Preprint_Held im Spiel_Wernbacher
Computer games can be described as a multi-facetted phenomenon: the reception of interactive media however involves a diversity of potential effects. The current study tries to solve a part of the complex puzzle involving the consequences of media reception. Basically, the present analysis concentrated on the potential activation of game related words in the lexicon by an elaborated game playing experience. The degree of accessibility of specific words in the lexical storage was measured via a lexical decision task (LDT) paradigm. Each task contained a game related, an aggression related and a neutral word category. The LDT units were masked as word/nonword discrimination tests. Two lexical decision tasks were completed after two playing sessions of 15 minutes each by a sample consisting of 60 males. In addition to these tasks interactions with and between motives to play computer games were examined. The following computer games were selected for the systematic variation of context related variables: The 3D-role playing game “Oblivion” and the 3D-first person shooter “Call of Duty 2” were assigned to the experimental groups. The skill training game “Tetris” was assigned to the control group. Depending on the condition, players should react differently in the lexical decision tasks. Indeed, the results showed faster reactions to game compatible words by the “Call of Duty 2”-group in comparison to the “Oblivion”-group. Additionally both experimental groups recognized game related words faster than neutral words. The control group showed identical answers in the game related und neutral word decision tests. Concerning the activation of aggression related schemata, the results showed that playing violent video games did not enhance the accessability of words referring to aggression and/or violence. These findings suggest a cognitive transfer effect from the virtual game world to the real word. In other words, a highly immersive game playing experience can leave a certain trace in the lexical storage.