FAQs on Violent Video Games and Other Media Violence
Source: Video Game Special Edition
Topics: Children and Television, Children and Video Games, Disadvantages of Video Games, Monitoring What Video Games Your Children Play
1. For your 2003 article on The Influence of Media Violence on Youth (1), you and a distinguished group of media scholars selected by the National Institute of Mental Health reviewed 50 years of research on media violence and aggression. What have been the main research steps, and what are the main conclusions?
Most of the early research focused on two questions:
- Is there a significant association between exposure to media violence and aggressive behavior?
- Is this association causal? (That is, can we say that violent television, video games, and other media are directly causing aggressive behavior in our kids?)
The results, overall, have been fairly consistent across types of studies (experimental, cross-sectional, and longitudinal) and across visual media type (television, films, video games). There is a significant relation between exposure to media violence and aggressive behavior. Exposing children and adolescents (or “youth”) to violent visual media increases the likelihood that they will engage in physical aggression against another person. By “physical aggression” we mean behavior that is intended to harm another person physically, such as hitting with a fist or some object. A single brief exposure to violent media can increase aggression in the immediate situation. Repeated exposure leads to general increases in aggressiveness over time. This relation between media violence and aggressive behavior is causal.
2. What have researchers focused on in more recent years? How does exposure to media violence increase later aggressive behavior?
Early aggression researchers were interested in discovering how youth learn to be aggressive. Once they discovered observational learning takes place not only when youth see how people behave in the real world but also when they see characters in films and on television, many began to focus on exactly how watching such violent stories increases later aggression. In other words, more recent research really focused on the underlying psychological mechanisms. In the last 10 years there also has been a huge increase in research on violent video games. Based on five decades of research on television and film violence and one decade of research on video games, we now have a pretty clear picture of how exposure to media violence can increase aggression in both the immediate situation as well as in long term contexts. Immediately after consuming some media violence, there is an increase in aggressive behavior tendencies because of several factors.
- Aggressive thoughts increase, which in turn increase the likelihood that a mild or ambiguous provocation will be interpreted in a hostile fashion.
- Aggressive (or hostile) emotion increases.
- General arousal (e.g., heart rate) increases, which tends to increase the dominant behavioral tendency.
- Youth learn new forms of aggressive behaviors by observing them, and will reenact them almost immediately afterwards if the situational context is sufficiently similar.
Repeated consumption of media violence over time increases aggression across a range to situations and across time because of several related factors.
- It creates more positive attitudes, beliefs, and expectations regarding aggressive solutions to interpersonal problems. In other words, youth come to believe that aggression is normal, appropriate, and likely to succeed.
- It also leads to the development of aggressive scripts, which are basically ways of thinking about how the social world works. Heavy media violence consumers tend to view the world in a more hostile fashion.
- It decreases the cognitive accessibility of nonviolent ways to handle conflict. That is, it becomes harder to even think about nonviolent solutions.
- It produces an emotional desensitization to aggression and violence. Normally, people have a pretty negative emotional reaction to conflict, aggression, and violence, and this can be seen in their physiological reactions to observation of violence (real or fictional, as in entertainment media). For example, viewing physical violence normally leads to increases in heart rate and blood pressure, as well as to certain brain wave patterns. Such normal negative emotional reactions tend to inhibit aggressive behavior, and can inspire helping behavior. Repeated consumption of media violence reduces these normal negative emotional reactions.
- Repetition increases learning of any type of skill or way of thinking, to the point where that skill or way of thinking becomes fairly automatic. Repetition effects including learning how to aggress.
3. Is there a difference between the effects of TV/film violence versus Video-Games violence?
Most of the research has focused on TV/film violence (so-called "passive" media), mainly because they have been around so much longer than video games. However, the existing research literature on violent video games has yielded the same general types of effects as the TV and Cinema research. At a theoretical level, there are reasons to believe that violent video games may have a larger harmful effect than violent TV and film effects. This is a very difficult research question, and there currently is no definite answer. But, recent studies that directly compare passive screen media to video games have been tend to find bigger effects of violent video games.
4. Is that why there have been so many school shootings by kids who play lots of violent video games? Can such games turn a normal, well-adjusted child or adolescent into a school shooter?
No, that would be an overstatement, one that mainstream media violence researchers do not make. The best way to think about this is the risk factor approach. There are three important points to keep in mind.
- First, there are many causal risk factors involved in the development of a person who frequently behaves in an aggressive violent manner. There are biological factors, family factors, neighborhood factors, and so on. Media violence is only one of the top dozen or so risk factors.
- Second, extreme aggression, such as aggravated assault and homicide, typically occurs only when there are a number of risk factors present. In other words, none of the causal risk factors are "necessary and sufficient" causes of extreme aggression. Of course, cigarette smoking is not a necessary and sufficient cause of lung cancer, even though it is a major cause of it. People with only one risk factor seldom (I’m tempted to say “never”) commit murder.
- Third, consumption of media violence is the most common of all of the major risk factors for aggression in most modern societies. It also is the least expensive and easiest risk factor for parents to change. In sum, playing a lot of violent games is unlikely to turn a normal youth with zero or one or even two other risk factors into a killer. But regardless of how many other risk factors are present in a youth’s life, playing a lot of violent games is likely to increase the frequency and the seriousness of his or her physical aggression, both in the short term and over time as the youth grows up.
5. Are some social groups more susceptible to the negative effects of violent video games than others? Are some groups immune to these effects?
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