All subjects · Psychology · WPS02 Biological Psychology, Learning Theories and Development
Contemporary study (option): Bastian et al. (2011)
Edexcel IAL Psychology · WPS02 Biological Psychology, Learning Theories and Development
Bastian et al., 'Cyber-dehumanization: violent video game play diminishes our humanity' (dated 2011 in the specification; published in the Journal of Experimental Social Psychology in 2012), is the other optional contemporary study for Topic D (spec 4.3.4).
Aims
To investigate whether playing violent video games makes players see themselves and others as less human (dehumanisation). Humanity was measured with 'human nature' traits such as being emotional, warm and open-minded, versus being like an object or animal.
Study 1
- 106 undergraduates aged 17 to 34, randomly assigned: 52 played Mortal Kombat (violent) and 54 played Spin Tennis (non-violent), against another participant they could not see.
- Afterwards they rated enjoyment and frustration (1 to 7), then rated their own humanity (8 items) and their opponent's humanity (4 items).
- Results: after controlling for frustration, enjoyment and gender, violent game players rated themselves and their opponent as less human.
| Study 1 means | Self-humanity | Opponent humanity |
|---|---|---|
| Violent | 3.74 | 4.43 |
| Non-violent | 4.35 | 4.93 |
Study 2
- 38 undergraduates played Call of Duty (violent) or Spin Tennis (non-violent) with a co-player against computer opponents.
- Mood and self-esteem were also measured to check they did not explain the results.
- Results: violent game players rated themselves as less human, but ratings of the co-player did not differ.
| Study 2 means | Self-humanity | Co-player humanity |
|---|---|---|
| Violent | 3.82 | 4.89 |
| Non-violent | 4.48 | 4.86 |
Conclusions and evaluation
Conclusions: playing violent games reduces perceived humanity of the self, and of opponents who are the target of violence; this was not explained by mood or self-esteem.
Evaluation:
- Strengths: lab experiments with random allocation and controls (frustration, enjoyment, mood) allow cause and effect; standardised rating scales.
- Weaknesses: undergraduate samples, especially the small Study 2 (38), limit generalisation; short game sessions in a lab may not reflect real gaming (ecological validity); self-ratings of humanity are subjective; only short-term effects measured.
- Link to theory: fits concerns from social learning theory about violent media models, though the study measures perceptions rather than imitation.
Worked example
In Study 1, how much higher was self-humanity after the non-violent game than after the violent game?
- Non-violent: 4.35. Violent: 3.74.
- 4.35 - 3.74 = 0.61.
Answer: 0.61 points higher.
Check yourself
- How many participants were in Study 1?
Show answer
106 students. 52 violent + 54 non-violent = 106.
- Which violent game was used in Study 1?
- A racing game
- Grand Theft Auto
- Minecraft
- Mortal Kombat
Show answer
Mortal Kombat. Players fought each other in Mortal Kombat.
- Which game was the non-violent condition?
- Mortal Kombat
- Spin Tennis
- A shooting game
- Tetris
Show answer
Spin Tennis. A tennis game.
- In Study 2, self-humanity was 4.48 after the non-violent game and 3.82 after the violent game. What is the difference?
Show answer
0.66. 4.48 - 3.82 = 0.66.
- What did Study 2 find about ratings of the co-player?
- They did not differ between violent and non-violent conditions
- They were much lower after the violent game
- Co-players were not rated
- They were higher after the violent game
Show answer
They did not differ between violent and non-violent conditions. Only self-humanity changed when playing with, not against, someone.
- Which variables did Bastian et al. control for in Study 1?
- Age, height and weight
- Sleep quality and diet
- Frustration, enjoyment and gender
- Testosterone and cortisol
Show answer
Frustration, enjoyment and gender. These were controlled statistically.
- Explain one weakness of Bastian et al.'s research.
Show answer
The participants were undergraduates who played for a short time in a laboratory, so the findings may not generalise to other people or to real-life gaming, which lowers ecological validity.. Sample or setting.
Sources
- Pearson Edexcel International Advanced Subsidiary/Advanced Level in Psychology specification, Issue 5 (February 2021)
- Pearson IAL Psychology component guide: WPS02 (Issue 2, November 2024)
- Pearson IAL Psychology summary of studies: WPS02
Last updated 8 November 2026. Spotted a mistake? Tell us.