![]() ![]() But that wasn't necessarily the intent, Przybylski told me in an e-mail. For example, it didn't look at whether violent and nonviolent games with equal difficulty and frustration potential could affect children the same or differently. It's worth noting that Przybylski et al.'s 2014 paper doesn't address the question of whether or not violent games can make one violent, either in the short or long term. Feeling aggressive now?įigure 2, NOT taken from Przybylski et al., 2014 ![]() Need a long, skinny block to slide into a 1x4 gap and complete four rows at once? Screw you. Subjects once again played Tetris, but for some of them the researchers thwarted their sense of competence by modifying the game so as to analyze the situation at the bottom of the board then give them the absolute worst possible block. In study 6, the researchers moved beyond thwarting competence just by making the controls tricky they actually increased the difficulty of the game. ![]() Just imagine trying to remember that the triangle button was for moving left, but that the left trigger was for moving right and the square button was for instantly dropping a block to the bottom of the screen - all under constant time pressure. In Study 3, half the subjects played Tetris with normal, intuitive controls (see Figure 1 above) while half of them played with controls that were deliberately made to be counter intuitive and difficult to master right off the bat (see Figure 2 below). Figure 1, taken from Przybylski et al., 2014 ![]()
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