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Can Video Games Be Used as a Stealth Assessment of Aggression?: A Criterion-Related Validity Study

Can Video Games Be Used as a Stealth Assessment of Aggression?: A Criterion-Related Validity Study
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Author(s): Michael P. McCreery (University of Nevada, Las Vegas, USA), S. Kathleen Krach (Florida State University, Tallahassee, USA), Catherine A. Bacos (University of Nevada, Las Vegas, USA), Jeffrey R. Laferriere (Lebanon Valley College, Annville, USA)and Danielle L. Head (University of Nevada, Las Vegas, USA)
Copyright: 2019
Volume: 11
Issue: 2
Pages: 10
Source title: International Journal of Gaming and Computer-Mediated Simulations (IJGCMS)
Editor(s)-in-Chief: Hui Li (Beijing University of Chemical Technology, China)
DOI: 10.4018/IJGCMS.2019040103

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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.

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