FAQs on
Violent Video Games and Other Media Violence
Craig A.
Anderson, Ph.D.
Distinguished
Professor of Liberal Arts and Sciences
Director,
Center for the Study of Violence
Department
of Psychology
Iowa State
University
Copyright
2009 by Craig A. Anderson
Can be found
at the Education.com web site:
http://www.education.com/reference/article/FAQ-violent-video-games-other-media/
The Center
for the Study of Violence web site: http://www.isucsv.org
And at Craig
Anderson's web site: http://www.CraigAnderson.org
1. For your 2003
article on The
Influence of Media Violence on Youth1,
you and a distinguished group of media scholars selected by
the National
Institute of Mental Health reviewed 50 years of research on
media violence and
aggression. What have been the main research steps, and what
are the main
conclusions?
Most of the
early
research focused on two questions:
1. Is there
a
significant association between exposure to media violence and
aggressive behavior?
2. Is this
association
causal? (That is, can we say that violent television,
video games, and
other media are directly causing aggressive behavior in our
kids?)
The results,
overall,
have been fairly consistent across types of studies
(experimental,
cross-sectional, and longitudinal) and across visual media
type (television,
films, video games). There is a significant relation
between exposure to
media violence and aggressive behavior. Exposing
children and adolescents
(or "youth") to violent visual media increases the likelihood
that they will
engage in physical aggression against another person. By
"physical aggression"
we mean behavior that is intended to harm another person
physically, such as
hitting with a fist or some object. A single brief exposure to
violent media
can increase aggression in the immediate situation. Repeated
exposure leads to
general increases in aggressiveness over time. This
relation between media
violence and aggressive behavior is causal.
2. What have
researchers focused on in
more recent years? How does exposure to media violence
increase later
aggressive behavior?
Early
aggression
researchers were interested in discovering how youth learn to
be aggressive.
Once they discovered observational learning takes place not
only when youth see
how people behave in the real world but also when they see
characters in films
and on television, many began to focus on exactly how watching
such violent
stories increases later aggression. In other words, more
recent research really
focused on the underlying psychological mechanisms. In the
last 10 years
there also has been a huge increase in research on violent
video games.
Based on five decades of research on television and film
violence and one
decade of research on video games, we now have a pretty clear
picture of how
exposure to media violence can increase aggression in both the
immediate
situation as well as in long term contexts. Immediately after
consuming some
media violence, there is an increase in aggressive behavior
tendencies because
of several factors.
1.
Aggressive thoughts
increase, which in turn increase the likelihood that a mild or
ambiguous
provocation will be interpreted in a hostile fashion.
2.
Aggressive (or
hostile) emotion increases.
3. General
arousal
(e.g., heart rate) increases, which tends to increase the
dominant behavioral
tendency.
4. Youth
learn new
forms of aggressive behaviors by observing them, and will
reenact them almost
immediately afterwards if the situational context is
sufficiently similar.
Repeated
consumption of
media violence over time increases aggression across a range
to situations and
across time because of several related factors.
1. It
creates more
positive attitudes, beliefs, and expectations regarding
aggressive solutions to
interpersonal problems. In other words, youth come to believe
that aggression
is normal, appropriate, and likely to succeed.
2. It also
leads to the
development of aggressive scripts, which are basically ways of
thinking about
how the social world works. Heavy media violence consumers
tend to view the
world in a more hostile fashion.
3. It
decreases the
cognitive accessibility of nonviolent ways to handle conflict.
That is, it
becomes harder to even think about nonviolent solutions.
4. It
produces an
emotional desensitization to aggression and violence.
Normally, people have a
pretty negative emotional reaction to conflict, aggression,
and violence, and
this can be seen in their physiological reactions to
observation of violence
(real or fictional, as in entertainment media). For example,
viewing physical
violence normally leads to increases in heart rate and blood
pressure, as well
as to certain brain wave patterns. Such normal negative
emotional reactions
tend to inhibit aggressive behavior, and can inspire helping
behavior. Repeated
consumption of media violence reduces these normal negative
emotional
reactions.
5.
Repetition increases
learning of any type of skill or way of thinking, to the point
where that skill
or way of thinking becomes fairly automatic. Repetition
effects including
learning how to aggress.
3. Is there a
difference between the
effects of TV/film violence versus Video-Games violence?
Most of the
research
has focused on TV/film violence (so-called "passive" media),
mainly
because they have been around so much longer than video games.
However, the
existing research literature on violent video games has
yielded the same
general types of effects as the TV and Cinema research. At a
theoretical level,
there are reasons to believe that violent video games may
have a larger harmful
effect than violent TV and film effects. This is a very
difficult research
question, and there currently is no definite answer. But,
recent studies that
directly compare passive screen media to video games tend to
find bigger
effects of violent video games.
4. Is that why there
have been so many
school shootings by kids who play lots of violent video
games? Can such games
turn a normal, well-adjusted child or adolescent into a
school shooter?
No, that
would be an
overstatement, one that mainstream media violence researchers
do not make. The
best way to think about this is the risk factor approach (2).
There are three
important points to keep in mind.
First, there
are many
causal risk factors involved in the development of a person
who frequently
behaves in an aggressive or violent manner. There are
biological factors,
family factors, neighborhood factors, and so on. Media
violence is only one of
the top dozen or so risk factors.
Second,
extreme
aggression, such as aggravated assault and homicide, typically
occurs only when
there are a number of risk factors present. In other words,
none of the causal
risk factors are "necessary and sufficient" causes of extreme
aggression. Of course, cigarette smoking is not a necessary
and sufficient
cause of lung cancer, even though it is a major cause of it.
People with only
one risk factor seldom (I'm tempted to say "never") commit
murder.
Third,
consumption of
media violence is the most common of all of the major risk
factors for
aggression in most modern societies. It also is the least
expensive and easiest
risk factor for parents to change. In sum, playing a lot of
violent games is
unlikely to turn a normal youth with zero or one or even two
other risk factors
into a killer. But regardless of how many other risk factors
are present in a
youth's life, playing a lot of violent games is likely to
increase the
frequency and the seriousness of his or her physical
aggression, both in the
short term and over time as the youth grows up.
5. Are some social
groups more
susceptible to the negative effects of violent video games
than others? Are
some groups immune to these effects?
There is
some research
suggesting that individuals who are already fairly aggressive
may be more
affected by consumption of violent video games, but it is not
yet conclusive.
Similarly, video game effects occasionally appear to be larger
for males than females,
but such findings are rare. Most studies find that males and
females are
equally affected, and that high and low aggressive individuals
are equally
affected. One additional point is worth remembering:
Scientists have not been
able to find any group of people who consistently appear
immune to the negative
effects of media violence or video game violence.
6. How important is
the distinction
between realistic violence versus fantasy violence?
This is an
extremely
important question because it is so frequently misunderstood.
Many people,
including psychiatrists and psychologists, tend to think:
"Well, it is
just a game, this boy (girl) is able to understand the
difference between it
and reality. Let us not worry about it." One of the great
myths
surrounding media violence is this notion that if the
individual can
distinguish between media violence and reality, then it
can't have an adverse
effect on that individual. Of course, the conclusion
does not logically
follow from the premise. And in fact, most of the studies that
have
demonstrated a causal link between exposure to media violence
and subsequent
aggressive behavior have been done with individuals who were
fully aware that
the observed media violence was not reality. For instance,
many studies have
used young adult participants who knew that the TV show, the
movie clip, or the
video game to which they were exposed was not "real." These
studies
still yielded the typical media violence effect on subsequent
aggressive
behavior.
7. Aren't there
studies of violent video
games that have found no significant effects on aggression?
Yes, such
studies do
exist. In any field of science, some studies will produce
effects that
differ from what most studies of that type find. If this
weren't true, then
one would need to perform only one study on a particular issue
and we would
have the "true" answer. Unfortunately, science is not that
simple.
As an
example, consider
the hypothesis that a particular coin is "fair," by which I
mean that
upon tossing it in the air it is equally likely to come up
"heads" as
"tails." To test this hypothesis, you toss it 4 times, and it
comes
up heads 3 times (75% heads). I toss it 4 times and get 2
heads (50%). My two
graduate students toss it 4 times each, getting 4 tails and 2
heads (0% heads,
50% heads, respectively). Is the coin fair? Why have different
people gotten
different results? Well, part of the problem is that each of
us has conducted a
"study" with a sample size that is much too small to produce
consistent results. We each should have tossed the coin at
least 100 times. Had
we done so, each of us would have had about 50% heads (if the
coin was truly a
"fair" coin). But we still wouldn't have gotten the exact same
results. Chance plays some role in the outcome of any
experiment. So even if
all the conditions of the test are exactly the same, the
results will differ to
some extent. Of course, in the real world of science, the
situation is much
more complex. Each study differs somewhat from every other
study, usually in
several ways.
Given that
scientific
studies of the same question will yield somewhat different
results, purely on
the basis of chance, how should we go about summarizing the
results of a set of
studies? One way is to look at the average outcome across
studies. This is
essentially what a meta-analysis does. And when one does a
meta-analysis on the
video game violence research literature, the clear conclusion
is that the
results are quite consistent. On average there is a clear
effect: exposure to
violent video games increases subsequent aggression. This has
been found for
each of the three major research designs (experimental,
cross-sectional, and
longitudinal), for youth and for young adults, and for youth
in North American,
Japan, and Western Europe.
Some of
the few
contradictory studies can be explained as being the result
of poor methods. For example, one
frequently cited study that
failed to find a video game effect did not actually measure
aggressive
behavior; instead, it measured arguments with a friend or
spouse. That same
study also failed to show that participants in the "high video
game violence"
condition actually played more violent games than participants
in the "low
video game violence" condition. In fact, when you separate
studies into those
that were well conducted versus those that had major flaws,
you find that the
well conducted studies found bigger average effects of violent
video games on
aggression than did the poorly conducted studies. Some
well-conducted and some
poorly-conducted studies suffer from a too small sample size.
But the main
point is that even well conducted studies with appropriate
sample sizes will
not yield identical results. For this reason, any general
statements about a
research domain must focus on the pooled results, not on
individual studies.
8. But what about the
claims made by the
media industries and by some other media violence experts,
who say that the
existing research evidence shows no effects of violent
media?
The various
entertainment media industries have lots of money to spend on
trying to
convince the general public and political leaders that there
is nothing to
worry about. And they do spend large sums on this. Unlike the
research
community, which has no vested interest in the topic, the
media industry is
very concerned about profits and will do almost anything
to protect those
profits. A recent book by James Steyer titled "The Other
Parent: The
Inside Story of the Media's Effect on Our Children," reveals
much about
how this works in the U.S.3 I suspect that most people would
be shocked by many
of the revelations contained in this book. I personally have
witnessed media
industry lobbyists lie about a factual issue, watched them get
caught in that
lie, and then seen the same lobbyist deliver the same lie to a
different group
a year later. So, one must distinguish between real vs.
industry supported
experts.
9. But haven't other
media violence
experts also claimed that there is no valid scientific
evidence linking media
violence to aggression?
Yes, and no.
The media
industries seek out, promote, and support "experts" who will
make
such claims. There are several such "experts" who have made
their
careers by bashing legitimate research. Examining their
credentials is quite revealing.
Many do not have any research training in an appropriate
discipline. Of those
who do have advanced degrees in an appropriate discipline (for
example, social
psychology), almost none of them have ever conducted and
published original
media violence research in a top-quality peer-reviewed
scientific journal.4
That is, they have never designed, carried out, and published
a study in which
they gathered new data to test scientific hypotheses about
potential media
violence effects. In other words, they are not truly experts
on media violence
research. Again, to get at the truth, one must distinguish
between actual vs.
self-proclaimed (and often industry-backed) experts.
10. Are there any
evaluations of the
media violence research literature done by groups who have
the appropriate
expertise but who are not themselves media violence
researchers?
Interestingly,
a number
of professional organizations have asked their own experts to
evaluate the
media violence research literature. One of the most recent
products of such an
evaluation was a "Joint Statement on the Impact of
Entertainment Violence
on Children," issued by six medical and public health
professional
organizations at a Congressional Public Health Summit on July
26, 2000. This
statement noted that "...entertainment violence can lead to
increases in
aggressive attitudes, values, and behavior, particularly in
children." The
statement also noted that the research points
"...overwhelmingly to a
causal connection between media violence and aggressive
behavior in some
children." The six signatory organizations were: American
Academy of
Pediatrics, American Academy of Child & Adolescent
Psychiatry, American
Medical Association, American Psychological Association,
American Academy of
Family Physicians, and the American Psychiatric Association.
Along the same
line, several reports by the U.S. Surgeon General have
concluded that exposure
to media violence is a significant risk factor for later
aggression and
violence. Both the American Academy of Pediatrics and the
American
Psychological Association have specifically addressed the
violent video game
issue; both concluded that playing violent video games is a
causal risk factor
for later aggression against others, and called for a
reduction in exposure of
youth to this risk factor.
11. The claim has been
made that in terms
of the general public's beliefs about media violence
effects, we are currently
in a situation that is very similar to where the public was
some 30 years ago
in the tobacco/lung cancer issue. In what ways are these two
cases similar?
Dissimilar?
The medical
research
community knew that cigarette smoking causes lung cancer long
before the
general public came to hold such beliefs. In fact, there are
still sizable
numbers of smokers who don't really believe this to be true.
The tobacco
industry was quite effective keeping the public confused
regarding the true
causal effect of tobacco on lung cancer. Among other tactics,
they promoted
"experts" who claimed that the research was badly done, or was
inconsistent, or was largely irrelevant to lung cancer in
humans. The media
industries have been doing much the same thing, seeking out,
promoting, and
supporting "experts" willing to bash media violence research.
The tobacco
industry
successfully defended itself against lawsuits for many years.
There have been
several lawsuits filed in the U.S. against various video game
companies in
recent years. As far as I know, none have been successful yet.
One big
difference between the tobacco industry case and the violent
media case is that
the main sources of information to the public (e.g., TV news
shows, newspapers,
magazines) are now largely owned by conglomerates that have a
vested interest
in denying the validity of any research suggesting that there
might be harmful
effects of repeated exposure to media violence.
The tobacco
industry
certainly had some influence on the media, because of their
advertising
revenues, but the violent media industries are essentially a
part of the same
companies that own and control the news media. Thus, it is
likely to be much
more difficult for the general public to get an accurate
portrayal of the
scientific state of knowledge about media violence effects
than it was to get
an accurate portrayal of the tobacco/lung cancer state of
scientific knowledge.
Given that it took 30-some years for the public to learn and
accept the
tobacco/lung cancer findings, it seems unlikely that we'll see
a major shift in
the public's understanding of media violence effects. Indeed,
a study that my
colleague Brad Bushman and I published in 2001 suggests that
the media
violence/aggression link was firmly established scientifically
by 1975, and
that news reports on this research have gotten less accurate
over time.5
Another big difference is in the proportion of people who were
hooked on these
risk factors as children. The vast majority of youth
repeatedly consume violent
media, well before they turn 18; this was never true of
tobacco products. This
is important in part because of the "third person effect," a
psychological phenomenon
in which people tend to think that
they personally are immune to risk factors that can affect
others.
12. The U.S. Senate
invited you to
deliver an expert's opinion on violent video games in March,
2000. Has anything
changed in the video game research literature since then?
Yes, since
that time a
large number of new video game studies have been published.
One of the most
important developments is that now there have been several
major longitudinal
studies of violent video game effects on youth. In such
studies, the research
gathers information about a child's video game habits and
their typical level
of aggressiveness at two separate points in time. The two time
points may be
separated by months or years. Sophisticated statistical
techniques are used to
answer a simple question: Do those who played lots of violent
video games at
the first measurement time show larger increases in aggression
over time than
those who played few violent video games? Such longitudinal
studies from North
America, Europe, and Japan have all found the same answer:
Yes.
In addition,
my
colleagues and I have done several meta-analyses of all of the
video game
studies. It is even clearer today than it was at that earlier
date that violent
video games should be of concern to the general public. That
is, even stronger
statements can now be made on the basis of the scientific
literature.
13. What is your
advice concerning public
policy towards violent entertainment media, particularly
violent video games
violence managing?
My
colleagues and I try
very hard to restrict our role in public policy debate to that
of an expert
media violence researcher. After all, that's what our training
is in, and what
we have devoted our careers to doing. So, when the U.S. Senate
(or anyone else)
asks what the current scientific research literature shows, I
tell them as
plainly and clearly as possible. There is a "correct" answer
to such
a question, and I do my best to convey that answer. When asked
what society
should do about it, well, that's a political question that
should (in my view)
be publicly debated. There is no single "correct" answer to
this
public policy question because a host of personal values are
relevant to the
debate, in addition to the relevant scientific facts. In
addition, there are
legal issues that differ for different countries.
Nonetheless,
I am
willing to give a vague answer to the public policy question.
Given the
scientific evidence that exposure to media violence (and video
game violence)
increases aggression in both the short-term and the long-term,
and given my
belief that the level of aggression in modern society could
and should be
reduced, I believe that we need to reduce the exposure of
youth to media
violence. My preference for action is to somehow convince
parents to do a
better job of screening inappropriate materials from their
children. It is not
always an easy task for parents—in part because of poor
ratings systems—and
perhaps there are appropriate steps that legislative bodies as
well as the
media industries could take to make it easier for parents to
control their
children's media diet. But of course, as long as the media
industries persist
in denying the scientific facts and persist in keeping the
general public
confused about those facts, many parents won't see a need to
screen some
violent materials from their children. Ironically, the
industry's success in
keeping parents confused and in making parental control
difficult is precisely
what makes many citizens and legislators willing to consider
legislation
designed to reign in what they perceive to be an industry
totally lacking in
ethical values. My colleagues and I recently published several
pieces on the
complexity of the public policy issues.6
14. Does violence
sell?
Clearly,
violence does
sell, at least in the video game market. But it is not clear
whether the
dominance of violent video games is due to an inherent desire
for such games,
or whether this is merely the result of the fact that most
marketing dollars
are spent on promoting violent games instead of nonviolent
ones. One great
irony in all of this is the industry belief that violence is
necessary in their
product in order to make a profit. One result of that belief
is that most of
marketing efforts go into marketing violence. In fact, the
media has seemingly
convinced many people in the U.S. that they like only violent
media products.
But nonviolent and low violent products can be exciting, fun,
and sell well. Myst
is a good example of an early
nonviolent video game that sold extremely well for quite some
time. More recent
examples include The
Sims, many
sports and racing games, and many simulation games.
Interestingly, in some of
our studies college students have to play nonviolent video
games. Some of the
these students report that they have never played nonviolent
games, and are
surprised to learn that they like some of the nonviolent ones
as much as their
violent games.
Even more
intriguing is
recent research on the psychological motivations that underlie
judgments about
which games are the most fun and worthy of repeat business.
Scholars at the
University of Rochester conducted six studies on game players'
ratings of game
enjoyment, value, and desire for future play. They found that
games that give
the player a lot of autonomy (lots of choices within the game)
and feelings of
competence (for example, success in overcoming difficulties
with practice) were
rated much more positively than games without these
characteristics, regardless
of whether or not the games included violence. In other words,
violent games
are so popular mainly because such games tend to satisfy both
autonomy needs
and competence needs, not because they contain violence.7
15. So are video games
basically bad for
youth?
No, a better
summary
statement is that a well-designed video game is an excellent
teaching tool.8
But what it teaches depends upon its content. Some games teach
thinking skills.
Some teach math. Some teach reading, or puzzle solving, or
history. Some have
been designed to teach kids how to manage specific illnesses,
such as diabetes,
asthma, and cancer. But all games teach something, and that
"something" depends
on what they require the player to practice. In short, there
are many
nonviolent games that are fun, exciting, and challenging.
Children and adolescents
(and adults) like them and can learn positive things from
them. Some even get
you to exercise muscles other than those in your hands. In
moderation, such
games are good for youth. But parents and educators need
to check the
content of the games they are considering for the youth in
their care. You can't
simply use the game ratings, because many games rated by the
industry as
appropriate for children and for teens contain lots of
violence. But with a bit
of parental effort, and some household rules about
game-playing, the youth's
gaming experience can be fun and positive.
1 Anderson,
C.A.,
Berkowitz, L., Donnerstein, E., Huesmann, L.R., Johnson, J.,
Linz, D.,
Malamuth, N., & Wartella, E. (2003). The influence of
media violence on
youth. Psychological
Science in the
Public Interest, 4, 81-110.
2 Anderson,
C.A.,
Gentile, D.A., & Buckley, K.E. (2007).
Violent Video Game Effects on Children and Adolescents:
Theory, Research, and
Public Policy. New York: Oxford University Press.
3 Steyer, J.
P. (2002). The Other
Parent:The Inside Story of the
Media's Effect on Our Children. New York: Simon &
Schuster.
4 Huesmann,
L.R., &
Taylor, L.D. (2003). The case against the case against media
violence. In D.A.
Gentile (Ed.), Media
violence and
children (pp.107–130). Westport, CT: Praeger.
5 Bushman,
B.J., &
Anderson, C.A. (2001). Media violence and the American public:
Scientific facts
versus media misinformation. American
Psychologist, 56, 477-489.
6 Gentile,
D.A.,
Saleem, M., & Anderson, C.A. (2007). Public policy and the
effects of media
violence on children.
Social Issues and
Policy Review, 1, 15-61.
Anderson, C.A., &
Gentile, D.A.
(2008). Media violence, aggression, and public policy. In E.
Borgida & S.
Fiske (Eds.), Beyond
Common Sense:
Psychological Science in the Courtroom (pp. 281-300).
Malden, MA:
Blackwell.
7
Przybylski, A. K.,
Ryan, R. M., & Rigby, C. Scott. (2009). The motivating
role of violence in
video games. Personality
and Social Psychology
Bulletin, 35, 243-259.
8 Gentile,
D. A., &
Gentile, J. R. (2008). Violent video games as exemplary
teachers: A conceptual
analysis. Journal of
Youth and
Adolescence, 37, 127-141.