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One Size Fits None: Individual
Differences in the Perceptions
of Digital Media
Megan Harris
Will Shelstad
Grace Waldfogle
Dawn Blasko
Can old gamers learn new
tricks?
Megan A. Harris
Training working memory improves attention
An object will flash on the screen.
Pay attention to both the image and the image location.
Answer “True or False” to the solved math problem.
Repeat above until asked to recall locations.
PLAYSTATION
12 – 8 = 5
True or False?
PS3
17 – 14 = 3
True or False?
3DS
21 – 5 = 16
True or False?
WII
14 – 1 = 15
True or False?
Where was the PS3?
1
28
7
6
5
4
3
Where was the PS3?
1
28
7
6
5
4
3
Multimodal model of working
memory (Baddeley & Hitch, 1974)
Central
Executive
Phonological
Loop
Episodic
Buffer
(Baddeley, 2000)
Visuo-Spatial
Sketchpad
Spatial working memory (SWM) is location-based memory used for
mental rotation, pattern recognition, and navigation.
The relationship between visual attention and
working memory
• Visual attention is a selective process.(Treisman, 1980)
• Visual attention is affected by spatial working memory
load – but not verbal. (Oh & Kim, 2004)
Action gamers are typically faster and more
accurate
• Task-switching: cognitive, perceptual, and motor tasks (Green,
Sugarman, Medford, Klobusicky, & Bavelier, 2012)
• Object tracking
• Spatial tasks: mental rotation, navigation (Boot, Kramer, Simons, Fabiani, Gratton,
2008)
Will spatial working memory training improve
performance on a visual search task?
Will gaming skills relate to performance?
The Research Gap
41 college students
(24 males; M age = 19.38)
*randomly assigned to training or
control group
Participants
Independent Variable
• Training: Before/After
• Time: Pre/Post
Training
Group
Visual Search
Task: Pre-test
Gaming and
Demographics
Surveys
SWM Task:
SPOT
Visual Search
Task: Post-test
Control
Group
Visual Search
Task: Pre-test
Gaming and
Demographics
Surveys
Visual Search
Task: Post-test
SWM Task:
SPOT
Informed consent (IRB# 45321)
Dependent Variable
• Visual Search response time
(correct trials)
Visual Search Task – CogLab 2.0 (Francis, Neath, and VanHorn, 2008)
Spatial Perception Orientation Task (Blasko, Lum, Harris, Blasko Drabik, & Halse, 2013
Results
0
200
400
600
800
1000
1200
1400
Pre-Test Post-Test
Control Group
High Skill Low Skill
There were no significant differences between high and low skill gamers from Pre-Test to
Post-Test
There was a significant difference between High and Low skill gamers within the training
group only on the Post-test.
High skill gamers improved more.
0
200
400
600
800
1000
1200
1400
Pre Post
Training Group
High Skill Low Skill
Video games provide an opportunity to improve
cognitive and perceptual processes of attention.
Using spatial working memory seems to improve
visual search.
Gaming skill plays a role in how well and how
quickly one responds to this type of training.
Possible confound!
The results of this study will aid in the
development of serious games for spatial and
visual training.
It also helps us to better understand the effects
of long-term gaming.
Questions?
Violent Video Games Fail in
Their Mission to Reduce
Stress?
WILLIAM SHELSTAD
CASEY CHADWICK & BRITTANY BITTNER
Video Game Usage
 70% of children have at least 1 video game console at home
 97% of adolescents age 12-17 play computer, web, portable,
or console video games (Lenhart, Kahne, Middaugh, Macgill, Evans & Vitak,
2008)
Impact of Video Games
 Possible Negatives
Desensitization to violence
General Aggression Model (GAM) (Bushman & Anderson, 2002)
Over-immersion
 Possible Benefits
Reducing negative emotions like anger or stress (Olson, 2010)
Mood Management Theory (Zillman, 1988)
Hand-eye coordination (Silvern, 1986)
Do Video Games Reduce Stress?
Does narrative matter?
Engaging in the storyline motivates play and encourages
flow (Adams, Koenig, MacNamara, Mayer, & Wainess, 2011)
Flow
Experiential state that occurs when a person is
experiencing optimal engagement with an activity
(Nakamura & Csikszentimihalyi, 2009)
Allows to recover or escape from stressful situations
Goals of the Current Study
Do video games reduce stress,
frustration and anger and improve
happiness
Violent games vs. nonviolent video
games
Narrative vs. no narrative
Method - Participants
53 total Undergraduates participants, 28 males
and 25 females
33 Experienced and 16 Inexperienced gamers
Method - Games
 Nintendo Wii System
 Call of Duty: Black Ops
 Violent Narrative: CoD single-player campaign, Cold War black ops
 Violent Non-narrative: CoD zombies
 Disney’s Guilty Party
 Nonviolent narrative: story mode, players play as a detective, find clues,
mini-games and investigate suspects to solve mystery
 Nonviolent non-narrative: party mode with mini-games, random and
limitless
Method – Mood Survey
Taken at three times throughout the experiment
1st – Arrival
2nd – After the stress task (PASAT)
3rd – After playing the video game
Asked about current mood (happiness, stress,
frustration)
On a scale of 1-5, how stressed are you?
Method – Paced Auditory Serial
Addition Test (PASAT) Gronwell (1977)
 Used to induce stress in participants
 Hear numbers from computer in 3 second intervals
 Take the number they just heard and add it to the
previously one heard
 Write down answers on form
 Sequence of digits would gradually accelerates
making the task more difficult
Hear Answer
Method – Serious Game Measure
Blasko-Drabik (2011)
 35 items e.g.,
 Narrative
 I discovered the story as the game went on
 Flow
 I forgot about time while playing the game
 Enjoyment
 I enjoyed exploring the features by trail and error
Mood Survey
1
Stress Task
(PASAT)
Mood Survey
2
Play Video
game for 20
minutes
Call of
Duty
(Narrative
or no
narrative)
Mood Survey 3
Serious Games
Measure
Video Game
Experience
Questionnaire
Guilty
Party
(Narrative
or no
narrative)
Method - Procedure
Research Questions
1) Did the stress task increase stress levels?
2) Did playing the video game decrease stress
levels?
3) Did playing the video game elicit any
negative emotions?
Results
1
1.5
2
2.5
3
3.5
4
4.5
Before Stress Task After Stress Task After Playing
StressMeans
Females Males
Figure 1: Mean stress levels before task, after task, and after playing.
Covariate Mood Survey Time 1
Main effect of time
F (1,39) = 4.62, p = 0.03
Main effect of gender
F (1,39) = 9.09, p = 0.004
Interaction of time and
gender
F (1,39) = 2.91, p = 0.09
Figure 2a: Means for stress levels based on game type and gender
Covariate Mood Survey Time 1
Interaction of narrative and violence
F(1,49) = 1.95, p = .17
0
0.5
1
1.5
2
2.5
3
3.5
4
4.5
Violent
Narrative
Violent No
Narrative
Nonviolent
Narrative
Nonviolent No
Narrative
StressMeans
Game Type
Males
After Stress
Task
After Playing
Game
Figure 2b: Means for stress levels based on game type and gender
Covariate Mood Survey Time 1
0
0.5
1
1.5
2
2.5
3
3.5
4
4.5
Violent
Narrative
Violent No
Narrative
Nonviolent
Narrative
Nonviolent No
Narrative
StressMeans
Game Type
Females
After Stress
Task
After Playing
Game
Figure 3: Means for perceived anger from after completing the stress task and the
after playing the video game based on presence (or absence) of violence
Covariate Mood Survey Time 1
0
0.5
1
1.5
2
2.5
After Stress Task After Playing Game
AngerMeans
Game Type
Violent Nonviolent
Significant difference between anger from
before and after playing a nonviolent video game
t (24) = 4.23, p <.001
Discussion
After playing the video game stress levels
went down overall.
For women the nonviolent games reduced
stress more.
Anger and frustration actually increased
for the violent video game condition
Limitations, Implications & Future
Studies
Examined short term effects
Future research could examine long term
effects
Participants were only college students
Sample should better represent population
More research into nonviolent video
games
Questions?
Grace Waldfogle
Elise Stewart
Dawn Blasko
Would you hire this person?
Would you be friends with them?
Our Issue-
- How are people perceived on Facebook? We focused on profile
picture and friend count regarding friendship and employment
potential.
Past Theories and Studies-
o Assumptions based on personal profiles -Vazire & Gosling (2004)
o Assumptions based on appearance in photograph -Naumann, Vazire, Rentfrow & Gosling (2009)
o Correlation of attractiveness and friend count - Tong, Van Der Heide, Langwell, and Walther (2008)
The Method
Participants –
There were 92 (N= 92) participants, 53 females and 39
males.
All participants were above the age of 18.
Before participation:
o Informed consent
o Demographic information
o Sex
o Facebook usage
o Facebook frequency
Facebook Profile: What Subjects Saw
Stimuli: Manipulations
Facebook Profile 1 High Number of Friends
Social Picture
Facebook Profile 2 Low Number of Friends
Individual Photo
Facebook Profile 3 High Number of Friends
Individual Photo
Facebook Profile 4 Low Number of Friends
Group Picture
Dependent Measures
Friendship Potential Scale
I would…
1. Like their status
2. Chat with person
3. Write on their wall
4. Request friend
5. Consider meeting
Employment Potential Scale
I would…
1. Glance at their resume
2. Review their complete resume
3. Have a phone interview with this person
4. Have a phone interview with this person
4. Have a face-to-face interview with this
person
5. Hire this person
40-item Mini-Marker (Saucier,1994)
Assessed Extraversion, Agreeableness, Openness,
Conscientiousness & Emotional Stability
Social Job
1
2
3
4
Individual Photo Group Photo
Rating
High Friends Low Friends
Hire This Person
Female Profiles
Female profiles with a low number of friends and an
individual profile picture are more likely to be hired.
1
2
3
4
Individual Photo Group Photo
Rating
High Friends Low Friends
Male Profiles
For males in an employment situation, there were no
significant differences.
1
2
3
4
Individual Photo Group Photo
Rating
High Friends Low Friends
Request This Person as a Friend
Female profiles with a low number of friends and
individual profile are more likely to be requested as a
friend.
Female Profiles
1
2
3
4
Individual Photo Group Photo
Rating
High Friends Low Friends
Male Profiles
Males are viewed differently in a social situation. High
friends group photos are more desirable in a friend.
35
40
45
50
55
60
Individual Picture Group Picture
MeanExtraversionRating
Extraversion
High Friends
Low Friends
Facebook profiles are seen as more extroverted if a group photo is used. However those with low friends and an
individual picture is seen as least extroverted.
Results Continued…
35
40
45
50
55
60
Individual Picture Group Picture
MeanAgreeablenessRating
Agreeableness
Male
Female
Results: Participant's Preference
Those with an individual picture are seen as more agreeable by females.
What should you do?
• Females: Be careful!
• Low friend count
• Individual profile photo
• Males
• No preference for friend count or
profile photo
• Females
• Group photo
• High or low friend count
• Males
• High friend count
• No major difference between single or
group photo
Looking for a job: Looking for friends:
Future Research
o Look into studies that focus on:
o Photo Albums & Tagged Photos
o Wall Posts & interaction with others
o Links shared
o Items liked
o Grammar and statuses
Photo illustration by MONEY. Lumi Images—Alamy (inset); Sean Murphy—Getty Images
(main)
Discussion

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GamingConference_2014

  • 1. One Size Fits None: Individual Differences in the Perceptions of Digital Media Megan Harris Will Shelstad Grace Waldfogle Dawn Blasko
  • 2. Can old gamers learn new tricks? Megan A. Harris Training working memory improves attention
  • 3. An object will flash on the screen. Pay attention to both the image and the image location. Answer “True or False” to the solved math problem. Repeat above until asked to recall locations.
  • 5. 12 – 8 = 5 True or False?
  • 6. PS3
  • 7. 17 – 14 = 3 True or False?
  • 8. 3DS
  • 9. 21 – 5 = 16 True or False?
  • 10. WII
  • 11. 14 – 1 = 15 True or False?
  • 12. Where was the PS3? 1 28 7 6 5 4 3
  • 13. Where was the PS3? 1 28 7 6 5 4 3
  • 14. Multimodal model of working memory (Baddeley & Hitch, 1974) Central Executive Phonological Loop Episodic Buffer (Baddeley, 2000) Visuo-Spatial Sketchpad Spatial working memory (SWM) is location-based memory used for mental rotation, pattern recognition, and navigation.
  • 15. The relationship between visual attention and working memory • Visual attention is a selective process.(Treisman, 1980) • Visual attention is affected by spatial working memory load – but not verbal. (Oh & Kim, 2004) Action gamers are typically faster and more accurate • Task-switching: cognitive, perceptual, and motor tasks (Green, Sugarman, Medford, Klobusicky, & Bavelier, 2012) • Object tracking • Spatial tasks: mental rotation, navigation (Boot, Kramer, Simons, Fabiani, Gratton, 2008)
  • 16. Will spatial working memory training improve performance on a visual search task? Will gaming skills relate to performance? The Research Gap
  • 17. 41 college students (24 males; M age = 19.38) *randomly assigned to training or control group Participants Independent Variable • Training: Before/After • Time: Pre/Post Training Group Visual Search Task: Pre-test Gaming and Demographics Surveys SWM Task: SPOT Visual Search Task: Post-test Control Group Visual Search Task: Pre-test Gaming and Demographics Surveys Visual Search Task: Post-test SWM Task: SPOT Informed consent (IRB# 45321) Dependent Variable • Visual Search response time (correct trials)
  • 18. Visual Search Task – CogLab 2.0 (Francis, Neath, and VanHorn, 2008)
  • 19. Spatial Perception Orientation Task (Blasko, Lum, Harris, Blasko Drabik, & Halse, 2013
  • 20. Results 0 200 400 600 800 1000 1200 1400 Pre-Test Post-Test Control Group High Skill Low Skill There were no significant differences between high and low skill gamers from Pre-Test to Post-Test
  • 21. There was a significant difference between High and Low skill gamers within the training group only on the Post-test. High skill gamers improved more. 0 200 400 600 800 1000 1200 1400 Pre Post Training Group High Skill Low Skill
  • 22. Video games provide an opportunity to improve cognitive and perceptual processes of attention. Using spatial working memory seems to improve visual search. Gaming skill plays a role in how well and how quickly one responds to this type of training. Possible confound! The results of this study will aid in the development of serious games for spatial and visual training. It also helps us to better understand the effects of long-term gaming.
  • 24. Violent Video Games Fail in Their Mission to Reduce Stress? WILLIAM SHELSTAD CASEY CHADWICK & BRITTANY BITTNER
  • 25. Video Game Usage  70% of children have at least 1 video game console at home  97% of adolescents age 12-17 play computer, web, portable, or console video games (Lenhart, Kahne, Middaugh, Macgill, Evans & Vitak, 2008)
  • 26. Impact of Video Games  Possible Negatives Desensitization to violence General Aggression Model (GAM) (Bushman & Anderson, 2002) Over-immersion  Possible Benefits Reducing negative emotions like anger or stress (Olson, 2010) Mood Management Theory (Zillman, 1988) Hand-eye coordination (Silvern, 1986)
  • 27. Do Video Games Reduce Stress? Does narrative matter? Engaging in the storyline motivates play and encourages flow (Adams, Koenig, MacNamara, Mayer, & Wainess, 2011) Flow Experiential state that occurs when a person is experiencing optimal engagement with an activity (Nakamura & Csikszentimihalyi, 2009) Allows to recover or escape from stressful situations
  • 28. Goals of the Current Study Do video games reduce stress, frustration and anger and improve happiness Violent games vs. nonviolent video games Narrative vs. no narrative
  • 29. Method - Participants 53 total Undergraduates participants, 28 males and 25 females 33 Experienced and 16 Inexperienced gamers
  • 30. Method - Games  Nintendo Wii System  Call of Duty: Black Ops  Violent Narrative: CoD single-player campaign, Cold War black ops  Violent Non-narrative: CoD zombies  Disney’s Guilty Party  Nonviolent narrative: story mode, players play as a detective, find clues, mini-games and investigate suspects to solve mystery  Nonviolent non-narrative: party mode with mini-games, random and limitless
  • 31. Method – Mood Survey Taken at three times throughout the experiment 1st – Arrival 2nd – After the stress task (PASAT) 3rd – After playing the video game Asked about current mood (happiness, stress, frustration) On a scale of 1-5, how stressed are you?
  • 32. Method – Paced Auditory Serial Addition Test (PASAT) Gronwell (1977)  Used to induce stress in participants  Hear numbers from computer in 3 second intervals  Take the number they just heard and add it to the previously one heard  Write down answers on form  Sequence of digits would gradually accelerates making the task more difficult Hear Answer
  • 33. Method – Serious Game Measure Blasko-Drabik (2011)  35 items e.g.,  Narrative  I discovered the story as the game went on  Flow  I forgot about time while playing the game  Enjoyment  I enjoyed exploring the features by trail and error
  • 34. Mood Survey 1 Stress Task (PASAT) Mood Survey 2 Play Video game for 20 minutes Call of Duty (Narrative or no narrative) Mood Survey 3 Serious Games Measure Video Game Experience Questionnaire Guilty Party (Narrative or no narrative) Method - Procedure
  • 35. Research Questions 1) Did the stress task increase stress levels? 2) Did playing the video game decrease stress levels? 3) Did playing the video game elicit any negative emotions?
  • 36. Results 1 1.5 2 2.5 3 3.5 4 4.5 Before Stress Task After Stress Task After Playing StressMeans Females Males Figure 1: Mean stress levels before task, after task, and after playing. Covariate Mood Survey Time 1 Main effect of time F (1,39) = 4.62, p = 0.03 Main effect of gender F (1,39) = 9.09, p = 0.004 Interaction of time and gender F (1,39) = 2.91, p = 0.09
  • 37. Figure 2a: Means for stress levels based on game type and gender Covariate Mood Survey Time 1 Interaction of narrative and violence F(1,49) = 1.95, p = .17 0 0.5 1 1.5 2 2.5 3 3.5 4 4.5 Violent Narrative Violent No Narrative Nonviolent Narrative Nonviolent No Narrative StressMeans Game Type Males After Stress Task After Playing Game
  • 38. Figure 2b: Means for stress levels based on game type and gender Covariate Mood Survey Time 1 0 0.5 1 1.5 2 2.5 3 3.5 4 4.5 Violent Narrative Violent No Narrative Nonviolent Narrative Nonviolent No Narrative StressMeans Game Type Females After Stress Task After Playing Game
  • 39. Figure 3: Means for perceived anger from after completing the stress task and the after playing the video game based on presence (or absence) of violence Covariate Mood Survey Time 1 0 0.5 1 1.5 2 2.5 After Stress Task After Playing Game AngerMeans Game Type Violent Nonviolent Significant difference between anger from before and after playing a nonviolent video game t (24) = 4.23, p <.001
  • 40. Discussion After playing the video game stress levels went down overall. For women the nonviolent games reduced stress more. Anger and frustration actually increased for the violent video game condition
  • 41. Limitations, Implications & Future Studies Examined short term effects Future research could examine long term effects Participants were only college students Sample should better represent population More research into nonviolent video games
  • 44. Would you hire this person? Would you be friends with them?
  • 45. Our Issue- - How are people perceived on Facebook? We focused on profile picture and friend count regarding friendship and employment potential. Past Theories and Studies- o Assumptions based on personal profiles -Vazire & Gosling (2004) o Assumptions based on appearance in photograph -Naumann, Vazire, Rentfrow & Gosling (2009) o Correlation of attractiveness and friend count - Tong, Van Der Heide, Langwell, and Walther (2008)
  • 46. The Method Participants – There were 92 (N= 92) participants, 53 females and 39 males. All participants were above the age of 18. Before participation: o Informed consent o Demographic information o Sex o Facebook usage o Facebook frequency
  • 47. Facebook Profile: What Subjects Saw Stimuli: Manipulations Facebook Profile 1 High Number of Friends Social Picture Facebook Profile 2 Low Number of Friends Individual Photo Facebook Profile 3 High Number of Friends Individual Photo Facebook Profile 4 Low Number of Friends Group Picture
  • 48. Dependent Measures Friendship Potential Scale I would… 1. Like their status 2. Chat with person 3. Write on their wall 4. Request friend 5. Consider meeting Employment Potential Scale I would… 1. Glance at their resume 2. Review their complete resume 3. Have a phone interview with this person 4. Have a phone interview with this person 4. Have a face-to-face interview with this person 5. Hire this person 40-item Mini-Marker (Saucier,1994) Assessed Extraversion, Agreeableness, Openness, Conscientiousness & Emotional Stability Social Job
  • 49. 1 2 3 4 Individual Photo Group Photo Rating High Friends Low Friends Hire This Person Female Profiles Female profiles with a low number of friends and an individual profile picture are more likely to be hired. 1 2 3 4 Individual Photo Group Photo Rating High Friends Low Friends Male Profiles For males in an employment situation, there were no significant differences.
  • 50. 1 2 3 4 Individual Photo Group Photo Rating High Friends Low Friends Request This Person as a Friend Female profiles with a low number of friends and individual profile are more likely to be requested as a friend. Female Profiles 1 2 3 4 Individual Photo Group Photo Rating High Friends Low Friends Male Profiles Males are viewed differently in a social situation. High friends group photos are more desirable in a friend.
  • 51. 35 40 45 50 55 60 Individual Picture Group Picture MeanExtraversionRating Extraversion High Friends Low Friends Facebook profiles are seen as more extroverted if a group photo is used. However those with low friends and an individual picture is seen as least extroverted. Results Continued…
  • 52. 35 40 45 50 55 60 Individual Picture Group Picture MeanAgreeablenessRating Agreeableness Male Female Results: Participant's Preference Those with an individual picture are seen as more agreeable by females.
  • 53. What should you do? • Females: Be careful! • Low friend count • Individual profile photo • Males • No preference for friend count or profile photo • Females • Group photo • High or low friend count • Males • High friend count • No major difference between single or group photo Looking for a job: Looking for friends:
  • 54. Future Research o Look into studies that focus on: o Photo Albums & Tagged Photos o Wall Posts & interaction with others o Links shared o Items liked o Grammar and statuses Photo illustration by MONEY. Lumi Images—Alamy (inset); Sean Murphy—Getty Images (main)

Editor's Notes

  1. The PS3 was in the 5th position. You may have figured it out by now, but this game was really a test of your working memory.
  2. If you found it difficult, there are a couple of reasons why. This is Baddeley and Hitch’s Multimodal model of working memory. Working memory is made up of several components. The central executive is in charge of directing attention to things that matter. The phonological loop and visuo-spatial sketchpad
  3. Some important things to know about the relationship between VA & SWM The act of seeing requires a lot of energy in the brain. Because of this, seeing is a selective process. Items will not make it into working memory unless they have been attended to. Also, VA is affected by SWM load – but not verbal.
  4. Participants were randomly assigned to either the control or treatment condition.
  5. Francis, G., Neath, I., VanHorn, D. (2008). CogLab 2.0: Visual search [Computer software]. Belmont, CA: Wadsworth, Cengage Learning. Measures RT during feature and conjunctive search. 48 base trials – 24F & 24C Set size 4, 16, 14 Absent vs. Present PREDICTIONS- RT increases as set increases. RT faster for target present vs target absent. RT faster for F vs. C search (overt vs. covert).
  6. Francis, G., Neath, I., VanHorn, D. (2008). CogLab 2.0: Visual search [Computer software]. Belmont, CA: Wadsworth, Cengage Learning. Measures RT during feature and conjunctive search. 48 base trials – 24F & 24C Set size 4, 16, 14 Absent vs. Present PREDICTIONS- RT increases as set increases. RT faster for target present vs target absent. RT faster for F vs. C search (overt vs. covert).
  7. Differences between groups: Control and Training – Pre-test = not significant High skill and Low skill – Pre-test = not significant **MEANS: the groups started out on equal ground** Control and Training – Post-test = not significant High skill and Low skill – Post-test = 6/8 significant Within control group: high and low – pre-test = not significant Within training group: high and low – pre-test = 1/8 significant Within control group: high and low – post-test = not significant Within training group: high and low – post-test = 7/8 significant MEANS: differences between skill groups were only significant when primed with SWM training prior to the post-test suggests that high skill gamers are quicker to respond to this type of training than low skill gamers
  8. There was a main effect of the time, F (1,46)= 19.08, p <.001. As expected , stress increased after the PASAT. Females reported more stress overall, F (1,46)= 12.44, p = .001. There was no interaction between stress and gender, F (1,46)= 2.69, p = .108.
  9. There was a main effect of stress reduction, but no significant 3 way interaction between narrative, violence and stress reduction, F (1,21)= 1.28, p = .27, for males.
  10. Females playing the nonviolent game showed the greatest reduction in stress.
  11. Anger increased after playing the game, however this was only the case for the violent game.
  12. They were limited to viewing the “wall” and “info” tabs.
  13. Females feel that it is harder to make friends with a group of girls, rather than an individual person.