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1999 Video and Computer
Game Report Card
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David Walsh, Ph.D.
President, National Institute on Media and the Family
November 23, 1999
Concern about video game violence is not new.
There were calls to ban violent games as early as 1976 when
Death Race, often acknowledged as the first violent
video game, appeared on the market. Of course, the violence
in Death Race seems tame in comparison with todays
first person shooters. As technology advanced,
each generation of violent games became more graphic and
extreme. The addition of sexual material and crude language
raised additional worries. This led Senators Joe Lieberman
and Herb Kohl to hold hearings and press for changes within
the industry. In 1994 the industry responded by setting-up
the voluntary rating system which was intended to keep the
adult games out of the hands of children.
As the annual Report
Cards issued by the National Institute on Media and
the Family have shown, the most violent games still find
their way into the hands of millions of children and teens.
As these games became implicated in the string of recent
school shootings, concern reached new heights. This report
brings together some of the findings from research to determine
if these concerns are justified.
The first thing we learn from the research
is that it is the younger children who spend the most time
playing games. According to one study, the time spent playing
video and computer games peaks between the ages of 8 and
13 (Roberts, 1999). A study we completed at the National
Institute on Media and the Family found a similar pattern
with game playing time peaking between 8 and 15 (Gentile
and Walsh, 1999). We also know that kids, especially boys,
gravitate to the action games, which include
the first person shooters. In one study, 50
percent of boys listed violent games as their favorites
(Buchman and Funk, 1996). A growing number of children and
teens now have the technological skills to customize the
computer games. A recent development is putting skins
on the characters in the games. This means that the player
can insert the images of real people and places thereby
making the games even more realistic. One of the Columbine
High School killers had reportedly done this with the ultra-violent
game, Doom (Pooley, 1999).
Many pre-teens and young teenagers therefore
spend a significant amount of time playing electronic games,
with a preference for the violent ones. We also know that
they have easy and frequent access to increasingly violent
and realistic games. The next important question is, of
course, What are the effects of this? Because
the ultra-violent games are relatively new, the research
literature is just beginning to accumulate. Research findings
appearing in the 1980s and early 1990s are irrelevant because
those studies did not include the types of violent games
that have proliferated in the past six or seven years. For
the last few years most experts have pointed to the vast
body of research on television violence. That research clearly
shows that a heavy exposure causes negative effects on children
(Walsh, Brown, and Goldman, 1996).
Because there was so little relevant research
specifically focusing on electronic games, some state that
there is no demonstration of harm to children. That, of
course, was the same argument used to defend television
violence for more than three decades. It was only after
many years of research that that argument was abandoned.
That argument, however, will become harder to maintain with
regard to electronic games, because some important research
findings are starting to appear that support the contention
that the violence in computer and video games may indeed
have a harmful effect.
I would like to highlight the findings of
two research projects that found similar results independently.
The first project was done by our collaborator Paul Lynch
at the University of Oklahoma Medical School. Lynch has
been studying the physiological reactions of teenagers to
video games for ten years. He found that violent video games
caused much greater physiological changes than non-violent
games. The changes were found for heart rate and blood pressure
as well as the aggression-related hormones, adrenaline,
noradrenaline, and testosterone. A very important finding
in Lynchs research is that the effect was much greater
for males who pre-tested high on measures of anger and hostility.
In other words, the violent games do not seem to affect
everyone the same. Angry youth react much more strongly
to violent video games than do more easy-going kids (Lynch,
1999).
This finding was confirmed in a sophisticated
research project completed by Craig Anderson of Iowa State
University and Karen Dill of Lenoir-Rhyne College. In my
judgement, Anderson and Dill have executed the best study
of video game violence to date. It will be published in
its entirety in a forthcoming issue of the Journal
of Personality and Social Psychology. They conducted
two separate studies, one of which was an experiment.
In the first study they found a positive correlation
between real-life aggressive behavior and violent video
game play. In addition, they discovered that violent video
game play was correlated with delinquency. Like Lynch, they
also found that the correlation was much stronger for individuals
who are characteristically aggressive. It is also noteworthy
that Anderson and Dill found that the college students who
spent the most time playing video games had the lowest grade
point averages.
Correlational studies are important but do
not establish a causal link. It could be that aggressive
people who get into more trouble prefer violent video games.
To begin to address the causal question, the two researchers
designed an experiment. They used games of the same difficulty
thereby ruling out frustration as a reason for aggression
that might result from playing a violent game. Those students
randomly assigned to play a violent game showed increases
in aggressive thoughts and aggressive behavior. The students
assigned to a non-violent game did not.
Additional studies will need to be completed
before we can claim that there is a demonstrated cause effect
relationship between video game violence and real life aggression.
However, the recent research developments show that the
concern about the impact of violent video games is justified.
It should act as a spur for both more research and for greater
vigilance over the video and computer game diet of children.
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