Abstract
Although much attention has been paid to the question of whether violent video games increase aggressive behaviour, little attention has been paid to how such games might encourage antecedents of gun violence. In this study, we examined how product placement, the attractive in-game presentation of certain real-world firearm brands, might encourage gun ownership, a necessary antecedent of gun violence. We sought to study how the virtual portrayal of a real-world firearm (the Bushmaster AR-15) could influence players' attitudes towards the AR-15 specifically and gun ownership in general. College undergraduates (N = 176) played one of four modified video games in a 2 (gun: AR-15 or science-fiction control) × 2 (gun power: strong or weak) between-subjects design. Despite collecting many outcomes and examining many potential covariates and moderators, experimental assignment did little to influence outcomes of product evaluations or purchasing intentions with regard to the AR-15. Attitudes towards public policy and estimation of gun safety were also not influenced by experimental condition, although these might have been better tested by comparison against a no-violence control condition. By contrast, gender and political party had dramatic associations with all outcomes. We conclude that, if product placement shapes attitudes towards firearms, such effects will need to be studied with stronger manipulations or more sensitive measures.
Highlights
Much attention has been paid to the question of whether violent video games increase aggressive behaviour, little attention has been paid to how such games might encourage
In line with that suggestion, this study examined whether exposure to violent video games might foster interest in the acquisition of guns
The primary hypothesis motivating this study was that playing a video game featuring a realistic AR-15 would influence gun attitudes relative to playing the same game using a science-fiction weapon
Summary
Much attention has been paid to the question of whether violent video games increase aggressive behaviour, little attention has been paid to how such games might encourage2016 The Authors. In their report to the National Science Foundation on what is known and what needs to be known about youth violence, Bushman et al [1] comment that youths exposed to smoking or drinking media characters are more likely to start smoking or drinking themselves. They suggest that ‘research should test whether youth are more interested in acquiring and using guns after exposure to movie characters that use guns’ [1, p. In line with that suggestion, this study examined whether exposure to violent video games might foster interest in the acquisition of guns
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