-test table for Frustration


Control Incentive Level of Incentive and
Figure 1. Age range of the participants
group group computer level of
game group Computer
Game
Level of Competency Ḋobt 1.58 20.84 13.78 19.06
tobt 0.618 6.521 4.783 7.356
tcrit 2.021 2.021 2.021 2.021
Decision Retain Ho Reject Ho Reject Ho Reject Ho
Beginner Size of the 0.922 0.674 1.04
Effect
Intermidiate
Advanced Table 2. Cohen’s criteria for interpreting the value of d
Value of d Interpretation of d
0.00-0.20 Small effect
0.21-0.79 Medium effect
≥0.80 Large effect
Figure 2. Level of Competency in playing computer games
Table 3a. Summary ANOVA table for Aggression Authors’ Information
Source of Variance SS df s2 F obt F crit
Rows (Incentive) 877.805 1 877.805 4.527* 3.89 Dior Grita F. De Torres is currently a fourth year student taking up BS
Columns (Computer 1,265.045 1 1,265.045 6.524* 3.89 Psychology at Lyceum of the Philippines University – Batangas. She’s
Game Level of Difficulty) fond of reading novels especially the works of Sophie Kinsella,
Rows x columns 244.205 1 244.205 1.254 3.89 Nicholas Sparks and Dan Brown. If given a chance and time she wants
Within cells 38,004.82 196 193.902 to purse a Doctorate Degree and become a Clinical Psychologist.
Total 40,391.875 199
*Since Fobt >Fcrit, Ho is rejected. E-mail Address:

Table 3b. Summary ANOVA table for Frustration

Source of Variance SS df s2 F obt F crit


Rows (Incentive) 2,211.125 1 2,211.125 8.340* 3.89
Columns (Computer 2,695.415 1 2,695.415 10.167* 3.89 Edielyn D. Gonzalvo, BS Psychology, is now in her
Game Level of fourth year at the Lyceum of the Philippines
Difficulty) University – Batangas. She was born on January
Rows x columns 1,317.995 1 1,317.995 4.971* 3.89 06, 1994. She loves reading romantic suspense
Within cells 51,962.42 196 265.114 books, watching movies and surfing the net.
Total 58,186.955 Someday, she wants to be a forensic psychologist.
*Since Fobt >Fcrit, Ho is rejected
E-mail Address: edielyn_al147@yahoo.com

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