|
by Ed Vitagliano
| AFA Journal news editor
The Journal of Adolescence recently published
a special issue dedicated to the growing body of scientific research
documenting the link between violent video games and a number of
negative behaviors in children and adolescents who play them.
"After a half century of research, the
empirical evidence regarding the negative effects of violent television,
movies and video games is overwhelming," said psychologists
Eric Uhlmann of Yale University and Jane Swanson of the University
of Washington, who were one of the teams that published their results.
In all, nine studies were highlighted in the
Journal of Adolescence. In a study of eighth- and ninth-graders,
for example, Douglas A. Gentile of the National Institute on Media
and the Family found detrimental effects from both "[e]xposure
to violent video game content and amount of video game play."
Those effects included increased hostility,
an increased likelihood of being involved in fights, increased frequency
of arguments with teachers, and poorer academic performance.
"Adolescents who were more hostile tended
to consume more electronic media, played more violent video games,
prefer more violent content, and have fewer parental limits on the
content of their video games," Gentile said.
In another article, psychologist Craig Anderson
of Iowa State University said that studies indicate that "[e]xposure
to violent video games increases aggressive thoughts, feelings,
and behaviors; increases [physiological] arousal and decreases helping
behavior."
Active violence
Researchers are also beginning to
zero in on some of the reasons why the playing of violent video
games may be so detrimental.
For example, a study conducted by Jeanne B.
Funk from the University of Toledos department of psychology
hypothesized that it is the uniquely active nature of video gaming
that may be the trigger.
"Video game players actually participate
in, and to some extent create the video game actions, rather than
simply being a content recipient," Funk said. "In order
to succeed at a violent video game, players must identify and then
choose violent strategies. Repeated violent choices result in a
continuous cycle of reward. Violence is presented as justified,
without negative consequences, and fun."
Funk and her colleagues said that violent video
games increase the potential for cognitive, emotional and behavioral
"desensitization" of those who play. "Emotional desensitization
is evident when there is numbing or blunting of emotional reactions
to events which would typically elicit a strong response,"
she said. "Cognitive desensitization is evident when the belief
that violence is uncommon and unlikely becomes the belief that violence
is mundane and inevitable. Emotional and cognitive desensitization
to violence decreases the likelihood that violent behavior will
either be censored or censured."
When a gamer becomes desensitized, Funk added,
"the process of moral evaluation is disrupted because the individual
does not perceive or respond to the cues that are necessary to initiate
evaluative processes. As a result, actions may be taken without
consideration of their moral implications."
Uhlmann and Swanson said that playing such violent
games begins to "prime aggressive thoughts and feelings, which
subsequently prime aggressive action tendencies
."
This creates a pattern of thought and action
that is accessed by the youth in real-life circumstances. "Repeated
exposure to violent media may make aggressive thoughts and actions
chronically accessible, increasing the likelihood that the person
will behave in an aggressive manner, especially when provoked or
frustrated," they said.
At the University of Potsdam (Germany), psychologists
Barbara Krahe and Ingrid Moller also advanced the idea that such
games alter the players views of what is right and wrong.
"Significant relationships were found between
attraction to violent electronic games and the acceptance of norms
condoning physical aggression," they said.
Like Funk and her associates, Krahe and Moller
suggest that violent video games are unique in certain respects,
and may be even more adverse than violent television or other media:
"[E]lectronic games may be even more detrimental
due to a number of specific features: (a) they provide direct rewards
(e.g. points, promotion to the next level of the game) to the players
for their aggressive actions in the game, (b) they facilitate the
rehearsal of specific behavioral skills (such as hitting a target
with a firearm), (c) they facilitate identification with the aggressor
by allowing players to choose from a range of characters, and (d)
they are characterized by increasing realism in graphics and sound,
combined with even more extreme violent action."
Answering critics
One of the arguments made by those who defend the video game
industry even the more violent games is that violent
video games dont cause kids to become more hostile, but instead
tend to draw more hostile kids to the violent content.
Gentiles study, however, seemed to rebut
that contention. Researchers found, for example, that kids who scored
higher on initial tests of hostility, but who played fewer violent
video games, actually "had relatively low incidence of physical
fights." On the other hand, youth who initially tested lower
on hostility but "who expose themselves to the greatest amount
of video game violence
had a higher incidence of physical
fights."
However, the data revealed that the highest
incidence of such physical conflict belonged to the group of kids
that scored high in hostility and had high levels of exposure to
video game violence.
Gentile concluded: "It is possible that
the people who are most affected by violent media are those who
are most naturally aggressive, thus putting the most vunerable at
the greatest risk for increased aggression."
Another argument raised by defenders of violent
video gaming is that when kids play such games, it releases pent
up aggression that might otherwise result in real-life aggression.
Krahe and Moller said this was not what the
research has found." On the contrary, indulging in imaginary
aggression has been found to be a potent priming exercise increasing
the accessibility of aggressive thoughts and the probability of
subsequent aggressive behavior," they said.
Anderson likened such defensive argumentation
to another well-known industry. "Video game industry representatives
and their experts have criticized the existing violent
video game research literature, much as the tobacco industry found
experts to criticize all research on the possible causal
links between smoking and lung cancer," he said. "And
of course, the perfect study doesnt exist in any
domain of science, including video game research."
When it comes to medical and mental health organizations,
the video game industry may be no less successful in ignoring the
evidence than was Big Tobacco. Gentiles study noted that the
American Psychological Association, the American Academy of Pediatrics,
the American Academy of Child and Adolescent Psychiatry, and the
American Medical Association all signed on to a statement that said
media violence had a "causal connection" to aggressive
behavior in young people, even though that connection was complex.
Anderson called the magnitude of the effects
of violent video games on those who play them "somewhat alarming."
When measured scientifically, he said, the impact that exposure
to violent video games has on aggressive behavior is greater than
"the effect of exposure to passive smoke at work and lung cancer,
and the effect of calcium intake on bone mass."
He concluded, "As a society, we have taken
massive and expensive steps to educate the public about these smaller
medical effects, but almost none to deal with the larger violent
video game effects."

Wanted:
Involved parents
With researchers beginning to build an increasingly airtight case
involving the negative effects on kids playing violent video games,
parents who are asking for an answer would be wise to find it
in the mirror.
One of the most commonly
mentioned potential factors in offsetting the influence of violent
video games is the involvement of parents in the gaming habits
of their children.
Douglas A. Gentile
of the National Institute on Media and the Family said, "Active
parental limits in childrens game selection and amount of
play could play an important moderating role in the effects of
video games on children."
At the very least,
parents should be aware of the ratings for the games their children
play, and what those ratings mean.
The Entertainment Software
Rating Board (ESRB) is charged by the video gaming industry with
previewing games for computers and gaming consoles and rating
them for content. Companies place the rating in a prominent place
on the game package with a description of the rating on the back.
(See below.)
Parents who would like
to check the ratings of particular games can call the ESRB at
800-771-3772 or visit the organizations website at www.esrb.org.
|