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CYBERPSYCHOLOGY, BEHAVIOR, AND SOCIAL NETWORKING

Volume 17, Number 3, 2014


ª Mary Ann Liebert, Inc.
DOI: 10.1089/cyber.2013.0024

Impulsivity and Related Neuropsychological Features


in Regular and Addictive First Person Shooter Gaming

Olivia Metcalf, PhD, and Kristen Pammer, PhD

Abstract

Putative cyber addictions are of significant interest. There remains little experimental research into excessive use
of first person shooter (FPS) games, despite their global popularity. Moreover, the role between excessive
gaming and impulsivity remains unclear, with previous research showing conflicting findings. The current study
investigated performances on a number of neuropsychological tasks (go/no-go, continuous performance task,
Iowa gambling task) and a trait measure of impulsivity for a group of regular FPS gamers (n = 25), addicted FPS
gamers (n = 22), and controls (n = 22). Gamers were classified using the Addiction-Engagement Questionnaire.
Addicted FPS gamers had significantly higher levels of trait impulsivity on the Barratt Impulsiveness Scale
compared to controls. Addicted FPS gamers also had significantly higher levels of disinhibition in a go/no-go
task and inattention in a continuous performance task compared to controls, whereas the regular FPS gamers
had better decision making on the Iowa gambling task compared to controls. The results indicate impulsivity is
associated with FPS gaming addiction, comparable to pathological gambling. The relationship between im-
pulsivity and excessive gaming may be unique to the FPS genre. Furthermore, regular FPS gaming may improve
decision making ability.

Introduction title alone sold more than 27 million units within the first
year of release.9 Excessive gaming has been found in com-

T here have been numerous cognitive and neuroimaging


studies showing that excessive gamers are displaying
signs consistent with an addiction.1 However, the American
parable frequency and severity in FPS gamers compared to
MMORPG gamers.3,6 In FPS games, gamers typically control
the game character from a first person view, and the game-
Psychiatric Association has stated that Internet Use Disorder, play is violent and fast paced. While studies have explored
with online gaming as a potential subtype, requires further specific game characteristics of MMORPGs that contribute to
study before it can be recognized as a psychiatric disorder.2 addictive potential, little research has investigated these as-
Subsequently, terms such as excessive, problematic, and pects of FPS games.6 There has been suggestion that the
pathological have been used interchangeably throughout the highly immersive nature of FPS games and the potential for
literature to refer to a putative gaming addiction and to dis- online competition may contribute to high rates of excessive
tinguish such gamers from regular video gamers, who may FPS gaming.6 Furthermore, research has shown that aspects
play as frequently but do not suffer negative consequences as of games that can contribute to excessive gaming include
a result. The majority of research in excessive gaming has reward features, achievements in-game, and social aspects of
focused on a popular genre of online games known as mas- gaming,6,10,11 which are all central features of FPS games.
sively multiplayer online role-playing games (MMORPGs), or Thus, there is evidence that FPS games have addictive fea-
has not distinguished between different genres of games.3,4 tures and that excessive gaming occurs in FPS gamers.
However, there is accumulating evidence indicating that However, more detailed investigation into excessive FPS
motivations to game and the effects of gaming differ signifi- gaming is needed.
cantly between genres3–8 and that different genres of games
warrant individual investigation. Impulsivity and gaming
As empirical evidence accumulates to support the classi-
First person shooter games
fication of excessive gaming as an addiction, the factors that
First person shooter (FPS) games are part of the action influence the development of the disorder are of considerable
genre and are immensely popular worldwide. One recent FPS interest. The role of impulsivity in the development of

Research School of Psychology, The Australian National University, Canberra, Australia.

147
148 METCALF AND PAMMER

addiction is thought to be integral12–14 and particularly im- another study found they performed significantly better.38
portant in the development of pathological gambling.15–17 Again, these conflicting findings could be due to the charac-
Impulsivity is defined as the predisposition for rash and teristics of the sample. Most studies use a sample of excessive
unplanned actions without forethought for future conse- Internet users that use the Internet primarily for gaming,38 or
quences.18 Impulsivity is typically measured either as a per- they do not report their specific uses of the Internet. However,
sonality trait through psychometric scales, or behaviorally in researchers are now recommending that excessive Internet
laboratory tasks. Behavioral indicators of impulsivity mani- use be treated as a heterogeneous sample,39 and gamers may
fest in a number of ways and are considered the result of need to be distinguished based on genre of game played.
neuropsychological deficits in executive function and atten-
tion. The most common neuropsychological indicators of Current aims
impulsivity are: disinhibition, or the inability to withhold an
In sum, there is significant scope to investigate impulsivity
inappropriate response; inattention/distraction, or the ten-
in both regular and addicted FPS gamers, with the additional
dency to drift off during a task and fail to respond; and poor
aim of contributing meaningfully to the evolving concept of
decision making.19 Laboratory tasks that tap into these ele-
gaming addiction. The current study investigates FPS gaming
ments of impulsivity have been used extensively in addiction
addiction and impulsivity by measuring personality and be-
research, particularly for pathological gambling. Results in-
havioral measures of impulsivity in addicted FPS gamers
dicate pathological gamblers have higher levels of disinhibi-
compared to regular gamers and nongamers.
tion, more inattention, and poorer decision making in risky
situations19,20 Importantly, these neuropsychological deficits
Method
and trait levels of impulsivity have been linked to the de-
velopment of pathological gambling. Participants
Despite the strong relationships between impulsivity and
A total of 69 males were recruited from gaming stores from
addiction, research investigating the role of impulsivity in
around university campus and through social networking
putative cyber addictions has revealed mixed results. Given
sites. Exclusion criteria included a previous diagnosis of at-
the tendency for cyberpsychology to group Internet addiction
tention disorders or medication currently being taken to treat
as the same disorder as gaming addiction, research into In-
an attention disorder. Gaming participants (n = 47, Mage =
ternet addiction will also be discussed. Trait impulsivity will
22.82, age range = 18–35 years) were required to have played
be discussed first followed by neuropsychological studies.
in excess of 5 hours per week in the preceding 6 months.
Research has found mixed results for the relationship be-
Nongamers (n = 22, Mage = 24.86, age range = 18–36 years)
tween Internet use and trait impulsivity. Internet addiction has
were required to have no FPS gaming experience. All par-
been positively correlated with impulsivity,21 and there are
ticipants had normal or corrected-to-normal vision to enable
also studies that have found no relationship.22,23 Focusing on
optimum performance in the tasks.
gaming specifically, earlier research found a negative correla-
tion between impulsivity and excessive gaming,24,25 whereas
Materials
more recent research has found a positive relationship.26–31
These conflicting findings might be due to a failure to distin- Go/no-go task. Green and red squares were presented in
guish between different genres of games. Studies that have the center of the screen against a white background for 2,000
specifically focused on certain genres of gaming indicate that milliseconds. Participants were required to respond to green
the relationship between impulsivity and excessive gaming squares only, which occurred 80% of the time in random order.
differs depending on genre. When specifically investigating Participants completed 200 trials, which lasted for approxima-
MMORPG gamers, Collins et al. found a negative correlation tely8minutes.Participantswereinstructedtorespondasquickly
between gaming addiction and impulsivity.5 MMORPG use as possible and to make as few errors as possible. No practice
has also been associated with social withdrawal and anxiety,7 trials were used, and no feedback was given during the task.
consistent with lower levels of impulsivity.
In comparison, there have been proposals that regular FPS Iowa gambling task. The IGT was designed to measure
gaming might be associated with higher impulsivity.26,32 It has decision making.37 A computerized version of this task was
been suggested that because FPS games contain fast paced, vi- used in which participants selected cards from four decks.
sually demanding, violent game play that is stimulating in na- Participants began with $2,000. Turning a card always re-
ture, this may increase impulsivity.32 Regular FPS use has been sulted in a reward and sometimes a loss. Decks C and D gave
associated with externalizing behaviors such as aggression and smaller rewards ($50) but had fewer penalties, whereas decks
delinquency, behaviors that are commonly associated with im- A and B gave larger rewards ($100) but had greater penalties,
pulsivity.7 Regardless,onlyonestudyhasfocusedspecificallyon meaning selecting cards from decks A and B would ulti-
excessive FPS gaming, and results showed no relationship be- mately result in an overall loss.40 Participants were told their
tween FPS addiction and impulsivity.33 In sum, there is signifi- final financial reimbursement for the study would depend on
cant scope to investigate trait impulsivity in FPS gamers. their performance in the IGT, as real financial motivation has
Behavioral research has shown that excessive Internet been found to improve motivation on the task.
users have higher levels of disinhibition on a go/no-go task.34
However, other research has shown no differences in levels of Continuous performance task. The continuous perfor-
disinhibition,35 and one study found that excessive Internet mance task (CPT)41 was used to measure sustained attention
users had lower levels of disinhibition.36 In assessing decision and disinhibition. Individual letters were presented for 690
making, Sun et al. found that excessive Internet users per- milliseconds in the center of the screen in a 16 point font size. For
formed poorer on the Iowa gambling task (IGT),37 whereas the first half of the task, participants were required to respond
IMPULSIVITY IN FPS GAMING 149

Table 1. Addiction-Engagement Questionnaire items pertaining to behavioral salience, withdrawal, craving,


Core Items and consequences; and engagement, which comprises 12
items pertaining to cognitive salience and tolerance. Highly
My social life has sometimes suffered because of the time I
engaged gamers are considered to be regular gamers who
spend playing FPS games.
Arguments have sometimes arisen at home because of the may engage with games at the same frequency as addicted
time I spend playing FPS games. gamers but who do not display any problematic behavior as a
Playing FPS games has sometimes interfered with my work. result. Addiction was determined by the endorsement of four
When I am not playing FPS games, I often feel agitated. or more of the seven core addiction criteria (Table 1).
I never miss meals because of playing FPS games.
I have made unsuccessful attempts to reduce the amount Procedure
of time I spend playing FPS games.
I often fail to get enough sleep because of playing FPS games. Computer tasks were coded using Inquisit (Millisecond
Software, Seattle, WA). Participants were tested individually,
Note. Participants must endorse four or more of the core criteria to completing the go/no-go, IGT, CPT, BIS-11, and AEQ in that
be identified as addicted. order. The study took approximately 1 hour to complete, and
participants were reimbursed AUS$20. Participants were classi-
fied post hoc into groups of addicted, engaged, and nongamers.
when the letter X was presented. This part comprised 480 trials
during which the X was present 25% of the time. For the second
Results
half, participants were required to respond whenever the letter
X immediately followed the letter A. Of 480 trials, the letter A Go/no-go task
appeared 25% of the time, and the letter X appeared directly
Reaction time for correct responses, misses, and errors for
after the A 80% of the time. The letter X also appeared at times
addicted, engaged, and nongamers were calculated and are
without A preceding it. The total task duration was approxi- presented in Table 2. Addicted gamers made significantly
mately 16 minutes. Participants were given a 60 second rest
more errors on the task compared to highly engaged and
between tasks. Participants were told to respond as fast as
nongamers.
possible while making as few errors as possible and maintain-
ing their performance over the duration of the task. IGT

Barrett Impulsiveness Scale. The Barratt Impulsiveness Scores were calculated by subtracting the total number of
Scale Version 11 (BIS-11)42 is a 30-item self-report question- disadvantageous decks selected (A + B) from the total number
naire that has three subfactors: attentional impulsiveness, of advantageous decks selected (C + D). Higher scores indi-
which refers to the characteristic of hectic thinking and hasty cated more advantageous decks were selected. Scores are
decisions; motor impulsiveness, which refers to fast reactions presented in Table 2. Highly engaged gamers (M = 36.52,
and restlessness; and nonplanning impulsiveness, which re- SD = 34.96) made significantly more selections from the ad-
fers to a need for immediate outcomes and failure to assess vantageous decks compared to nongamers (M = 7.95,
long-term consequences. SD = 36.36), p = 0.036.

CPT
Addiction-Engagement Questionnaire. The Addiction-
Engagement Questionnaire (AEQ)43 is a 24-item self-report Reaction time was calculated for each half of the task.
questionnaire with two scales: addiction, which comprises 12 Omissions were calculated as misses to the letter X, and

Table 2. Neuropsychological and Impulsivity ANOVA Results for Highly Engaged,


Addicted, and Nongamers

HE (n = 25) A (n = 22) NG (n = 22) F Post hoc

BIS Total 64.44 (9.5) 68.05 (8.8) 61.23 (8.1) 3.196* NG < A*
BIS Attention 17.68 (3.2) 20.29 (2.9) 16.55 (2.4) 9.552*** NG < A***; HE < A**
BIS Motor 23.76 (4.4) 23.71 (3.6) 22.6 (4.1) 0.541
BIS Non-Plan 23 (5.3) 24.1 (4.4) 22.1 (4.1) 0.983
GNG RT 342.17 (27.9) 340.03 (47.4) 353.77 (43.1) 0.763
GNG Miss 0.04 (0.20) 0.10 (0.44) 0.05 (0.21) 0.231
GNG Error 3.08 (2.8) 5.05 (2.9) 2.14 (1.9) 6.817** NG < A**; HE < A*
IGT Total 36.52 (34.9) 10.10 (42.2) 7.95 (36.36) 4.216* HE > NG*
CPTX RT 399.53 (25.0) 398.39 (46.5) 399.55 (29.6) 0.008
CPTX Miss 0.88 (1.0) 2.05 (2.2) 2.00 (3.0) 2.172
CPTX Error 1.60 (1.3) 2.71 (3.7) 1.59 (1.7) 1.539
CPTAX RT 325.16 (43.4) 299.32 (59.1) 324.33 (46.7) 1.901
CPTAX Miss 0.92 (1.2) 3.24 (4.0) 1.27 (1.8) 5.219** NG < A*; HE < A**
CPTAX Error 3.80 (2.8) 5.67 (7.1) 3.05 (3.7) 1.722

Note. *p < 0.05; **p < 0.01; ***p < 0.001.


HE, highly engaged; A, addicted; NG, nongamers; BIS, Barratt Impulsiveness Scale-11; GNG, go/no-go task; IGT, Iowa gambling task;
CPTX, continuous performance task X half; CPTAX, continuous performance task A-X half.
150 METCALF AND PAMMER

commissions were calculated as responses to letters other use is associated with lower levels of impulsivity,5 whereas
than X. Reaction times, omissions, and commissions for the X the current study indicates excessive FPS gamers have higher
and A-X parts of the task are presented in Table 2. Addicted levels of impulsivity. There is now significant evidence indi-
gamers made significantly more misses than highly engaged cating that excessive gaming is a highly heterogeneous group.
and nongamers in the A-X portion of the task. While addicted FPS gamers showed higher levels of dis-
inhibition and inattention compared to controls, they showed
Demographics and correlations no differences in decision making. However, highly engaged
FPS gamers made significantly better choices on the IGT
There were no differences in age between the addicted
compared to controls, indicating a potential beneficial effect
(n = 22, Mage = 22.81, SD = 4.03), highly engaged (n = 25,
on decision making skills due to regular FPS gaming. Regular
Mage = 22.92, SD = 3.89), and nongamers (n = 22, Mage = 24.86,
FPS gaming has been shown to improve lower level cognitive
SD = 5.78), F(2, 65) = 1.385, p = 0.258. Addicted FPS gamers
functions such as visuo-spatial attention,46–50 insofar as the
had significantly higher levels of BIS total impulsivity and
visuo-spatially demanding FPS game play is thought to train
attentional impulsivity compared to controls (see Table 2).
superior visuo-spatial skills by rewarding games for re-
Pearson’s product–moment correlations were run between
sponding appropriately to visually presented stimuli.51,52 In
degree of addiction and engagement and total impulsivity.
addition, FPS gameplay rewards gamers for making advan-
Addiction was positively correlated with impulsivity (n = 68,
tageous game decisions and often contains situations in
r = 0.310, p = 0.010), as was engagement (n = 68, r = 0.245,
which the gamer has to assess risk and benefit. Thus, regular
p = 0.044).
FPS gaming may also improve higher level executive func-
tions, such as decision making in risk situations. While the
Discussion
current study found better decision making in a computer-
The current study set out to investigate the role of impul- based task, it would be worthwhile to investigate how this
sivity in FPS gaming and the relationship with gaming ad- effect maps onto real world decisions, as in whether regular
diction. We employed a trait measure of impulsivity and a FPS gaming has the capacity to train gamers to assess risk in
number of neuropsychological tasks associated with impul- decision making in real world situations. A training study is
sivity. FPS addiction was positively correlated with trait im- needed to determine whether the better decision making
pulsivity, and FPS addicts also had significantly higher levels found in highly engaged FPS gamers is a result of game ex-
of trait impulsivity compared to controls. There is almost no perience. Additionally, the higher levels of impulsivity found
empirical research into genres of gaming other than in FPS addicts may inhibit any potential benefits from regular
MMORPGs, despite high prevalence of excessive FPS gaming FPS gaming to decision making ability, which can account for
and evidence for significant heterogeneity amongst gaming the similar performance on the IGT this study found between
genres. Only one study has addressed trait impulsivity spe- FPS addicts and controls. This is the first study to compare
cifically in FPS gaming addiction, and failed to find a rela- nongamers, regular, and addicted FPS gamers on the IGT,
tionship.33 The authors used a measure of general Internet which may account for previous conflicting findings regard-
addiction to identify FPS gaming addiction, which they ac- ing decision making in gamers.38,40
knowledged may not have captured the disorder accurately. Despite better decision making in risky situations and no
While the scale used in this study was developed on differences in inattention and disinhibition compared to
MMORPGs, it has previously been validated on FPS gam- controls, engagement with FPS games was positively corre-
ers.44 Furthermore, the previous study used a single item to lated with impulsivity. Some researchers have proposed that
represent impulsivity,33 whereas the BIS-11 used in the this regular FPS gaming has a bidirectional effect on impulsivi-
sample is a 30-item, well-established psychometric measure ty27,29 and may increase levels of disinhibition, inattention,
of trait impulsivity. and risk taking associated with impulsivity.32 Yet, there re-
This is also the first study to include laboratory measures of mains no empirical evidence that regular FPS gamers have
impulsivity in FPS gamers. The results showed greater dis- neuropsychological deficits associated with impulsivity. Re-
inhibition and higher levels of inattention in addicted FPS cent empirical research has found no evidence for behavioral
gamers compared to controls, whereas highly engaged FPS impulsivity in regular FPS gamers.51 Our findings confirm
gamers had no differences compared to controls. Previous there are no neuropsychological deficits in regular FPS
research has shown that children with pathological levels of gamers and indicate that FPS gamers have superior executive
impulsivity (i.e., attention deficit hyperactivity disorder, function in regards to decision making. Any relationship
ADHD) have higher levels of gaming addiction than non- between impulsivity and regular FPS gaming might be lim-
ADHD children.45 The current study also showed that high ited to impulsive individuals displaying a preference for FPS
levels of trait and behavioral impulsivity distinguish addicted gaming, and correlational research indicating a negative ef-
FPS gamers from highly engaged (i.e., nonaddicted) gamers. fect of FPS gaming on impulsivity levels might be attributable
Thus, impulsivity may be a risk factor that determines whe- to gaming addiction.
ther a gamer will progress into gaming addiction, consistent
with substance and gambling addiction research. Previously,
Limitations
research has produced conflicting findings regarding the re-
lationship between cyberaddiction and impulsivity. In part, The sample size was limited to males only and was rela-
these findings might be attributable to a failure to distinguish tively small, although the majority of FPS gamers are male.7
between genres and the tendency for cyberpsychology to Research that encompasses excessive users of different genres
treat excessive usage of Internet functions as a homogenous of games and from different uses of the Internet, such as
group. Previous research has shown that excessive MMORPG gambling, social networking, and pornography, are needed
IMPULSIVITY IN FPS GAMING 151

to capture the differences between these groups and their re- 12. de Wit H. Impulsivity as a determinant and consequence of
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Conclusion vulnerability to drug abuse and addiction. Nature Neuro-
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FPS gaming addiction is associated with trait impulsivity
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regular FPS gaming may result in improvements to decision 16. Raylu N, Oei TPS. Pathological gambling: a comprehensive
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significantly with revisions of this manuscript. 18. Barratt ES. (1985) Impulsiveness defined within a systems
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Author Disclosure Statement Advances in personality assessment. Hillsdale, NJ: Erlbaum,
pp. 113–132.
No competing financial interests exist. 19. Goudriaan AE, Oosterlaan J, de Beurs E, et al. Pathological
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