By John Gocke, video game reviewer
November-December 2000 – Two studies published in the Journal of Personality and Social Psychology on April 23, 2000, clearly demonstrate that violent video games DO negatively affect the behavior of those who play them.
One study demonstrated that graphically violent video games produce an immediate increase in aggressive thoughts and behavior.
The other study found that violent game play not only increased aggressive behavior, but produced a long-term, real-life impact on the behavior and relationships of the players.
Psychology professors from the University of Missouri, Columbia, and Lenoir-Rhyne College, conducted the study on 227 undergraduate college volunteers drawn from introductory psychology courses. Psychologists Craig Anderson and Karen Dill found that violent computer games affect the player in the following ways:
1. The player identifies with the aggressor. In “first-person” video games, the player assumes the identity of the shooter and sees the world through the character’s eyes. In effect, the game puts the weapon in the hands of the player to heighten the game’s impact as he kills the enemy. They found that players became emotionally involved with their character and “enjoyed” killing the bad guys. (It is one thing to watch the “Terminator” work. It is another thing to BE the terminator.) As a result:
• Players develop positive attitudes toward the use of violence.
• Players develop expectations that others will behave aggressively.
• Players assume that others have similar attitudes of aggression.
• Players come to believe that violent solutions are effective and appropriate for solving problems in life.
2. The player actively participates in the violence. These studies illustrated the idea that playing violent video games is a way of rehearsing violent behaviors, and makes it easier to bring that behavior into real life. If you practice shooting basketballs thousands of times, you get better at scoring. If you practice killing thousands of times, you get better at that as well. The Columbine shooters, Eric Harris and Dylan Klebold, had been playing “first-person shooters” for more than a year before that fateful day. When the time came to “play the game” in the real world, they were ready. As a result:
• Violent video games teach a total disregard for societal norms, property rights, and even the general value of other lives.
• The world is seen as a violent, unsafe place. (Everyone is out to get me.)
• The player learns that aggressive actions against others, such as fighting and shooting, may be appropriate, even necessary.
3. Violent video games have an addictive nature. Players receive constant and immediate reinforcement for aggressive performance in the form of visual and au - ditory (sensory) stimulation. This positive stimulation is reinforced during a “kill” with special effects such as exploding body parts, blood, gore, and general mayhem. It provides an excellent environment for learning aggression. As a result:
• Violent video game exposure contrib - utes to aggressive personality traits in the player, and further playing can make an already aggressive person even more aggressive.
• As players become more aggressive, it changes their outlook on life and so - cializing. They tend to choose to socialize with others who demonstrate the similar attitudes of aggression.
• The player’s socialization with teachers, parents, and non-aggressive peers are likely to degenerate.
• The more realistic the games are, the stronger the negative impact.
In conclusion, if you observe your child developing aggressive attitudes towards others, you may need to make an evalua - tion of his video games and other forms of entertainment.
These two studies validate the probability that your child will become more aggressive, irritable, and possibly even violent if he plays violent video games.
Their findings also coincide with Colossians 2:8, which warns us that submitting our minds to the empty philosophies of this world will undermine our Christian life.
Video game rating guide for parents
EC (Early Childhood) – Suitable for ages 3 and up. Games with this rating, according to the Entertainment Software Ratings Board (ESRB) website, “do not contain any material that parents would find inappropriate.”
E (Everyone) – Suitable for ages 6 and up. “These titles will appeal to people of many ages and tastes. They may contain minimal violence, some comic mischief (for example, slapstick comedy), or some crude language.” Note: On January 1, 1998, this category replaced the “K-A” (Kids to Adults) rating, although some games may still carry the older symbol.
K-A (Kids to Adults) – see “E” above.
T (Teen) – Suitable for persons ages 13 and older. Games with this rating “may contain violent content, mild or strong language, and/or suggestive themes.”
M (Mature) – Suitable for persons ages 17 and older. “These products may include more intense violence or language than products in the Teen category. In addition, these titles may also include mature sexual themes.”
AO (Adults Only) – Suitable only for adults. These games “may include graphic depictions of sex and/or violence. Adults Only products are not intended to be sold or rented to persons under the age of 18.”
RP (Rating Pending) – This symbol means the product has been submitted to the ESRB and has not yet received a final rating.
Parents can usually find additional content descriptions on the back of a game package. For the meanings of those descriptions, visit the ESRB website.