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Question The guiding question that leads this experiment is does playing a co-op multiplayer game affect your DISC result? I wanted to test this question because I thought it was fascinating on how people have different personalities in comparison to in real life to online gaming, also the research on how do video games affect your social skills.

Abstract This experiment is used to test the environment of how social skills are affected when playing online games. The experiment is testing the effects of how your social skills are effected within the DISC. The DISC is a test where you can use the results to gain insights you can use to better understand why you communicate the way you do and how you can communicate with others more effectively. The DISC is abbreviated for Dominance, Influence, Support, and Conscientiousness. The DISC is test used to help you find yourself in your workspace and how you can use your DISC result to your advantage. I believe that your social skills change when you’re placed into an environment that forces you to work with someone you’ve never met before online and in an environment where every move you make is either a step closer to victory or defeat. Even though the game that’s being played is online and doesn’t have any real-life consequences upon defeat, I believe that

you're still being forced to act and react in the purest form of yourself.

Hypothesis I believe that playing an online co-op game will force the subject into an opposite side in contrast to their usual DISC result. I believe this because it’s most often found that people who are more shy or timid in real life while reacting oppositely in an online setting where there isn’t a confrontation between two people. For example, people who tend to have shyness or experience introversion, while participating in online oppositely. So, usually if the person is an introvert offline, then that side will halt and an extrovert will take more dominant and control. I believe this to work on both sides of the DISC.

Research There’s been many experiments conducted over the past years about gaming and how it affects your mental stability. In this finding, with Craig Anderson and Brad Bushman, 1they tested both females and males with video games. In their study they found that exposure 1 Anderson,2001

to violent video games increases physiological arousal and aggression-related thoughts and feelings. They used a meta-analytic review of the video-game research literature reveals that violent video games increase aggressive behavior in children and young adults. Playing violent video games also decreases prosocial behavior. prosocial behavior is a social behavior that "benefit[s] other people or society as a whole", "such as helping, sharing, donating, co-operating, and volunteering". The effects of decreasing prosocial behavior leaves people less willing to contribute to other people and decrease the intent of the benefit of others

Similar to Anderson and Bushman, 2Greitemeyer from germany decided to to conduct an experiment with video games aswell. According to Tobias Greitemeyer video games do affect social outcomes.From his experiement data of 98 independent studies with 36,965 participants revealed that for both violent video games and prosocial video games, there was a significant association with social outcomes. Whereas violent video games increase aggression and aggression-related variables and decrease prosocial outcomes, prosocial video games have the opposite effects. These effects were reliable across experimental, correlational, and longitudinal studies, indicating that video game exposure causally affects social outcomes and that there are both short- and long-term effects.

Numerous studies have shown that playing violent video games alone increases subsequent aggression. However, 3social game play is becoming more popular than solo 2 Greitemeye,2014 3 Velez, 2014

game play, and research suggests cooperative game play is beneficial for players.Cooperative games resulted in less aggression between video game partners and between non-video game partners than did competitive or stand-alone games. Interestingly, cooperative game play and no-game play produced similar levels of aggression, whereas competitive and solo game play produced similar levels of aggression.

In a case study that featured Nick yee, Jeremy Balisenson, Nicolas Ducheneaut, these three psychologist from the University of Standford conclude that the Virtual environments individuals are placed in dramatically alter their self-representation. 4studies have shown that people infer their expected behaviors and attitudes from observing their avatar's appearance, a phenomenon known as the Proteus effect. For example, users given taller avatars negotiated more aggressively than users given shorter avatars.

4 Yee Nick,2009

Experiment procedure Materials 1.PS4 2.Co-op gaming 3.PS4 Controller 4.Cooler setting 5.HDMI 6.Power Cord 7.DISC Test 8.Google Form

Procedure 1. Choose a location that has a television 2. Connect the PS4 HDMI into the Television along with the power cords 3.Before the patient gets to play they must take one survey 4. The patient must take the DISC test 5. The patient plays a full online round of Call Of Duty Black Ops 4(CODBO).The patient doesn’t have to win. 6. After playing the Patinet takes the DISC test again 7. The patient takes another survey

Data Figure 1

Figure 2

Figure 3

Figure 4

Data Explained/ Analysis

Figure 1. We see there are a total of 8 people from 3 different age groups. I chose these age groups because they’re typically in high school and these are the only groups of students I had take the test.

Figure 2. In this figure we see the adjectives the students typically thought of themselves. These are adjectives I got from the DISC test, I only had the students choose one instead of checking off multiple boxes because I wanted them to highlight their most knowledge feature from the options given.

Figure 3. This is the first DISC test result. In comparison to Figure 2, we see that most students on the contrary fall into the I result ,while the two tied highest results was D and S. This shows that the students that were tested afterwards were more 5peaceful and submissive

5 “DISC,2018.

FIgure 4. This is the retake of the DISC test. This is the test where I told the students to answer the DISC test based on how they feel they played the videogame. In this result we see that in comparison to figure 3, we see that the students aren’t only one result. We see that multiple students intersect within the DISC test results. For example, even though there are only 8 students we can see thatmultiple students interesect D, I, and S result commonly. In theory, this means that after playing the game the student feel that they can be both an I and S result.


My Experiment is verified and can be proven by replicating the environment and materials used. I was consistent with my patients in my study when it came time to take the forms and test. Every patient used the same gaming controller, so no modifications or accessories were added to improve gameplay. The patients were able to play with randomly generated players online so there wasn’t a set difficulty cap on other players. After playing each patient took the DISC test again, and the

second time I asked each player to answer based on how they played with their online team. I chose Call Of Duty Black Ops 4(CODBO4) to be the online game because in the recent studies it has shown a direct correlation between violence and its effect on prosocial behavior. Because CODBO4 is a rated “M” for mature. This means that the game is portraying highly authentic modern military combat with realistic gore.

Conclusion Within the layers of unique research from many diverse sources, I come to the conclusion that the effects of intense realistic video games does have an impact on your social DISC result. However, in relation to my hypothesis, the data shows some correlation. But, the correlation isn’t that was spotted doesn’t fully have a direct corelation. For exapmle, looking back in the data, we see almost half of the students that played the game had a totality different DISC result and some results intersected with two results, while a little less than half said they were stagnant in their DISC result. I believe if I were to conduct the experiment with more high school students I’d be able to get a more refined correlation in the DISC results.

References Anderson , Craig A. “Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature.” Psychological Science, 1 Sept. 2001, “DISC Personality Test | Take This Free DISC Profile Assessment at 123test.Com.” 123test, DISC Personality Test, 14 Dec. 2018,

Greitemeyer , Tobias. “Video Games Do Affect Social Outcomes: A Meta-Analytic Review of the Effects of Violent and Prosocial Video Game Play.” Personality and Social Psychology Bulletin, 2014, Velez , John A. “Violent Video Games and Reciprocity: The Attenuating Effects of Cooperative Game Play on Subsequent Aggression.” Communication Research, 29 Sept. 2014, Yee, Nick, et al. “The Proteus Effect: Implications of Transformed Digital Self-Representation on Online and Offline Behavior.” Communication Research, 22 Jan. 2009,

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Finalized Video Gaming Project  

Finalized Video Gaming Project