1. Introduction
Video games have become one of the most well-liked kinds of entertainment worldwide, with a projected 3.2 billion players and a market value of
$196.8 billion in 2022, expected to rise to
$225.7 billion by 2025 [
1]. As video games continue to grow in popularity, researchers have become increasingly interested in their effects on players. Past research has found that violent video games can lead to increased aggression in players [
2,
3,
4,
5,
6,
7,
8,
9]. However, recent research has begun to question the role of violent content in video games [
10,
11] and has suggested that competitive factors may have a greater impact on player aggression [
12,
13,
14]. Although the genre of competitive video games is popular [
15,
16], little research has investigated the effects of competitive factors on aggression in video games without violent content. The purpose of the current study was to explore the short-term effects of competitive video games on aggression and the underlying neural correlates.
Competition involves a negative correlation between individual goals, where achieving one person’s goal implies that others do not achieve theirs [
17]. The general aggression model (GAM) [
18,
19] proposes that aggression is the result of a dynamic interplay between personal and situational factors. Competition in video games is used as a situational factor to have an impact on players’ aggression. The GAM suggests that input variables (e.g., personal and situational factors) can influence internal states, such as aggressive thoughts, angry emotions, and physiological arousal, which can then lead to aggressive behavior.
In terms of behavioral research, the first study to examine how competitive factors in video games affect aggressive behavior was conducted by Anderson and Morrow in 1995[
20]. However, to date, very limited research has examined competition as a primary factor [
13]. Most of the video game materials used in experimental studies that involved examining the effects of competitive factors also contained violent content, such as boxing games [
21,
22] and shooter games [
13,
23,
24]. These studies found that competitive factors in violent video games increase aggressive cognition [
25,
26], hostility [
13,
24,
27,
28,
29], and aggressive behavior [
11,
14]. One possible explanation for this is that competitive game modes provide incentives (e.g., win, upgrade) for players to use violent strategies, leading to enhanced aggression [
26]. However, video games with competitive factors are generally popular [
15,
16], and many of them do not contain violent content. It is not clear how competitive factors affect aggression in nonviolent video games, where players cannot use violent strategies. To examine the question, a racing game, which is nonviolent but competitive, was selected as the experimental material for this study.
For why players engage in aggressive behavior after a short exposure to video games, aggression cognition, emotion, and arousal are all explained in the general aggression model [
18]. Previous research has primarily focused on cognition as a key factor in video game-induced aggression [
26,
30,
31]. Therefore, aggressive cognition is a logical starting point for examining the effects of competitive video games on aggressive behavior. Aggressive cognition has often been assessed using reaction times to aggressive words, where shorter reaction times indicate increased aggressive cognition [
30,
32]. In the video game literature, the competitive reaction time task (CRTT) is commonly employed to measure aggressive behavior [
33,
34,
35]. In this task, participants compete against an opponent, typically the system, to respond faster to a target square on the screen. The loser is then subjected to a noise punishment determined by the opponent, and the intensity and duration of the noise serve as indicators of aggressive behavior. However, concerns about the reliability and validity of the CRTT have been raised [
36,
37]. Moreover, this study examines the effects of competitive video games. Competitive video games will prime competitive schemas more than noncompetitive video games because the former must entail more competition, which makes the competitive component of the CRTT particularly salient. To avoid possible confusion, the hot sauce paradigm, which more directly and explicitly measures aggressive behavior, was chosen for this study. In this paradigm, participants are tasked with preparing hot sauce for another participant who has expressed a dislike for spicy food. The amount of chili powder added serves as an indicator of aggressive behavior [
38]. Previous studies have provided support for the convergent validity of this paradigm [
11,
36,
38].
Studies on the effect of competitive video games on aggression were at the behavioral level, and no studies have been conducted to examine the relationship more directly and effectively at the neural correlates level. Relevant EEG and ERP studies have been conducted in the video game domain, where the P300 component has been commonly involved. The P300 is a positive amplitude that appears approximately 300 ms after the stimulus and is involved in cognitive processing, is used to examine cognitive processes and is considered an indicator of neural resource allocation, and its amplitude is positively correlated with the mental resources invested [
39,
40]. The P300 component can be stimulated using the dual-stimulus oddball paradigm. The stimulus consists of two kinds: one is the target (novel) stimulus that appears by chance and the other is the nontarget stimulus that appears frequently. Previous research has found that long-term exposure to violent video games leads to desensitization to violence and that participants with high violent video game experience have a smaller P300 amplitude for viewing violent images compared to participants with low violent game experience, which in turn leads to aggressive behavior [
41,
42]. However, after short-term exposure to violent video games, participants viewing violent images show an increase in the amplitude of P300, showing sensitivity to violence [
43]. Studies have also examined the neural correlates of the effects of prosocial video games and found that short-term play of prosocial video games leads to smaller P300 amplitudes for aggressive words, which in turn reduces aggressive behavior [
44]. Given these findings, it is possible to characterize the neural correlates of competitive video games affecting aggression by observing participants’ P300 amplitudes in response to negative stimuli.
The present study aimed to investigate the effect of competitive factors on aggression in a nonviolent video game using ERP. Two game modes of a nonviolent racing game were selected: a competitive and a solo game play mode. Aggressive cognition was assessed through participants’ reaction time and P300 amplitude to aggressive words using the Oddball paradigm, while aggressive behavior was evaluated using the hot sauce paradigm. This study had three research objectives. Firstly, we aimed to examine the effects of competitive mode in nonviolent video games on aggressive cognition and behavior. Secondly, we sought to explore the neural correlates of the effects of competitive video games. Lastly, we aimed to explore the mediating role of aggressive cognition in the effect of competitive game mode on aggressive behavior. According to the GAM and empirical studies, our first hypothesis(H1) was that players would exhibit higher levels of aggressive cognition and behavior in the competitive mode compared to the solo mode. The second hypothesis (H2) stated that participants with short-term exposure to the competitive mode of a racing game would produce larger P300 amplitudes for the aggressive words compared to the solo mode. Given that aggressive cognition is believed to mediate the relationship between video game exposure and aggressive behavior in GAM, our third hypothesis (H3) proposed that P300 amplitude for aggressive words would mediate the effect of the competitive game mode on aggressive behavior.
4. Discussion
The present study aimed to investigate the effects of competitive video games on aggression at the behavioral and neural levels. The results showed that players in the competitive game mode reacted to aggressive words significantly more quickly and chose more chili powder than those in the solo mode, supporting H1. Consistent with previous findings, competitive factors in video games can increase aggressive cognition [
25,
26] and aggressive behavior [
11,
12,
14,
20]. The results support the short-term effect of the general aggression model, which suggests that situational factors (competitive video games) influence individual aggression [
18]. Notably, instead of using a violent video game, which has been used as experimental game material in most previous related studies [
13,
21,
22,
23,
24], this study chose a racing game that did not contain violent content but was competitive. The study found that the competitive mode in the nonviolent video game still significantly affected aggression, which extends the existing research. Activation of scripts associated with aggression in the face of competition may explain this effect [
20], as competitive interactions in video games, even without violent content, may trigger memories of hostility and aggression. The influence of competition on aggression is also strongly supported by Deutsch’s competition effect theory in social psychology [
17,
60].
The current study was the first to examine the relationship between competitive video games and aggression at the level of neural correlates. Our findings revealed that P300 amplitudes were larger for aggressive words than neutral words, consistent with previous research suggesting that target stimuli elicit larger P300 amplitudes than nontarget stimuli [
61,
62]. The Oddball paradigm of this study successfully induced the P300 component. Furthermore, we discovered a significant interaction between game play mode and word type, with P300 amplitudes for aggressive words being significantly larger in the competitive game play mode than the solo mode, supporting H2. Similar to the findings of neural correlates of the effects of short-term exposure to violent video games on aggression [
43,
63], the results of this study suggest that after short-term exposure to competitive video games, players allocate more attentional resources to aggressive cues and exhibit sensitivity to aggression.
The mediation analysis revealed that the P300 amplitude in response to aggressive words partially mediated the relationship between game play mode and hot sauce scores, supporting H3. According to the GAM, the situational input variable (exposure to competitive video games) contributes to aggressive behavior through aggressive cognition, negative affect, and arousal [
64]. Of the three pathways, previous research in violent video games has focused on cognition, noting that aggressive cognition plays a crucial role in explaining aggressive behavior [
26]. The present study supported that aggressive cognition can partially explain the role of competitive video game exposure on aggressive behavior. However, many studies have focused on the facilitative effects of short-term exposure to violent video games on aggressive affect and arousal [
2,
3,
8]. It remains an intriguing avenue for future research to explore whether competitive video games also impact aggressive affect and arousal and whether these two pathways play mediating roles.
The practical implications of this study are significant, as they shed light on the importance of considering the effects of competitive game modes on players’ aggression. Regarding social policy, the findings urge researchers to exercise caution when making causal inferences about the relationship between video game violence and aggression, thereby enhancing public policy [
65]. Within the video game industry, game developers should be mindful of the potential effects of competitive modes and carefully consider their inclusion in game design. Furthermore, the study’s findings have important implications for educational interventions. Educators, particularly those working with children and young adults, should be aware of the potential influence of competitive video game exposure on aggression and take steps to educate students on healthy and appropriate gaming behaviors. Teaching students to recognize and effectively regulate their cognition and behaviors is crucial.
In addition, this study had some limitations. First, the competitive mode was created through game ranking, and other forms of competition may have different effects on aggression [
66], so the generalization of the results may be limited. It is essential for future research to test similar hypotheses across a broader range of competitive video game forms. Second, although efforts were made to control dimensions such as actions, enjoyment, and difficulty in both game modes, other aspects, such as rewards, were not controlled. Previous studies have indicated that rewards in violent video games can increase aggression [
31,
67]. External rewards, such as monetary incentives, can also influence participants’ willingness to engage in gaming [
68]. This study did not implement explicit control over in-game and monetary rewards, making perceived rewards a potential confounding factor. Future research should consider controlling for rewards and other relevant variables. Third, because of the limited funding, this study included only 35 participants, and the statistical power may be small, so the results should be viewed cautiously. Moreover, the researchers involved in this study were not blind to the experimental conditions, potentially introducing subjective bias into the experimental outcomes. Increasing the sample size to enhance statistical power and conducting more rigorous double-blind experiments are possible improvements for future studies. Finally, this study only examined short-term effects, and longitudinal investigations are necessary to determine whether competitive video games increase aggression in the long term. It is also important to consider differences across age groups. For example, a study indicated that children between the ages of 8 and 11 who played competitive video games displayed fewer conduct disorder-related behaviors [
69].