A recent study has shown that gamers who wage conflict against human - looking characters are more likely to experience fast-growing thoughts and words than those facing monstrous nonhuman targets .

For the study , a University of Connecticut research team led by Rory McGloin had 148 participant spiel the first - person gun , Quake 3 Revolution , before parcel out test to measure their levels of verbal , cognitive , and strong-arm aggression .

earthquake was select because it features a identification number of human - similar and monster - like characters — including a giant floating orb .

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“ The more human players perceive the aggressive targets to be , the more verbally fast-growing they were and the more wild Book they generated , ” the researchers note in thestudy . “ Although we predicted that less human aim would result in more aggression , players seemed to be more fast-growing after comprehend more human quarry . ”

But that said , there was no pregnant increase in levels of actual physical aggressiveness after oppose human - like video game fictional character .

“ There are obvious consequences for strong-arm violence , ” McGloin stated through arelease . “ But we ’re much more resistant as a fellowship of aggressive thoughts , as long as they do n’t lead to aggressive behavior . ”

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The investigator also note that men appeared to be more physically aggressive than adult female , and that “ the more experience someone had play fierce game , the less violent they perceive the stimulus game to be . ”

front forwards , the researchers plan on meditate the effects of using realistic gun - like control .

They also caution about make broad generalization about their determination .

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“ We can babble about tearing television games and aggression all day , but we need to be careful , ” McGloin say . “ We ’re not going to see one answer and be capable to say , ‘ This game ’s good , this game ’s tough . ’ It ’s never going to be that simple . ”

Read the full study at Mass Communication and Society : “ The Perception of Human Appearance in Video Games : Toward an Understanding of the Effects of Player Perceptions of Game Features . ”

Top image : Bioshock Infinite ; Quake ikon via University of Connecticut .

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