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Playing the Blame Game (page 3)

By Jeremy Adam Smith
Greater Good Magazine

Single-person shooter

But unlike movies and TV, which are fundamentally passive viewing experiences, violent video games call for players to actively shoot, stab, or bludgeon enemies to death. Does research show that these violent games promote belligerence and bloodshed in the real world?

"A movie's the same, even if you watch it multiple times," Kutner points out. "You may get additional insights, but it's the same thing. With video games, you are interacting with the movie and it changes based on that, and so it's a different way of thinking. In a way, we diminish these programs by calling them games. In other contexts, the same thing would be called a simulation."

In his 1999 book Stop Teaching Our Kids to Kill, Lt. Col. Dave Grossman, a psychologist and historian, argues that "single-person shooter" video games replicate military train-ing, lowering children's innate resistance to killing other human beings, without also instilling in them the military discipline that might keep impulsive behavior in check.

Cho Seung-Hui, who murdered 32 people on the Virginia Tech campus in 2007, was initially reported to have played video games obsessively (a claim since debunked by the Virginia Tech panel that investigated the incident), and many commentators have instinctively linked game violence with campus killings. Cho "adopted the type of behavior of protagonists in films and computer games," wrote University of Virginia psychologist Dewey Cornell shortly after the massacre. "The special effects and gratuitous violence seen in the mass media ultimately desensitize humanity, and Cho's case illustrates how dangerous the repercussions can be."

The obvious problem with this charge is that millions of kids and adults play video games every day without ever engaging in any violent behavior. In fact, as video games have surged in popularity during the past decade, youth violence has declined.

According to a study released in January of 2008 by the Centers for Disease Control and Prevention, the number of school killings fell considerably from 1992 to 2006—a period of time that includes the notorious 1999 Columbine massacre. Many leaders, including President Bill Clinton, blamed the Columbine tragedy on the killers' fascination with games like Doom and Wolfenstein 3D.

But when the U.S. Secret Service and Department of Education analyzed 37 incidents of school violence and sought to develop a profile of school shooters, they discovered that the most common traits among shooters were that they were male and had histories of depression and attempted suicide. While many of the killers&mdas;like the vast majority of young males—did play video games, this 2002 study did not find a relationship between game play and school shootings. In fact, only one eighth of the shooters showed any special interest in violent video games, far less than the number of shooters who seemed attracted to books and movies with violent content.

In short, trying to curb violent video games (or targeting kids who play video games) would seem to have little or no effect on levels of school violence.

However, the story does not end there: Video games may not directly cause school shootings, but dozens of empirical studies have shown a strong link between video game play and aggressive feelings. When Craig Anderson and colleagues analyzed 54 independent studies involving 4,262 participants in 2001, they found that playing violent video games increased aggressive emotions and behaviors, and measurably decreased helpful behaviors. Researchers at the University of Missouri monitored brain activity in video-game players and found that the games trigger a part of the brain that drives people to act aggressively. And in 2004, a team of researchers studied 607 eighth- and ninth-grade students in the Midwest and discovered that there was indeed a correlation between playing violent video games and getting into fist fights, though the study was not able to say if one caused the other.

That last study reflects the chicken-and-egg conundrum of a lot of video-game research: Are troubled kids more likely to play violent video games, or do violent video games help create troubled kids? "That's a question we can't answer right now," says Cheryl Olson. For decades, researchers have been trying to untangle the constellation of factors involved in youth violence, from quality of neighborhoods to home environment to media influence, but so far they haven't been able to determine the degree to which any one of them contributes.

Part of the reason why data seem to contradict each other, Olson suggests, might lie in the disparate motivations players bring to the games. "Ours was the first study to ask a decent-sized group of kids, Why do you play [M-rated] video games?'" she says. "We came up with 17 or 18 reasons why they might play. And we were struck that many of the kids said they were playing to help with emotional regulation—to get their anger out, to feel less lonely, to reduce stress, a lot of things we didn't expect." For these kids, Olson suggests, violent video games might play a positive role in managing unruly emotions. "If I had a bad day at school," said one focus-group participant, "I'll play a violent video game, and it just relieves my stress."

Craig Anderson isn't convinced by this "emotional regulation" hypothesis. "Kids report that's what is going on," he says, "but in fact there's no evidence that actually happens."

In fact, Olson and Anderson could both find support from a new study by psychologists in New Zealand and Australia. The study measured the individual personality traits of 126 teenagers, then tested their reactions to the violent video game Quake II. They found that playing the game made hostile people angrier, helped calm more introverted personalities, and had no apparent affect on people with mild and stable personalities. In other words, one kid might indeed play the game to blow off steam in a healthy way, even as it feeds another's anger.

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