Adolescence and Video Game Violence
Video Game Violence and Public Policy
David Walsh, Ph.D.
National Institute on Media and the Family
Video games will turn 30 years old in 2002. The industry that started with Pong has become a multi-billion dollar worldwide industry. The growth of the industry is both matched and driven by the technological advances. In a little more than two years, video game consoles have gone from processing 350,000 polygons per second (pg/s) —a measure of graphic and action quality– to processing 125 million pg/s.
The increasingly realistic and exciting nature of electronic games has helped to make them enormously popular with children and youth. 79% of American children now play computer or video games on a regular basis. Children between the ages of seven and 17 play for an average of eight hours a week. Most of the games on the market are appropriate for these young players, and the best of them can bring a lot of benefits. Besides being fun, some of the games provide practice in problem solving and logic as well as strategizing.
The growth of electronic games has not been without controversy, however. The subset of games that feature violence, gore, and antisocial behavior has raised concern among parents, educators, child advocates, medical professionals, and policy makers. The implication of games in high profile school shootings has led to congressional hearings, government investigations, and legislative proposals. The intense concern about video and computer games is based on the belief that the ultra violent games are inappropriate for all children and harmful to some.
This paper will address three issues related to the questions surrounding violent electronic games and children.
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- Is the concern about violent video games justified?
- The Federal Trade Commission report on the marketing of “M” rated games to children.
- Legislative responses and First Amendment issues.
Is the Concern Justified?
Concern about violent video and computer games is based on the assumption that they contribute to aggression and violence among young players. That conclusion was originally based on the extensive body of research about the effects of television violence on children’s behavior. Prominent organizations like the American Psychological Association, the American Academy of Pediatrics, and the American Medical Association have all concluded that the scientific evidence shows a cause-effect relationship between television violence and aggression among the children and youth who watch it. Based on this research, many social scientists have hypothesized that we should expect video games to have an even greater impact for the following four reasons.
1. Children are more likely to imitate the actions of a character with whom they identify. In violent video games the player is often required to take the point of view of the shooter or perpetrator.
2. Video games by their very nature require active participation rather than passive observation.
4. Rewards increase learning, and video games are based on a reward system.
While the research base conducted on video games is small compared to that conducted on television, early results are showing that the concern is indeed warranted. Anderson & Bushman have conducted a meta-analysis of 35 different studies of violent video games (2001). A meta-analysis is a type of study in which researchers analyze the results of other studies to see if there are similar patterns of results; Anderson and Bushman showed that there is a consistent pattern of results in five areas.
- Exposure to violent games increases physiological arousal.Studies measuring the physiological responses to playing violent video games (compared with physiological responses to non-violent games) have shown that violent games increase physiological arousal. Heart rate, systolic blood pressure, and diastolic blood pressure all increase when playing violent games. Ballard & Weist (1996) showed that playing a violent game (Mortal Kombat, with the depictions of blood “turned on”) resulted in higher systolic blood pressure increases than playing a non-violent game or Mortal Kombat with the blood “turned off.” Studies by Lynch (1994, 1999) have shown that the effect may be even greater for children who are naturally more aggressive. Students who scored in the top 20% on a trait hostility scale showed much greater increases in physiological response than students scoring in the bottom 20% of the hostility scale. Children who were more hostile also showed much greater response in adrenaline, nor-adrenaline, and testosterone than children who were less hostile after playing a violent video game. These physiological effects are important because these are the same types of physiological reactions bodies have when engaged in a fight. The interaction with trait hostility is important because it suggests that the effects of playing violent games may be even greater for children who are already at risk for aggressive behavior.
- Exposure to violent games increases aggressive thoughts.Studies measuring cognitive responses to playing violent video games (compared with cognitive responses to non-violent games) have shown that violent games increase aggressive thoughts. These findings have been found for males and females, children and adults, and in experimental and correlational studies. Kirsh (1998) found that exposure to a violent video game increases hostile attribution bias (defined below) in the short term, relative to exposure to a non-violent video game. The term hostile attribution bias has been used to describe the manner in which aggressive children perceive the actions of peers. Children who tend to interpret ambiguous social cues as being of hostile intent (i.e., have a hostile attribution bias) are more aggressive (e.g., Crick & Dodge, 1994). Furthermore, there is a robust relationship between hostile attribution bias and children’s social maladjustment, such as depression, negative self-perceptions, and peer rejection (Crick, 1995). Gentile et al. (under review) also found that children who play more violent games are more likely to have a hostile attribution bias.
- Exposure to violent games increases aggressive emotions.Studies measuring emotional responses to playing violent video games (compared with emotional responses to non-violent games) have shown that violent games increase aggressive emotions. Adolescents themselves often seem to recognize this. When asked to name the “bad things” about computer games, many students reported that they make people more moody and aggressive (Griffiths & Hunt, 1998). In this study, students who were more “addicted” to video games were significantly more likely to be in a bad mood before, during, and after play than were non-addicted students.
- Exposure to violent games increases aggressive actions.
Studies measuring aggressive behaviors after playing violent video games (compared with behaviors displayed after playing non-violent games) have shown that violent games increase aggression. In one study of college students, students played either a violent or non-violent game. After playing this game, they were given a competitive reaction time task in which they played against another student. If they beat the other student, they got to deliver a loud “noise blast,” and were able to control how loud and how long the noise blast would be. Students who had previously played the violent video game delivered longer noise blasts to their opponents (Anderson & Dill, 2000).
In a study of 8th and 9th graders, students who played more violent video games were also more likely to see the world as a hostile place, to get into frequent arguments with teachers, and to be involved in physical fights (Gentile et al., under review). It has often been suggested that violent video games are not the culprit for these types of behaviors; instead, the cause is underlying hostility. The argument goes, “Hostile kids get into more arguments and more fights. They also like to play more violent games.” While this is true, it is not the whole story. This study measured children’s trait hostility, and found that exposure to video game violence is a significant predictor of physical fights, even when students’ sex, hostility level, and amount of video game playing are controlled statistically. If hostility were the whole story, then in general, only hostile children would tend to get into fights, and children with the lowest hostility scores would not get into physical fights regardless of their video game habits. Figure 1 shows the percentages of students who report being involved in physical fights within the previous year. Children with the lowest hostility scores are almost 10 times more likely to have been involved in physical fights if they play a lot of violent video games than if they do not play violent games (38% compared to 4%). In fact, the least hostile children who play a lot of violent video games are more likely to be involved in fights than are the most hostile children who do not play violent video games.
