Can Video Games Be Used as a Stealth Assessment of Aggression?: A Criterion-Related Validity Study
Document Type
Article
Publication Date
4-1-2019
Publication Title
International Journal of Gaming and Computer-Mediated Simulations
Volume
11
Issue
2
First page number:
40
Last page number:
49
Abstract
The current pilot study examined how well a reflective moral-choice video game predicted the rating scale scores of aggression types. To begin, the authors used a coding system to examine in-game proactive and reactive behaviors. This analysis resulted in a tallied score for each construct. These game-based scores were then included in regression models, examining how well within-game behaviors predict scores on a pre-existing rating scale of both proactive and reactive aggression. Findings indicated that game-based proactive scores were not predictive of proactive aggression ratings; however, reactive game-based scores were predictive of reactive aggression ratings. Implications for these findings are discussed.
Keywords
Choose-your-own-adventure; Computer-based testing; Gameplay evidence; Social information processing
Disciplines
Education
Language
English
Repository Citation
McCreery, M. P.,
Krach, S. K.,
Bacos, C. A.,
Laferriere, J. R.,
Head, D. L.
(2019).
Can Video Games Be Used as a Stealth Assessment of Aggression?: A Criterion-Related Validity Study.
International Journal of Gaming and Computer-Mediated Simulations, 11(2),
40-49.
http://dx.doi.org/10.4018/IJGCMS.2019040103