Violence and Attack
One of the common criticisms of video games is that many of them have the objective of defeating enemies to achieve victory. Apart from explaining this phenomenon through the concept of collective unconsciousness, which suggests that it may stem from our retained hunting memories from ancient survival instincts, we can also analyze it from other angles, such as Freud’s theory of the death instinct (Thanatos), the frustration-aggression hypothesis, the Social Learning Theory or Cognitive Theories.
Death Instinct Theory
Sigmund Freud posited the existence of two primary instincts within humans: the life instinct (Eros), which drives us towards survival, reproduction, and pleasure, and the death instinct (Thanatos), which encompasses a tendency toward destruction, aggression, and death. The death instinct, according to Freud, is originally directed inward, manifesting as self-destructive impulses, but in civilized society, it is often redirected outward as aggression against others. In the context of video games, the death instinct can be seen as a driving force behind players’ attraction to violent content. Games that involve combat, shooting, or other forms of aggression offer a controlled outlet for the expression of aggressive impulses. Players can engage in virtual acts of violence without real-world consequences, satisfying their inherent tendencies toward aggression in a safe and socially acceptable manner.
Frustration-Aggression Hypothesis
The frustration-aggression hypothesis, first articulated by John Dollard and his colleagues, proposes that aggression is a direct result of frustration. When an individual encounters an obstacle preventing the attainment of a goal, they experience frustration, which can trigger aggression as a response. This theory has been expanded upon by subsequent researchers to include a range of potential reactions to frustration, with aggression being just one possible outcome. Within video games, players frequently face challenges that can lead to frustration. Repeated failure at a level, being outperformed by other players, or experiencing unfair treatment within the game can all generate feelings of frustration. These emotions can then precipitate aggressive behaviors, whether expressed through verbal attacks in chat rooms or through more aggressive gameplay tactics against opponents.
Social Learning Theory
Albert Bandura’s social learning theory adds another layer to our understanding of aggression in video games. According to this theory, individuals learn behaviors by observing others, and this includes aggressive actions. In games, players witness and often participate in violent acts, which can be modeled and internalized as acceptable responses to certain situations. This can lead to increased aggression in both virtual and real-world settings, depending on the context and the individual’s interpretation of the modeled behaviors.
Cognitive Theories
Cognitive theories, such as social information processing theory, suggest that individuals process information and make decisions about how to behave based on cognitive schemas. In the case of video games, players may develop schemas that associate violence with success or problem-solving, which can influence their behavior both within the game and potentially outside of it.
The interplay between these theoretical perspectives highlights the complex nature of aggression and violence in video games. While the death instinct and frustration-aggression hypothesis offer insights into innate drives and emotional responses, social learning theory and cognitive theories emphasize the role of environmental influences and thought processes. Together, these frameworks help explain why some players might exhibit increased aggression after gaming while others do not, and how game design, content, and context can modulate these effects.
Understanding these psychological dynamics is crucial for game developers, educators, and parents aiming to create safer, more inclusive gaming environments that foster positive social interactions while minimizing the potential for harmful behaviors. By designing games that balance challenge and reward, promote cooperation over competition, and provide alternative non-violent means of conflict resolution, it is possible to harness the engaging qualities of video games while mitigating the risks associated with aggression and violence.
Here, I would like to analyze an interesting example.
In the main storyline of Genshin Impact version 3.0, players repeatedly experience temporal loops. Just as they are about to unravel the mysteries and approach victory, they are informed that the NPC they’ve been striving to protect cannot be saved. Such plot devices are risky in any role-playing narrative, as they can instill a sense of frustration in players, making them feel that their efforts have been in vain, potentially leading to negative emotions.
As the game’s story progresses, during what seems to be the final temporal loop, at a critical juncture where players were previously tasked with ensuring the NPC’s safety, the game presents an altered choice. Instead of the player character being responsible for the NPC’s evacuation, another NPC takes up this duty, allowing the player character to remain and strike against the enemy. This battle is designed to be relatively easy, with players one-sidedly beating up seemingly strong but actually fragile enemies, to the point where even the player’s companion characters will comment that the player is really just taking out their frustration on the enemies. This design not only avoids the monotony that could arise from repeatedly undertaking the same task (despite slight variations each time), but it also provides an outlet for the negative emotions generated in the player due to frustration experienced within the storyline. Through acts of aggression and violence, the player is given a means to vent these emotions, effectively serving as a cathartic experience, allowing them to process feelings of frustration and failure in a constructive way. By channeling these emotions into gameplay mechanics, such as combat sequences, the game transforms what could have been a demotivating setback into an empowering moment. Players can see tangible results from their actions, which can reinforce their commitment to the game world and its characters, even when faced with seemingly insurmountable obstacles.
Game Psychology: Understanding Player Mentality and Game Design
Game Psychology: Understanding Player Mentality and Game Design
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