Skip to content

Effect of Violent First-Person Shooter (FPS) Video Games on Shooting Accuracy

Boom, Headshot!: Violent First-Person Shooter (FPS) Video Games That Reward Headshots Train Individuals to Aim for the Head When Shooting a Realistic Firearm

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT03445156
Enrollment
327
Registered
2018-02-26
Start date
2016-02-01
Completion date
2016-04-25
Last updated
2019-08-05

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Gun Shot Wound

Keywords

First-person shooter (FPS), Violent video game, Headshot, Gun, Operant conditioning theory

Brief summary

The present research tests the effects of violent shooting games on behavior within the game (Pilot Study) and on behavior after the game is turned off (Experiment Proper). The Experiment Proper is an exact replication of a previous study conducted in our lab that was retracted (see citation), but with a larger sample to get more reliable results (N=287 rather than N=151).

Detailed description

Violent shooting games are used to train soldiers and police officers. This research tests whether violent shooting can train people to shoot targets in the head, both during gameplay (Pilot Study) and after the game is turned off (Experiment Proper). Participants in both studies played a violent shooting game with humanoid targets that rewarded headshots, or a nonviolent shooting game that punished shots to bull's-eye targets with faces. Afterward, participants shot at a mannequin with a realistic CO2 gun. We anticipate that participants who play the violent game which rewards headshots to hit the mannequin's head more often than those who play the non-violent game.

Interventions

BEHAVIORALVideo game

Participants played either a violent shooting game or nonviolent shooting game in the pilot study, and either either a violent shooting game, nonviolent shooting game, or nonviolent non-shooting game in the experiment proper.

BEHAVIORALController

Participants used either a gun-shaped or regular controller to play the violent and nonviolent shooting video games.

Sponsors

Ohio State University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
BASIC_SCIENCE
Masking
NONE

Intervention model description

2 (controller type) x 3 (video game type) factorial design. Participants used either a regular or gun shaped controller while playing a non-shooting, non-humanoid shooting, or humanoid shooting game.

Eligibility

Sex/Gender
ALL
Age
18 Years to 46 Years
Healthy volunteers
No

Inclusion criteria

* 18 and older * Ohio State participant pool

Exclusion criteria

* Under age 18

Design outcomes

Primary

MeasureTime frameDescription
Hits to Head and FaceUp to one hourIn the Pilot Study, we counted hits to the head and face for targets within the game. In the Experiment Proper, we counted hits to the head and face of the mannequin.
Other HitsUp to one hourIn the Pilot Study, we counted other hits to targets (i.e. not to a face) within the game. In the Experiment Proper, we counted other hits to the mannequin (i.e., torso instead of the head).

Participant flow

Recruitment details

Participants were college students who completed the study as part of a course requirement.

Pre-assignment details

After giving their consent, participants completed a survey. Next, they were randomly assigned to play either a violent First-Person-Shooter video game or a nonviolent shooting video game for 20 minutes. Video game play was recorded. A debriefing followed.

Participants by arm

ArmCount
Pilot Study: Violent Shooter
Resident Evil: The Darkside Chronicles, a violent shooter game which rewards players for shooting realistic human targets. Headshots are rewarded.
20
Pilot Study: Non-violent Shooter
Wii Play, a non-violent shooter which punishes players for hitting bull's-eye targets with faces on them and rewards players for shooting other targets (e.g., balloons, clay discs, bull's-eye targets without faces).
20
Study Proper: Violent Shooter
Resident Evil: The Darkside Chronicles, a violent shooter game which rewards players for shooting realistic human targets. Headshots are rewarded.
113
Study Proper: Non-violent Shooter
Wii Play, a non-violent shooter which punishes players for hitting bull's-eye targets with faces on them and rewards players for shooting other targets (e.g., balloons, clay discs, bull's-eye targets without faces).
115
Study Proper: Non-violent Game
Super Mario Galaxy, a non-violent game which rewards players for collecting stars and completing challenging levels in a creative, animated world. Does not involve shooting a weapon.
59
Total327

Baseline characteristics

CharacteristicPilot Study: Violent ShooterPilot Study: Non-violent ShooterStudy Proper: Violent ShooterStudy Proper: Non-violent ShooterStudy Proper: Non-violent GameTotal
Age, Categorical
<=18 years
0 Participants0 Participants0 Participants0 Participants0 Participants0 Participants
Age, Categorical
>=65 years
0 Participants0 Participants0 Participants0 Participants0 Participants0 Participants
Age, Categorical
Between 18 and 65 years
20 Participants20 Participants113 Participants115 Participants59 Participants327 Participants
Age, Continuous19.5 years
STANDARD_DEVIATION 1.32
19.1 years
STANDARD_DEVIATION 1.07
21.39 years
STANDARD_DEVIATION 4.27
20.70 years
STANDARD_DEVIATION 2.34
20.24 years
STANDARD_DEVIATION 1.81
20.68 years
STANDARD_DEVIATION 3.06
Gun Attitudes Scale3.00 units on a scale
STANDARD_DEVIATION 0.7
2.96 units on a scale
STANDARD_DEVIATION 0.63
2.97 units on a scale
STANDARD_DEVIATION 0.8
2.98 units on a scale
STANDARD_DEVIATION 0.69
Number of guns owned0.24 Number of guns owned
STANDARD_DEVIATION 0.88
0.23 Number of guns owned
STANDARD_DEVIATION 0.69
0.25 Number of guns owned
STANDARD_DEVIATION 1.21
0.24 Number of guns owned
STANDARD_DEVIATION 0.89
Number of times shot gun7.20 number of times shot gun
STANDARD_DEVIATION 27.55
6.15 number of times shot gun
STANDARD_DEVIATION 20.88
14.17 number of times shot gun
STANDARD_DEVIATION 73.65
8.23 number of times shot gun
STANDARD_DEVIATION 39.88
Number of violent video games among 3 favorites0.72 Number of games
STANDARD_DEVIATION 0.91
0.83 Number of games
STANDARD_DEVIATION 0.92
0.78 Number of games
STANDARD_DEVIATION 0.91
0.78 Number of games
STANDARD_DEVIATION 0.91
Region of Enrollment
United States
20 participants20 participants113 participants115 participants59 participants327 participants
Sex: Female, Male
Female
10 Participants10 Participants59 Participants61 Participants32 Participants172 Participants
Sex: Female, Male
Male
10 Participants10 Participants54 Participants54 Participants26 Participants154 Participants

Adverse events

Event typeEG000
affected / at risk
EG001
affected / at risk
EG002
affected / at risk
EG003
affected / at risk
EG004
affected / at risk
deaths
Total, all-cause mortality
0 / 200 / 200 / 1130 / 1150 / 59
other
Total, other adverse events
0 / 200 / 200 / 1130 / 1150 / 59
serious
Total, serious adverse events
0 / 200 / 200 / 1130 / 1150 / 59

Outcome results

Primary

Hits to Head and Face

In the Pilot Study, we counted hits to the head and face for targets within the game. In the Experiment Proper, we counted hits to the head and face of the mannequin.

Time frame: Up to one hour

ArmMeasureValue (MEAN)Dispersion
Pilot Study: Violent Shooter GameHits to Head and Face132.7 headshotsStandard Error 2.68
Pilot Study: Non-violent Shooter GameHits to Head and Face3.88 headshotsStandard Error 37.86
Experiment Proper: Violent Shooter GameHits to Head and Face5.33 headshotsStandard Error 4.07
Experiment Proper: Non-violent Shooter GameHits to Head and Face4.41 headshotsStandard Error 3.77
Experiment Proper: Non-violent GameHits to Head and Face3.86 headshotsStandard Error 3.26
p-value: 0.04ANCOVA
p-value: 0.0001ANCOVA
Primary

Other Hits

In the Pilot Study, we counted other hits to targets (i.e. not to a face) within the game. In the Experiment Proper, we counted other hits to the mannequin (i.e., torso instead of the head).

Time frame: Up to one hour

ArmMeasureValue (MEAN)Dispersion
Pilot Study: Violent Shooter GameOther Hits1509.25 shots not at head or faceStandard Deviation 432.41
Pilot Study: Non-violent Shooter GameOther Hits586.10 shots not at head or faceStandard Deviation 145.83
Experiment Proper: Violent Shooter GameOther Hits6.74 shots not at head or faceStandard Deviation 4.47
Experiment Proper: Non-violent Shooter GameOther Hits7.70 shots not at head or faceStandard Deviation 4.39
Experiment Proper: Non-violent GameOther Hits8.03 shots not at head or faceStandard Deviation 5.56
Comparison: Hypothesis: Participants who played a violent FPS game were expected to have more hits to targets with heads or faces than were participants who played a nonviolent shooting game.p-value: <0.001ANCOVA
Comparison: Hypothesis: Participants who played a violent FPS game were expected to hit the mannequin's head more often than were participants who played either the nonviolent shooting game or the nonviolent non-shooting game Covariates: participant gender, number of guns owned over their lifetime, attitudes toward guns, and number of times they had fired a gun.p-value: 0.044ANCOVA
Comparison: Hypothesis: Because the nonviolent shooting game rewards other shots, participants who played a nonviolent shooting game were expected to hit the mannequin's torso more often than were participants who played the nonviolent non-shooting game.~Covariates: participant gender, number of guns owned over their lifetime, attitudes toward guns, and number of times they had fired a gun.p-value: 0.17t-test, 2 sided
Comparison: Hypothesis: participants who played a nonviolent shooting game were expected to hit the mannequin's head less often than were participants who played the nonviolent non-shooting game Covariates: participant gender, number of guns owned over their lifetime, attitudes toward guns, and number of times they had fired a gun.p-value: 0.449t-test, 2 sided
Comparison: Hypothesis: participants who played a nonviolent shooting game were expected to hit the mannequin's torso more often than were participants who played the nonviolent non-shooting game.~Covariates: participant gender, number of guns owned over their lifetime, attitudes toward guns, and number of times they had fired a gun.p-value: 0.645t-test, 2 sided
Comparison: Hypothesis: A positive correlation was expected between the number of violent shooting games participants listed among their three favorite video games and hits to the mannequin's head.p-value: 0.032Zero-order correlation

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026