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).

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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

Study 1 meansSelf-humanityOpponent humanity
Violent3.744.43
Non-violent4.354.93

Study 2

Study 2 meansSelf-humanityCo-player humanity
Violent3.824.89
Non-violent4.484.86

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:

Worked example

In Study 1, how much higher was self-humanity after the non-violent game than after the violent game?

  1. Non-violent: 4.35. Violent: 3.74.
  2. 4.35 - 3.74 = 0.61.

Answer: 0.61 points higher.

Key idea: Bastian et al.: Study 1 (106), Mortal Kombat vs tennis: violent play lowered self and opponent humanity. Study 2 (38), Call of Duty with a co-player: lowered self-humanity only.

Check yourself

  1. How many participants were in Study 1?
    Show answer

    106 students. 52 violent + 54 non-violent = 106.

  2. 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.

  3. Which game was the non-violent condition?
    • Mortal Kombat
    • Spin Tennis
    • A shooting game
    • Tetris
    Show answer

    Spin Tennis. A tennis game.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

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Sources

Last updated 8 November 2026. Spotted a mistake? Tell us.