"Can Video Games Be Used as a Stealth Assessment of Aggression?: A Crit" by Michael P. McCreery, S. Kathleen Krach et al.
 

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

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