Violent Video Game Players and Non-Players Differ on
Facial Emotion Recognition
Ruth L. Diaz, Ulric Wong, David C. Hodgins, Carina G. Chiu, and Vina M. Goghari*
Department of Psychology, University of Calgary, Calgary, Canada
.........................................
.........................................
Violent video game playing has been associated with both positive and negative effects on cognition. We examined whether
playing two or more hours of violent video games a day, compared to not playing video games, was associated with a different
pattern of recognition of five facial emotions, while controlling for general perceptual and cognitive differences that might also
occur. Undergraduate students were categorized as violent video game players (n ¼ 83) or non-gamers (n ¼ 69) and completed a
facial recognition task, consisting of an emotion recognition condition and a control condition of gender recognition.
Additionally, participants completed questionnaires assessing their video game and media consumption, aggression, and mood.
Violent video game players recognized fearful faces both more accurately and quickly and disgusted faces less accurately than
non-gamers. Desensitization to violence, constant exposure to fear and anxiety during game playing, and the habituation to
unpleasant stimuli, are possible mechanisms that could explain these results. Future research should evaluate the effects of
violent video game playing on emotion processing and social cognition more broadly. Aggr. Behav. 9999:1–13, 2015. © 2015 Wiley
Periodicals, Inc.
.........................................
.........................................
Keywords: video games; violence; social cognition; cognition; facial recognition; emotions
INTRODUCTION
Video game playing is becoming a universal form of
entertainment. Approximately 58% of North Americans
play video games (Entertainment Software Association
of Canada, 2013; Entertainment Software Association of
United States of America, 2013), with males playing an
average of 18 hr a week and females 6.5 hr (Phan,
Jardina, Hoyle, & Chaparro, 2012). Violent video games
are among the top best-selling games (Entertainment
Software Association of Canada, 2012). Violent video
game playing has been demonstrated to influence both
neurocognition and social cognition (for reviews see
Bailey, West, & Anderson, 2011; Barlett, Anderson, &
Swing, 2009), and has been associated with different
behavioral patterns (Anderson et al., 2010). Given the
popularity of violent video game playing (Entertainment
Software Association of Canada, 2013; Entertainment
Software Association of United States of America,
2013), it is necessary to assess how violent video game
playing influences players’ ability to recognize facial
expressions, a key contributor to successful social
interactions (Halberstadt, 2003). Only three studies
(Bailey & West, 2013; Kirsh & Mounts, 2007; Kirsh,
Mounts, & Olczak, 2006) have explored the effects of
violent video game playing on the recognition of facial
expressions, but none have investigated the effects of
chronic violent video game playing on the recognition of
facial expressions. Therefore, the goal of this inves-
tigation was to compare facial emotion recognition in
individuals who were frequent violent video game
players and those who were not video game players,
using an experimental control task to control for general
perceptual and cognitive changes that may also occur.
The positive and negative effects of violent video
game playing on neurocognition and social cognition
(for reviews see Bailey et al., 2011; Barlett et al., 2009)
may be reflected in facial emotion recognition abilities.
Contract grant sponsor: Natural Sciences and Engineering Research
Council.
Conflicts of interest: None.
Ã
Correspondence to: Dr. Vina M. Goghari, Department of Psychology,
Clinical Neuroscience of Schizophrenia Laboratory, Administration
Building, 2500 University Drive NW, University of Calgary, Calgary,
AB, Canada T2N 1N4.
E-mail: vina.m.goghari@ucalgary.ca
Received 8 September 2014; Revised 8 June 2015; Accepted 9 June
2015
DOI: 10.1002/ab.21602
Published online XX Month Year in Wiley Online Library
(wileyonlinelibrary.com).
AGGRESSIVE BEHAVIOR
Volume 9999, pages 1–13 (2015)
© 2015 Wiley Periodicals, Inc.