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Violent Video Games: Effects
Research
Presenter: Craig
A. Anderson, Ph.D., Iowa State University
View presentation (Coming Soon)
Effects research on violent video games serves as the foundational
anchor for the Summit's focal points in research, education and
public policy and for the 10-year action agenda.
To establish that foundation, the Summit presentation on violent
video games effects research covered these areas: methods of research,
a summary of current literature, new research findings, meta-analyses
and comparative studies on media effects. Additional implications
for education and public policy, presented by Dr. Anderson, are
included under those respective sections.
Research findings on effects
It is important to consider research effects of violent video
games in the context of the environment outside of academics.
The presentation examined potential reasons for the inconsistency
between the universal concern expressed by various public health
organizations about media violence versus the general public's
apparent confusion about whether there is any potential harm about
which the public should be concerned.
Confused public perspective
One persistent problem is many in the lay public, the news media,
the video gaming industry and, more recently, judges who have
issued opinions on video game restriction legislation, use an
inappropriate and outdated notion of "scientific causality."
In doing so, they fail to understand that in modern behavioral
science, just as in modern medical science, causal factors are
usually probabilistic.
As an example, even though not all smokers get lung cancer and
some non-smokers do get lung cancer, the public in general understands
and accepts the idea that smoking causes an increase in the likelihood
of getting lung cancer. However, the public has failed to accept
similar scientific evidence of probabilistic causality in specific
cases, such as media violence. Furthermore, many do not understand
media violence effects are seen by the research community as one
risk factor among many for future aggression and violence.
Media violence research yields consistent results
Two main results, over hundreds of studies and numerous meta-analyses
with statistical averaging, are:
- Short-term exposure increases aggression immediately in
users
- Long-term exposure increases aggression throughout the
life span of users
Video game violence research also yields consistent results
Regardless of research method, existing studies of violent video
games consistently find similar increases in aggression and violence.
Clear evidence of psychological effects on children
Numerous national public health organizations have found that
violent media are harmful to children. These organizations include:
- American Academy of Pediatrics
- American Academy of Child & Adolescent Psychiatry
- American Psychological Association
- American Medical Association
- American Academy of Family Physicians
- American Psychiatric Association
- National Institute of Mental Health
- U.S. Surgeon General
- Federal Trade Commission
New research findings
A new book, Violent
Video Game Effects on Children and Adolescents: Theory, Research,
and Public Policy, published by Oxford University Press
in 2007, compiles a comprehensive review of video game effects
literature and examines new research findings in experimental,
cross-sectional and longitudinal studies:
- The experimental study found that even children's video
games can increase aggressive behavior if they contain lots of
violence.
- The cross-sectional correlation study found that high school
students who play lots of violent video games are much more likely
to be involved in aggressive and violent behavior.
- The longitudinal study found that exposure to violent video
games increased aggressive behavior over a five-month period.
Comparison of risk factors for youth violence
To demonstrate the compelling findings of the compilation of violent
video gaming effects, two comparisons were provided: one on correlation
effect size and another on longitudinal effect size of various
risk factors for youth violence.
Effect size
An examination of the relative effect sizes for several public
health concerns revealed that violent video game effects were
larger than the effects of calcium intake on bone mass or of second-hand
smoke on cancer.
Anderson (2004)
An examination of longitudinal effect sizes revealed that the
effect of violent video games on physical aggression is larger
than the effects on youth violence of antisocial parents, low
IQ or poverty.
Increasing potential for violent media effects
As youth have increasing exposure to violent video games, they
face a rising potential for violent media effects. That potential
can be seen in a recent Kaiser
Family Foundation report, issued in 2005, on a survey of media
use, which found 68% of 8- to 18-year-olds have a TV in their
bedroom and 66% have handheld video game systems.
Research Citations
Anderson, C.A.,
Berkowitz, L., Donnerstein, E., Huesmann, L.R., Johnson, J., Linz,
D., Malamuth, N., and Wartella, E. The influence of media
violence on youth. Psychological Science in the Public Interest,
4, 81-110.
Anderson, C. A.,
Carnagey, N. L., Flanagan, M., Benjamin, A. J., Eubanks, J., and
Valentine, J. C. Violent video games: Specific effects of
violent content on aggressive thoughts and behavior. Advances
in Experimental Social Psychology, 36, 199-249.
Anderson, C. A.,
Gentile, D. A., and Buckley, K. E. Violent Video Game Effects
on Children and Adolescents: Theory, Research, and Public Policy.
New York: Oxford University Press.
Gentile, D.A.,
and, Anderson, C.A. Violent Video Games: Effects on Youth
and Public Policy Implications. Chapter in N. Dowd, D. G. Singer,
& R. F. Wilson (Eds.), Handbook of Children, Culture, and
Violence (pp. 225-246). Thousand Oaks, CA: Sage.
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