General Article
EFFECTS OF VIOLENT VIDEO GAMES ON AGGRESSIVE BEHAVIOR, AGGRESSIVE COGNITION, AGGRESSIVE AFFECT, PHYSIOLOGICAL AROUSAL, AND PROSOCIAL BEHAVIOR: A Meta-Analytic Review of the Scientific Literature
By Craig A. Anderson and Brad J. Bushman
Iowa State University Research on exposure to television and movie violence suggests that playing violent video games will increase aggressive behavior. A metaanalytic review of the video-game research literature reveals that violent video games increase aggressive behavior in children and young adults. Experimental and nonexperimental studies with males and females in laboratory and field settings support this conclusion. Analyses also reveal that exposure to violent video games increases physiological arousal and aggression-related thoughts and feelings. Playing violent video games also decreases prosocial behavior.
Paducah, Kentucky. Jonesboro, Arkansas. Littleton, Colorado. These three towns recently experienced similar multiple school shootings. The shooters were students who habitually played violent video games. Eric Harris and Dylan Klebold, the Columbine High School students who murdered 13 people and wounded 23 in Littleton, before killing themselves, enjoyed playing the bloody video game Doom. Harris created a customized version of Doom with two shooters, extra weapons, unlimited ammunition, and victims who could not fight back—features that are eerily similar to aspects of the actual shootings.
The one positive result of these tragedies is the attention brought to the growing problem of video-game violence, from the newsroom to the U.S. Senate (2000). At a Commerce Committee hearing, several researchers testified that there are indeed valid reasons, both theoretical and empirical, to be concerned about exposing youths to violent video games (Anderson, 2000). Video-game industry leaders deny the harmful effects of their products. For example, in a May 12, 2000, CNN interview on The World Today, Doug Lowenstein, president of the Interactive Digital Software Association, said, “I think the issue has been vastly overblown and overstated, often by politicians and others who don’t fully understand, frankly, this industry. There is absolutely no evidence, none, that playing a violent video game leads to aggressive behavior.” There is one grain of truth in the industry’s denials. Specifically, the fact that some highly publicized school killings were committed by individuals who habitually played violent video games is not strong evidence that violent video games increase aggression. Society needs solid scientific evidence in addition to such case studies. And here is where media researchers and the video-game industry differ. Research evidence has been slowly accumulating since the mid-1980s. This article reviews the research. DEFINITIONS Key terms used by the research community often mean something different to the general public and public policyCopyright © 2001 American Psychological Society
The authors contributed equally to this article. Address correspondence to either author at Iowa State University, Department of Psychology, W112 Lagomarcino Hall, Ames, IA 50011-3180; e-mail: caa@iastate.edu or bushman@ iastate.edu. Questions about specific aspects of the meta-analyses should be addressed to Brad J. Bushman. VOL. 12, NO. 5, SEPTEMBER 2001
353
PSYCHOLOGICAL SCIENCE
Meta-Analytic Review of Video-Game Violence makers. In this article, we use the following, more precise, meanings common to media-violence researchers. Violent Media Violent media are those that depict intentional attempts by individuals to inflict harm on others. An “individual” can be a nonhuman cartoon character, a real person, or anything in between. Thus, traditional Saturday-morning cartoons (e.g., “Mighty Mouse,” “Road Runner”) are filled with violence. Aggression Aggression is behavior intended to harm another individual who is motivated to avoid that harm. It is not an affect, emotion, or aggressive thought, plan, or wish. This definition excludes accidental acts that lead to harm, such as losing control of an auto and accidentally killing a pedestrian, but includes behaviors intended to harm even if the attempt fails, such as when a bullet fired from a gun misses its human target. Violence Violence refers to extreme forms of aggression, such as physical assault and murder. All violence is aggression, but not all aggression is violence. VIDEO-GAME STATISTICS The U.S. population consumes much media violence. Youths between the ages of 8 and 18 spend more than 40 hr per week using some type of media, not counting school or homework assignments (Rideout, Foehr, Roberts, & Brodie, 1999). Television is most frequently used, but electronic video games are rapidly growing in popularity. About 10% of children aged 2 to 18 play console and computer video games more than 1 hr per day (Rideout et al., 1999). Among 8- to 13-year-old boys, the average is more than 7.5 hr per week (Roberts, Foehr, Rideout, & Brodie, 1999). College students also play lots of video games. The Cooperative Institutional Research Program (1998, 1999) found that in 1998, 13.3% of men entering college played at least 6 hr per week as high school seniors. By 1999, that figure had increased to 14.8%. Furthermore, 2% of the men reported playing video games more than 20 hr per week in 1998. In 1999, that figure increased to 2.5%. Although the first video games emerged in the late 1970s, violent video games came of age in the 1990s, with the killing games Mortal Kombat, Street Fighter, and Wolfenstein 3D. In all three games, the main task is to maim, wound, or kill opponents. The graphics (e.g., blood) and sounds (e.g., screams) of these games were cutting-edge at the time of their introduction. By the end of the 20th century, even more graphically violent games became available to players of all ages (Walsh, 1999). Numerous educational, nonviolent strategy, and sports games exist, but the most heavily marketed and consumed games are 354 violent ones. Fourth-grade girls (59%) and boys (73%) report that the majority of their favorite games are violent ones (Buchman & Funk, 1996). Another problem involves the lack of parental oversight. Teens in grades 8 through 12 report that 90% of their parents never check the ratings of video games before allowing their purchase, and only 1% of the teens’ parents had ever prevented a purchase based on its rating (Walsh, 2000). Also, 89% reported that their parents never limited time spent playing video games. Ratings provided by the video-game industry do not match those provided by other adults and game-playing youngsters. Many games involving violence by cartoonlike characters are classified by the industry as appropriate for general audiences, a classification with which adults and youngsters disagree (Funk, Flores, Buchman, & Germann, 1999). VIOLENCE ON TELEVISION AND AT THE MOVIES Five decades of research into the effects of exposure to violent television and movies have produced a thoroughly documented and highly sophisticated set of research findings. It is now known that even brief exposure to violent TV or movie scenes causes significant increases in aggression, that repeated exposure of children to media violence increases their aggressiveness as young adults, and that media violence is a significant risk factor in youth violence (Bushman & Huesmann, 2001; Huesmann et al., 2001). Like the seat of a three-leg stool, the vast research literature on TV and movie violence rests on a firm foundation of three study types. The first is experimental research: Participants are randomly assigned to view either violent or nonviolent media and are later assessed for aggression. This work establishes a causal link between violent media and subsequent aggression. The second is cross-sectional correlational research: Participants’ TV- and movie-viewing habits and aggression are assessed at one point in time. This work establishes a link between media violence and real-world aggression. The third is longitudinal research: TV- and movie-viewing habits and aggression are assessed repeatedly over time. This work more definitively establishes the causal link from media violence to real-world aggression. The consistency of findings within and between the three types of TV- and movie-violence studies makes this one of the strongest research platforms in all of psychology. Why consider the literature on TV and movie violence when the focal question concerns video games? The answer has three parts. Many of the underlying psychological processes identified in the TV-movie literature also apply to video games. The research literature on TV-movie violence is large, whereas the literature on video-game violence is small. The literature on TVmovie violence has had ample time to answer early criticisms of the research with additional research. For example, claims that only a very small minority of viewers are adversely affected, that the effect of media violence on aggression is trivially small, or that watching violent TV and movies actually reduces agVOL. 12, NO. 5, SEPTEMBER 2001
PSYCHOLOGICAL SCIENCE
Craig A. Anderson and Brad J. Bushman gressive tendencies have all been carefully tested and rejected by the research evidence (Bushman & Huesmann, 2001). WHY MEDIA VIOLENCE INCREASES AGGRESSION AND VIOLENCE Why does exposure to violent media increase aggression and violence? Our General Aggression Model (GAM; Anderson & Bushman, in press), based on several earlier models of human aggression (e.g., Anderson, Anderson, & Deuser, 1996; Anderson, Deuser, & DeNeve, 1995; Bandura, 1971, 1973; Berkowitz, 1993; Crick & Dodge, 1994; Geen, 1990; Huesmann, 1986; Lindsay & Anderson, 2000; Zillmann, 1983) is a useful framework for understanding the effects of violent media. The enactment of aggression is largely based on the learning, activation, and application of aggression-related knowledge structures stored in memory (e.g., scripts, schemas). Figure 1 displays a simplified version of the single-episode portion of the model. Situational input variables (e.g., recent exposure to violent media) influence aggressive behavior through their impact on the person’s present internal state, represented by cognitive, affective, and arousal variables. Violent media increase aggression by teaching observers how to aggress, by priming aggressive cognitions (including previously learned aggressive scripts and aggressive perceptual schemata), by increasing arousal, or by creating an aggressive affective state. Long-term effects also involve learning processes. From infancy, humans learn how to perceive, interpret, judge, and respond to events in the physical and social environment. Various types of knowledge structures for these tasks develop over time. They are based on day-to-day observations of and interactions with other people, real (as in the family) and imagined (as in the media). Each violent-media episode is essentially one more learning trial. As these knowledge structures are rehearsed, they become more complex, differentiated, and difficult to change. Figure 2 illustrates long-term learning processes, identifies five types of relevant knowledge structures changed by repeated exposure to violent media, and links these long-term changes in aggressive personality to aggressive behavior in the immediate situation through both personological and situational variables. The link to person variables is obvious—the person is now more aggressive in outlook and propensity. Less obvious is how repeated exposure to violent media can change situational variables. Huesmann and his colleagues have developed a model of social and academic effects of exposure to television violence (Huesmann, 1994). Briefly, as a child becomes more habitually aggressive, the quality and types of social interactions he or she experiences also change. In sum, the combination of short-term and long-term processes produces the positive relation between exposure to media violence and aggressive-violent behavior. Figure 2 also reveals why short-term effects of violent media on aggressive cognition are so important. Of the five types of variables identified as contributing to the long-term increase in aggressive personality, four involve aggressive cognitions. Indeed, the literature on the development of behavioral scripts suggests that even a few rehearsals can change a person’s expectations and intentions involving important social behaviors (Anderson, 1983; Anderson & Godfrey, 1987; Marsh, Hicks, & Bink, 1998). PROSOCIAL BEHAVIOR Discussions of media violence frequently include reduction in prosocial behavior as one additional negative consequence. Though this is not a focal point of the present article, several studies have examined the link between violent video games
Fig. 1. Single-episode General Aggression Model. Adapted from Anderson and Bushman (in press).
VOL. 12, NO. 5, SEPTEMBER 2001
Fig. 2. Multiple-episode General Aggression Model of the long-term effects of video-game violence. Adapted from Anderson and Bushman (in press).
355
PSYCHOLOGICAL SCIENCE
Meta-Analytic Review of Video-Game Violence and prosocial behavior. We therefore included prosocial behavior in our meta-analyses of video-game effects. VIOLENT VIDEO GAMES: KEY ISSUES Two key issues emerge from consideration of violent video games and GAM. First, is exposure to violent video games associated with increases in aggression? This question requires empirical studies that assess the relation between exposure to violent video games and aggression, but does not require a detailed analysis of underlying processes. Second, how can exposure to violent video games increase aggression? This question requires an examination of underlying processes, especially the three routes in the model: cognition, affect, and arousal. But only the cognitive route is specifically tied to the violent content of violent video games. Even nonviolent games can increase aggressive affect, perhaps by producing high levels of frustration. Similarly, exciting nonviolent games can increase arousal, but only violent games should directly prime aggressive thoughts and stimulate the long-term development of aggressive knowledge structures. Frustrating nonviolent games can increase aggressive cognitions indirectly, through links between feelings and thoughts (Anderson & Dill, 2000), but the real crux of the debate lies in the unique ability of violent video games to directly increase aggressive cognitions. According to GAM, long-term effects of exposure to violent media result primarily from the development, rehearsal, and eventual automatization of aggressive knowledge structures such as perceptual schemata (Was this bump accidental or intentional?), social expectations (Are other people expected to be cooperative or vengeful?), and behavioral scripts (insult → retaliation). In sum, the second question concerns any of several potential underlying processes, but the most important one is whether brief and repeated exposure to violent video games increases aggressive cognitions. On the basis of narrative review procedures, one of us (Anderson, 2000) testified at the Senate hearing that even though the video-game research literature is small, the findings overall demonstrate significant effects, and that short-term effects are clearly causal. Representatives of the video-game industry have repeatedly denied this. So who is right? To address both key issues, we conducted a meta-analysis of the existing video-game literature. METHOD Literature Search Procedures We searched PsycINFO for all entries through 2000, using the following terms: (video* or computer or arcade) and (game*) and (attack* or fight* or aggress* or violen* or hostil* or ang* or arous* or prosocial or help*). The search retrieved 35 research reports that included 54 independent samples of participants.1 A total
1. A list of the studies included in the meta-analysis, as well as effects and coded variables, can be obtained from the following Web page: http://psychserver.iastate.edu/faculty/caa/abstracts/2000-2004/01AB.html.
of 4,262 participants was included in the studies. About half of the participants (46%) were under 18 years old. If a research report did not contain enough information to calculate an effect-size estimate, we contacted the authors and requested the missing information. Criteria for Relevance Studies were considered relevant if they examined the effects of playing violent video games on aggressive cognition, aggressive affect, aggressive behavior, physiological arousal, or prosocial behavior. Studies were excluded if participants merely watched someone else play a video game. In some studies, half of the participants played the game while the other half watched, and the reported results were collapsed across this play/watch manipulation. When we could not estimate the effect for “play” participants, we used the collapsed results but divided the sample size in half. Coding Frame We coded the following characteristics for each study: (a) sex of participants, (b) age of participants (adults 18 years old or children 18 years old), (c) type of study (experimental or nonexperimental), and (d) publication status (published or unpublished). We initially coded several other variables (e.g., level of violence in video games), but these were so confounded with age of participants that we dropped them. Most experimental studies were conducted in laboratory settings; many used standard lab measures of aggression (e.g., punishment delivered to an opponent). Most nonexperimental studies were conducted in field settings and used more “real world” types of aggressive behaviors (e.g., assault). When multiple measures of the same type of dependent variable were reported, we used the average effect size in the meta-analyses. For nonexperimental studies, we used the most direct measure of violent-video-game exposure available (e.g., hours per week spent playing violent video games rather than hours per week spent playing video games in general). Meta-Analytic Procedures We used the correlation coefficient, denoted by r, as the effect-size estimate. According to Cohen (1988), a small r is .10, a medium r is .30, and a large r is .50. Fisher’s z transformation was applied to the correlations before they were averaged, weighted by the inverse of the variance (i.e., n 3). Once a 95% confidence interval was obtained for the pooled z score, it was transformed back to a 95% confidence interval for the pooled r, denoted by r (Hedges & Olkin, 1985). We used the Statistical Analysis System (SAS) to fit both fixed- and random-effects models (Wang & Bushman, 1999). Random-effects models allow generalizations to a broader universe of studies than do fixed-effects models. The price one pays for this broader generalizability is less statistical power (Rosenthal, 1995). Because we are interested in making generVOL. 12, NO. 5, SEPTEMBER 2001
356
PSYCHOLOGICAL SCIENCE
Craig A. Anderson and Brad J. Bushman alizations to a universe of diverse studies, we report only the results of the more conservative random-effects model. The random-effects variance was greater than zero for all five dependent measures, indicating that the effects for each measure probably did not come from one population. For each dependent measure, homogeneity tests were conducted to determine whether the variance in effect sizes between studies was greater than what would be expected by chance (Hedges & Olkin, 1985). We also conducted moderator analyses, focusing on age of participants (average age 18 vs. younger), study type (experimental vs. nonexperimental), and publication status (published vs. unpublished). The first two potential moderators are of particular interest, because it is important to know whether similar effects occur for children and young adults, and for experimental studies (which allow for strong causal statements) and nonexperimental ones (which generally use more naturalistic measures of aggression). Some authors did not report effects of violent video games separately for males and females. Furthermore, preliminary analyses revealed that sex did not significantly influence the magnitude of the effects for any of the dependent measures. Thus, sex was excluded from the moderator analyses. Multicollinearity between model terms was tested by means of variance inflation factors (VIF; e.g., Neter, Wasserman, & Kutner, 1990). The maximum VIF was 1.38, indicating that multicollinearity was not a problem. RESULTS Figure 3 shows box plots for the five dependent measures. In a box plot, lines are drawn at the 25th, 50th, and 75th percentiles. The distance between the 75th and 25th percentiles is the interquartile range. Capped vertical bars extend as far as the data extend, to a distance of at most 1.5 interquartile ranges. For each variable in Figure 3, the average effect-size correlation is significantly different from zero. Aggressive Behavior Is there a reliable association between exposure to violent video games and aggression? Across the 33 independent tests of the relation between video-game violence and aggression, involving 3,033 participants, the average effect size was positive and .19.2 High video-game violence was definitely significant, r associated with heightened aggression (see Table 1). Indeed, this effect of violent video games on aggression is as strong as the effect of condom use on risk of HIV infection (Weller, 1993).
2. Experimental studies used two different types of aggression measures: (a) coders’ ratings of observed behaviors (e.g., hitting, kicking, pushing) and (b) physical measures (e.g., shock or noise intensity). The magnitude of the effect did not depend on type of measure used, 2(1) 0.03, p .05. Nonexperimental studies used three different types of aggression measures: (a) selfreported aggression, (b) other-reported aggression (e.g., reports from teachers, peers, or parents), and (c) physical measures (e.g., shock or noise intensity, convictions for violent crimes). The magnitude of the relation did not depend on the type of measure used, 2(2) 0.32, p .05. VOL. 12, NO. 5, SEPTEMBER 2001
Fig. 3. Box plots for the five dependent variables. The width of each box is proportional to the number of correlations for the box plot.
The moderator analyses (Table 2) yielded no significant effects. Violent video games increased aggression in males and females, in children and adults, and in experimental and nonexperimental settings. But because the experimental/nonexperimental distinction is so important, we calculated separate average effect sizes for each type of study. For the 21 experimental tests, the average effect was .18, 95% confidence interval (.13, .24). Thus, short-term r exposure to violent video games causes at least a temporary increase in aggression. For the 13 nonexperimental tests, the average .19 (.15, .23). Thus, exposure to violent video effect was r games is correlated with aggression in the real world.3 We further divided the nonexperimental tests into three categories based on how exposure to violent video games was measured—by time spent playing violent games, preference for violent games, or time spent playing video games in general, ignoring game content. The magnitude of the effect did not depend on the type of measure used, 2(2) 2.14, p .05. In all three cases, the average correlations with aggression were positive and statistically significant. The average correlations (with 95% confidence intervals) were .26 (.18, .34) for time spent playing violent video games, .16 (.10, .22) for preference for violent video games, and .16 (.11, .22) for time spent playing video games in general. We further divided experimental tests into two categories, based on whether the aggression target was another person. The magnitude of the effect depended on the aggression target, 2(1) 4.80, p .05. The average effect was larger if the target was an inanimate object than if the target was a person, r .41 (.28, .54), k 5, and r .14 (.08, .20), k 18, respectively.
3. In some cases, the number of independent tests and the total number of experimental and nonexperimental tests differ. Similarly, the degrees of freedom in Tables 1 and 2 do not always correspond. This is because some studies contributed more than one effect to the moderator analyses (e.g., some studies provided an experimental effect and a nonexperimental effect).
357
PSYCHOLOGICAL SCIENCE
Meta-Analytic Review of Video-Game Violence
Table 1. Average correlations, 95% confidence intervals, and homogeneity tests for five dependent measures Dependent measure Aggressive behavior Prosocial behavior Aggressive cognition Aggressive affect Physiological arousal k 33 8 20 17 7 N 3,033 676 1,495 1,151 395 r .19 .16 .27 .18 .22 95% C.I. (.15, .22) ( .22, .09) (.22, .31) (.12, .24) (.12, .32)
2 2
Homogeneity test (32) 23.25, p .05 (7) 1.30, p .05 2 (19) 29.15, p .05 2 (16) 15.11, p .05 2 (6) 2.32, p .05
Estimate of random-effects variance (95% C.I.) 0.042 (0.029, 0.068) 0.013 (0.006, 0.048) 0.087 (0.054, 0.164) 0.070 (0.039, 0.161) 0.028 (0.012, 0.115)
Note. k number of independent correlations; N number of participants; r pooled correlation coefficient; C.I. confidence interval. The variance in each random-effects model was estimated using the residual (restricted) maximum likelihood method (see Wang & Bushman, 1999).
Prosocial Behavior The eight independent tests of the relation between violent video games and prosocial behavior, involving 676 participants, yielded an average effect that was negative and significant, r .16 (Table 1).4 There were too few studies to warrant moderator analyses. However, we separated these effects into experimental and nonexperimental ones. The average effect for the seven experimental tests was .17 ( .25, .08). Thus, violent video games cause at least a temporary decrease in prosocial behavior. The average effect for the two nonexperimental tests was .14 ( .25, .02). Thus, exposure to violent video games is negatively correlated with helping in the real world. Aggressive Cognition The 20 independent tests of the link between video-game violence and aggressive cognition, involving 1,495 participants, .27 yielded an average effect that was positive and significant, r (see Table 1).5 The moderator analyses (Table 2) yielded no significant effects. Violent video games increased aggressive thoughts in males and females, in children and adults, and in experimental and nonexperimental settings. Most of these studies were experimental, thus demonstrating a causal link between exposure to violent video games and aggressive cognition. Therefore, violent video games may increase aggression in the short term by increasing aggressive thoughts. These results are also important for understanding longterm effects, as discussed earlier (Fig. 2). Aggressive Affect The 17 independent tests of the link between video-game violence and aggressive affect, involving 1,151 participants, also
4. The type of helping measure used (e.g., other-report, coders’ ratings) did not significantly influence the magnitude of the effect, 2(1) 0.26, p .05. There were too few studies to analyze the influence of type of helping measure on experimental and nonexperimental studies separately. 5. The 5 nonexperimental studies used only hypothetical situations to measure aggressive cognition. The 19 experimental studies used three different measures of aggressive cognition: (a) hypothetical situations, (b) self-report measures of trait aggressiveness, and (c) standard procedures (e.g., reaction time, word-stem completion). The type of measure used, however, did not significantly influence the results, 2(2) 2.89, p .05.
.18 (Table 1). Moderayielded a significant positive effect, r tor analyses yielded no significant effects (Table 2). Violent video games increased aggressive affect in males and females, in children and adults, and in experimental and nonexperimental studies, suggesting that violent video games may also increase aggression by increasing feelings of anger or hostility. Physiological Arousal The seven independent tests of the link between video-game violence and physiological arousal, involving 395 participants, showed that exposure to violent video games increased physiological arousal, r .22 (Table 1). There were too few studies to warrant moderator analyses. Three measures of arousal were used in these studies: systolic blood pressure, diastolic blood pressure, and heart rate. Type of measure did not significantly influence the results, 2(2) 0.31, p .05. DISCUSSION These results clearly support the hypothesis that exposure to violent video games poses a public-health threat to children and youths, including college-age individuals. Exposure is positively associated with heightened levels of aggression in young adults and children, in experimental and nonexperimental designs, and in males and females. Exposure is negatively associated with prosocial behavior. Furthermore, exposure is positively related to the main mechanism underlying long-term effects on the development of aggressive personality—aggressive cognition. Finally, exposure is positively linked to aggressive affect and physiological arousal. In brief, every theoretical prediction derived from prior research and from GAM was supported by the meta-analysis of currently available research on violent video games. This relatively small literature replicates with video games two of the three types of research that have been used to effectively demonstrate short- and long-term causal effects of TV and movie violence on aggression and violence. The type of research missing from the video-game domain is longitudinal research. Given the similarity of the processes activated by various types of media and the similarity of findings in the extant literatures on video-game and TV-movie violence, it would
VOL. 12, NO. 5, SEPTEMBER 2001
358
PSYCHOLOGICAL SCIENCE
Craig A. Anderson and Brad J. Bushman
Table 2. Random-effects models for aggressive behavior, aggressive cognition, and aggressive affect Dependent measure Model term Model Age Type of study Publication status Error Estimate of random-effects variance (95% C.I.) Aggressive behavior
2 2
Aggressive cognition
2 2
Aggressive affect
2 2
(3) 1.14, p .05 (1) 0.67, p .05 2 (1) 0.15, p .05 2 (1) 0.11, p .05 2 (42) 25.74, p .05 0.044 (0.030, 0.071)
(3) 3.25, p .05 (1) 0.00, p .05 2 (1) 1.79, p .05 2 (1) 1.26, p .05 2 (24) 20.35, p .05 0.085 (0.051, 0.168)
(3) 4.56, p .05 (1) 3.08, p .05 2 (1) 2.95, p .05 2 (1) 0.34, p .05 2 (14) 9.95, p .05 0.059 (0.031, 0.153)
Note. Age college students vs. younger; type of study experimental vs. nonexperimental; publication status published vs. unpublished; C.I. confidence interval. The variance in each random-effects model was estimated using the residual (restricted) maximum likelihood method (see Wang & Bushman, 1999).
be very surprising if repeated exposure to violent video games did not increase long-term aggression. Nonetheless, such longitudinal research is badly needed. Other questions in need of further research concern the relative magnitude of effects of video-game versus TV-movie violence, and the details of how media violence in general and video-game violence in particular create the observed short-term and the expected long-term increases in aggression and violence (Anderson & Dill, 2000). Finally, we wonder whether exciting video games can be created to teach and reinforce nonviolent solutions to social conflicts. If marketed with the same zeal (and dollars) as the destructive games that currently dominate the market, would they be as profitable? In other words, is it possible to use the profit motive that has for years driven the media-violence machine to turn that machine in a prosocial direction?
REFERENCES
Anderson, C.A. (1983). Imagination and expectation: The effect of imagining behavioral scripts on personal intentions. Journal of Personality and Social Psychology, 45, 293–305. Anderson, C.A. (2000). Violent video games increase aggression and violence [On-line]. Available: http://psych-server.iastate.edu/faculty/caa/abstracts/2000-2004/00Senate.html Anderson, C.A., Anderson, K.B., & Deuser, W.E. (1996). Examining an affective aggression framework: Weapon and temperature effects on aggressive thoughts, affect, and attitudes. Personality and Social Psychology Bulletin, 22, 366–376. Anderson, C.A., & Bushman, B.J. (in press). The General Aggression Model: An integrated social-cognitive model of human aggression. Annual Review of Psychology. Anderson, C.A., Deuser, W.E., & DeNeve, K.M. (1995). Hot temperatures, hostile affect, hostile cognition, and arousal: Tests of a general model of affective aggression. Personality and Social Psychology Bulletin, 21, 434–448. Anderson, C.A., & Dill, K.E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78, 772–790. Anderson, C.A., & Godfrey, S. (1987). Thoughts about actions: The effects of specificity and availability of imagined behavioral scripts on expectations about oneself and others. Social Cognition, 5, 238–258. Bandura, A. (1971). Social learning theory of aggression. In J.G. Knutson (Ed.), Control of aggression: Implications from basic research (pp. 201–250). Chicago: Aldine-Atherton. Bandura, A. (1973). Aggression: A social learning analysis. Englewood Cliffs, NJ: Prentice-Hall. Berkowitz, L. (1993). Aggression: Its causes, consequences, and control. New York: McGraw Hill. Buchman, D.D., & Funk, J.B. (1996). Video and computer games in the ’90s: Children’s time commitment and game preference. Children Today, 24, 12–16.
Bushman, B.J., & Huesmann, L.R. (2001). Effects of televised violence on aggression. In D.G. Singer & J.L. Singer (Eds.), Handbook of children and the media (pp. 223– 254). Thousand Oaks, CA: Sage. Cohen, J. (1988). Statistical power analysis for the behavioral sciences (2nd ed.). Hillsdale, NJ: Erlbaum. Cooperative Institutional Research Program. (1998). Cooperative Institutional Research Program survey results. Ames, IA: Office of Institutional Research. Cooperative Institutional Research Program. (1999). Cooperative Institutional Research Program survey results. Ames, IA: Office of Institutional Research. Crick, N.R., & Dodge, K.A. (1994). A review and reformulation of social information-processing mechanisms in children’s social adjustment. Psychological Bulletin, 115, 74–101. Funk, J.B., Flores, G., Buchman, D.D., & Germann, J.N. (1999). Rating electronic games: Violence is in the eye of the beholder. Youth & Society, 30, 283–312. Geen, R.G. (1990). Human aggression. Pacific Grove, CA: McGraw Hill. Hedges, L.V., & Olkin, I. (1985). Statistical methods for meta-analysis. New York: Academic Press. Huesmann, L.R. (1986). Psychological processes promoting the relation between exposure to media violence and aggressive behavior by the viewer. Journal of Social Issues, 42, 125–139. Huesmann, L.R. (Ed.). (1994). Aggressive behavior: Current perspectives. New York: Plenum Press. Huesmann, L.R., Anderson, C.A., Berkowitz, L., Donnerstein, E., Johnson, J.D., Linz, D., Malamuth, N.M., & Wartella, E. (2000). Media violence influences on youth: Expert panel report to the U.S. Surgeon General. Unpublished manuscript, Institute for Social Research, University of Michigan, Ann Arbor. Lindsay, J.J., & Anderson, C.A. (2000). From antecedent conditions to violent actions: A General Affective Aggression Model. Personality and Social Psychology Bulletin, 26, 533–547. Marsh, R.L., Hicks, J.L., & Bink, M.L. (1998). Activation of completed, uncompleted, and partially completed intentions. Journal of Experimental Psychology: Learning, Memory, and Cognition, 24, 350–361. Neter, J., Wasserman, W., & Kutner, M.H. (1990). Applied linear statistical models (3rd ed.). Homewood, IL: Irwin. Rideout, V.G., Foehr, U.G., Roberts, D.F., & Brodie, M. (1999). Kids & media @ the new millennium: Executive summary. Menlo Park, CA: Kaiser Family Foundation. Roberts, D.F., Foehr, U.G., Rideout, V.G., & Brodie, M. (1999). Kids & media @ the new millennium. Menlo Park, CA: Kaiser Family Foundation. Rosenthal, R. (1995). Writing meta-analytic reviews. Psychological Bulletin, 118, 183–192. U.S. Senate. (2000). March 21, 2000: Hearing before the U.S. Senate Commerce Committee on the Impact of Interactive Violence on Kids [On-line]. Available: http:// www.senate.gov/~brownback/media_violence.html Walsh, D. (1999). 1999 video and computer game report card [On-line]. Available: http:// www.mediaandthefamily.org/1999vgrc2.html Walsh, D. (2000). Interactive violence and children: Testimony submitted to the Committee on Commerce, Science, and Transportation, United States Senate, March 21, 2000 [On-line]. Available: http://www.mediaandthefamily.org/press/senateviolence. shtml Wang, M.C., & Bushman, B.J. (1999). Integrating results through meta-analytic review using SAS software. Cary, NC: SAS Institute. Weller, S.C. (1993). A meta-analysis of condom effectiveness in reducing sexually transmitted HIV. Social Science and Medicine, 36, 1635–1644. The World Today. (2000, May 12). Atlanta, GA: Cable News Network. Zillmann, D. (1983). Cognition-excitation interdependencies in aggressive behavior. Aggressive Behavior, 14, 51–64.
(RECEIVED 10/1/00; ACCEPTED 12/1/00)
VOL. 12, NO. 5, SEPTEMBER 2001
359
You May Also Find These Documents Helpful
-
Dr Nicholas Carnagey is an Iowa State University professor of psychology and a research assistant. The paper discusses how violent video games affect a person 's behavior and if they manifest violence and show aggression in the real world after playing such video games. I learned that not all people who are exposed to video game or media violence turn violent. I think it depends on the person if he wants to get influenced from the game, to mimic what the game shows. This is just like the next source, discussing about what kind of behavioural problems violent gaming brings about.…
- 905 Words
- 4 Pages
Satisfactory Essays -
Author and major thesis of the Yes side. Douglas A. Gentile and Craig A. Anderson, Thesis: Violent video games cause several physiological changes in children that lead to aggressive and violent behavior. Pg. 298…
- 1286 Words
- 6 Pages
Powerful Essays -
In the United States video games and violence have become synonymous to each other. Some of the most popular games today tend to be the most violent. This has brought up the issue of video game violence and its relation to adolescent violence. Many argue that video game violence primes anger and aggressive thoughts in the individual using them. But research and proof of this argument has been limited, inconclusive, or contradictory which has brought up debate over the issue. Two scholarly research articles, “Video Games and aggressive thoughts, feelings, and behavior in the laboratory and in life.” by Craig A Anderson and Karen E Dill and “Video Games and Youth Violence: A Prospective Analysis in Adolescents” by Christopher J Ferguson, published in 2000 and 2010 respectively, debate this topic and discuss the psychological effects of violent video games on the user. The article by Anderson and Dill asserted that video game exposure increased aggressive traits long-term and short-term while the research article by Ferguson made the claim that outside conditions and factors such as personality traits, family environment, and depressive symptoms far better indicated increased aggression or youth violence than violent video game play. Both articles conducted their own studies in attempts to measure the correlation between video game violence and aggression level. However, Ferguson’s article had a more complete argument, accounting for more outside third variables, expanding upon data from previous conducted studies, and counter-arguing opposing studies and evidence against video game violence. Overall Ferguson’s article provided a stronger argument against video games causing violence and aggression, drawing upon more references and evidence, counter-attacking and pointing out flaws of previous research conducted, and analyzing numerous other factors.…
- 1577 Words
- 7 Pages
Better Essays -
Video games have always been a great landmark in the history of the human race and how great and advanced they’ve become since their creation. Video games also have their own timeline and certain points in time in which major controversy has arisen. Newscasters have made full reports on how video games are the major contributor to thoughts and actions of violence in the minds of all who have purchased them, either being adults and all the way down to children of all ages. Even though newscasters and reporters may be seen as respected and credible sources this topic has always pinned video games as the culprit but they were never the ones to blame.…
- 1009 Words
- 5 Pages
Good Essays -
Lee, M. S. (2004). Effects of Video Game Violence on Prosocial and Antisocial Behaviors. Journal of young investigators 11(2). Retrieved from http://www.jyi.org/volumes/volume11/issue2/articles/lee.html…
- 3479 Words
- 14 Pages
Powerful Essays -
Video games around the world have become immensely popular, a multi-billion dollar industry. An industry which revolves around the wants and desires of children and teens. An industry with a creation of unique entertainment like no other. An industry that continues to grow rapidly. Hours and hours are spent each day by youths playing these games, but are they really good for them? Are they educational? Games which educate a child’s mind exist but they wouldn’t be as popular as your top seller shooting game. Nowhere even close. Here I am today to tell, to inform, and to enlighten parents on the dangers of letting your child play these violent games.…
- 557 Words
- 3 Pages
Good Essays -
There is an increase in the violence being seen in society today due to violent video games and the excessive amount of time being spent engaging in violent video games. With the use of intense and suggestive graphic scenes of mayhem and carnage the excessive play of certain violent video games has increasingly had an effect on individuals engaged in spending excessive amounts of time playing them. Engaging in these games for extended periods of time tend to it seems, promote violence. An extensive body of research indicates that violent video games can increase aggressive behaviors, thoughts and feelings (Anderson & Bushman, 2001; Anderson, Shibuya, Ihori, et al., 2010 ) It would appear that Individuals engaged in overplaying violent video games can over time become insensitive to acts of violence.…
- 645 Words
- 3 Pages
Satisfactory Essays -
Halo, Call of Duty, and Gears of War are just three of many grossly popular video games today, and they have one main thing in common: violence. Whether one is shooting down Nazi soldiers on the beaches of Normandy or sawing apart Locust drones on the planet Sera with his or her lancer, one is engaging in extremely violent video-game action, and probably having a lot of fun doing so. With the rapid growth of intensely violent games, parents and politicians across the nation have begun to protest against violence in video games and have even gone as far as to say it is the cause of violence in America’s youth. Is this really true? Are video games the problem? Just like the rock and roll movement of the 1950’s being blamed for youth delinquency,…
- 1941 Words
- 8 Pages
Good Essays -
For the past 40 years, violent video games have been painstakingly researched and have been found to bear five very hard to argue points. These facts are that violent video games cause aggressive behavior and thinking patterns, increased psychological arousal, and the lack of a desire to help others around them (Anderson, 2003).…
- 836 Words
- 4 Pages
Good Essays -
In 1972, the Surgeon General issued the following warning on violent TV programs: "It is clear to me that the causal relationship between televised violence and antisocial behavior is sufficient to warrant appropriate and immediate remedial action…there comes a time when the data are sufficient to justify action: that time has come” (Steinfeld, 1972). Since the time that video games began to dominate the market, media has been investigated as one of the major sources of malevolent behaviors in society. “In the years since this Surgeon General warning was issued, hundreds of additional studies have shown a link between violent media exposure and aggression”(Anderson& Bushman, 2002).Although this warning related to television, it is a wonder if these same negative effects could be present in the use of violent video games. With all of the violence occurring in and surrounding schools in this current day, it is possible that violent video games also have a negative effect on the behaviors and interactions of those who use them. In the following, we will discover three different reasons why violent video games have a negative effect on players. Although video games are touted as being responsible to the refinement and advancement of fine motor skills and creative thinking, there are some issues when it comes to violent video games. When compared with television, there are some overlapping concerns. There are some benefits to playing video games over television, however. While video games involve active play, television uses more passive interaction between the player and the media. Information is better transmitted when a person is actively involved with the media being used. For instance, most children would prefer to learn a new skill or…
- 2000 Words
- 8 Pages
Best Essays -
Video violence is a major problem in our society. When people are exposed to the violent world of video games, their perceptions of reality are changed from a world with consequence, to a world where consequence does not matter. USA Today Magazine states, that video violence is a major component in the desensitization of mankind (Video violence desensitizes the brain, 2006). Exposing children to the repetitive violence in video games serves as a conditioning for violent behavior. Whether or not the allies of video violence believe that exposure to violent games does not cause a more violent society, teach motor skills and develop excellent problem-solving skills (White, 2004), without looking at the consequences of these games, our society is at risk for increased acts of violence.…
- 2439 Words
- 10 Pages
Powerful Essays -
In the “old days,” before Tony Hawk signed his name to video games and MTV Cribs showed professional athletes with cabinets of video game consoles, being a gamer wasn’t something to be proud of…
- 5625 Words
- 23 Pages
Powerful Essays -
It is the most common thing going on in the school yard: bullying. Bullying is any repeated action that is done in a harmful way. Like most of us, we do NOT want to be bullied. But with the rise of technology, bullying has gotten bigger than just in the school yard. It’s now on social media. Most people think the two are the same, but if you go research in depth, it is more different than you think. The difference between cyberbullying and traditional bullying is the horrible non face-to-face interaction, the witnesses that are involved, how adults have no idea what teens are doing on their phone, how it goes viral in seconds, how you can show a picture that can make fun of them, imbalance of power, and you can be anonymous.…
- 1293 Words
- 6 Pages
Good Essays -
Scientists have been studying and debating the role of media violence on behavior for many years and video games in particular since the 1980s. This is even more relevant today, because the games are more realistic and contain more blood than ever. Some studies proved that those video games can cause short term aggression but no long term affects. But we can’t forget to mention movies and TV shows. Many of them are as violent as many games. They should also be as harmful to someone’s mind as action video games.…
- 1108 Words
- 5 Pages
Good Essays -
Craig Anderson, PhD, conducted a study on children playing violent video games and found that they were also less caring and helpful towards their peers. He also found it was associated with more aggressive thoughts, feelings and behaviours. Their research has even shown that these effects happen just as much for non-aggressive children as they do for children who already have aggressive tendencies. Another study…
- 499 Words
- 2 Pages
Good Essays