Study proves conclusively that violent video game play makes more aggressive kids
March 1, 2010Iowa State University Distinguished Professor of Psychology Craig Anderson has made much of his life's work studying how violent video game play affects youth behavior. And he says a new study he led, analyzing 130 research reports on more than 130,000 subjects worldwide, proves conclusively that exposure to violent video games makes more aggressive, less caring kids -- regardless of their age, sex or culture.
The study was published today in the March 2010 issue of the Psychological Bulletin, an American Psychological Association journal. It reports that exposure to violent video games is a causal risk factor for increased aggressive thoughts and behavior, and decreased empathy and prosocial behavior in youths.
"We can now say with utmost confidence that regardless of research method -- that is experimental, correlational, or longitudinal -- and regardless of the cultures tested in this study [East and West], you get the same effects," said Anderson, who is also director of Iowa State's Center for the Study of Violence. "And the effects are that exposure to violent video games increases the likelihood of aggressive behavior in both short-term and long-term contexts. Such exposure also increases aggressive thinking and aggressive affect, and decreases prosocial behavior."
The study was conducted by a team of eight researchers, including ISU psychology graduate students Edward Swing and Muniba Saleem; and Brad Bushman, a former Iowa State psychology professor who now is on the faculty at the University of Michigan. Also on the team were the top video game researchers from Japan - Akiko Shibuya from Keio University and Nobuko Ihori from Ochanomizu University - and Hannah Rothstein, a noted scholar on meta-analytic review from the City University of New York.
The team used meta-analytic procedures -- the statistical methods used to analyze and combine results from previous, related literature -- to test the effects of violent video game play on the behaviors, thoughts and feelings of the individuals, ranging from elementary school-aged children to college undergraduates.
The research also included new longitudinal data which provided further confirmation that playing violent video games is a causal risk factor for long-term harmful outcomes.
"These are not huge effects -- not on the order of joining a gang vs. not joining a gang," said Anderson. "But these effects are also not trivial in size. It is one risk factor for future aggression and other sort of negative outcomes. And it's a risk factor that's easy for an individual parent to deal with -- at least, easier than changing most other known risk factors for aggression and violence, such as poverty or one's genetic structure."
The analysis found that violent video game effects are significant in both Eastern and Western cultures, in males and females, and in all age groups. Although there are good theoretical reasons to expect the long-term harmful effects to be higher in younger, pre-teen youths, there was only weak evidence of such age effects.
The researchers conclude that the study has important implications for public policy debates, including development and testing of potential intervention strategies designed to reduce the harmful effects of playing violent video games.
"From a public policy standpoint, it's time to get off the question of, 'Are there real and serious effects?' That's been answered and answered repeatedly," Anderson said. "It's now time to move on to a more constructive question like, 'How do we make it easier for parents -- within the limits of culture, society and law -- to provide a healthier childhood for their kids?'"
But Anderson knows it will take time for the creation and implementation of effective new policies. And until then, there is plenty parents can do to protect their kids at home.
"Just like your child's diet and the foods you have available for them to eat in the house, you should be able to control the content of the video games they have available to play in your home," he said. "And you should be able to explain to them why certain kinds of games are not allowed in the house -- conveying your own values. You should convey the message that one should always be looking for more constructive solutions to disagreements and conflict."
Anderson says the new study may be his last meta-analysis on violent video games because of its definitive findings. Largely because of his extensive work on violent video game effects, Anderson was chosen as one of the three 2010 American Psychological Association Distinguished Scientist Lecturers. He will give a lecture at October's New England Psychological Association (NEPA) meeting in Colchester, Vt.
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Mar 01, 2010
Rank: 3.5 / 5 (17)
Researchers with a life long calling to prove a hypothesis?
Check.
Meta-analysis?
Check.
A product of the social sciences?
Check.
All signs point to horse-sh1te.
Mar 01, 2010
Rank: 2.7 / 5 (7)
Mar 01, 2010
Rank: 2 / 5 (4)
check !!
Mar 01, 2010
Rank: 3.8 / 5 (4)
So tell me Dr. Anderson, who's more likely to be prone to violence?
1) A middle class kid who plays video games 4 hours a day from the US.
2) An upper class kid who plays 8 hours a day from Europe.
3)An impoverished child that plays no video games and hails from Rwanda.
According to your research the upper class kid from Europe will be a psycho killer, while the child from Rwanda will be a well adjusted socially outstanding individual.
Scientific method anyone? Remove the variables before you make an asinine statement.
Mar 01, 2010
Rank: 3.8 / 5 (11)
Mar 01, 2010
Rank: 3.4 / 5 (5)
"These are not huge effects -- not on the order of joining a gang vs. not joining a gang," said Anderson. "But these effects are also not trivial in size. It is one risk factor for future aggression and other sort of negative outcomes. And it's a risk factor that's easy for an individual parent to deal with -- at least, easier than changing most other known risk factors for aggression and violence, such as poverty or one's genetic structure."
Mar 01, 2010
Rank: 3.4 / 5 (5)
If the effect is so small as to not be distinguishable from noise then there is no measurement and the good doctor made up his results.
You can't pick a cause from thin air and build the proof for it through subjective-heuristic data manipulation.
The statement you quote is effectively a "I didn't show my work" recant of his hypothesis.
Mar 01, 2010
Rank: 4.3 / 5 (6)
Mar 01, 2010
Rank: 5 / 5 (3)
At least the violence in video games provides a disconnect between the visual and motor pathways of the brain. That is, you press a button to punch someone. I'll start to get worried when you change the control system so that a real punch with your body equals a punch in the video game.
Mar 01, 2010
Rank: 3 / 5 (5)
Mar 01, 2010
Rank: 2.5 / 5 (4)
Mar 01, 2010
Rank: 5 / 5 (4)
Mar 01, 2010
Rank: 3.3 / 5 (7)
Fallacy: "I play violent games and it hasn't affected me therefore violent games don't affect people" is a non sequitur and impossible to justify (unless you have a knowledge of how you would have been had you not played violent games)
Fallacy: psychology is not a science.
Fallacy: poverty makes people violent.
Plenty of horse sh*t around here, for sure.
Mar 01, 2010
Rank: 2.3 / 5 (3)
I sense an increased bias in the social "science" reporting around here.
Mar 01, 2010
Rank: 1.8 / 5 (5)
Mar 01, 2010
Rank: 2 / 5 (4)
You must be a psychologist.
Mar 01, 2010
Rank: 3 / 5 (1)
Mar 01, 2010
Rank: 3 / 5 (2)
Mar 01, 2010
Rank: 5 / 5 (1)
However, the article does mention that other factors often contribute much more to anti-social behaviour. Poverty. Check.
Mar 02, 2010
Rank: 2 / 5 (1)
Just find a guy losing at modern warfare and you'll see how aggressive the game can make you. Perhaps what is different to say sports is that you can and probably will spend more time getting angry over video games than over sporting, possibly causing a gradual change in behavior.
Mar 02, 2010
Rank: 2.3 / 5 (3)
Mar 02, 2010
Rank: 5 / 5 (1)
Actually a non-biased and non-subjective psychiatrist(those are very rare, if they even exist) would probably point out that such venting of frustration and anger is healthy for the psyche.
Anyone who has kids however would probably see it as a 'warning sign'.
Even in this conclusive proof study (...Right, conclusively proving with uncontrolled evidence in a pre-disposed study?), the researcher suggests that it's a significantly minor influence, far less than the typical motivators one way or another.
Mar 02, 2010
Rank: 3.7 / 5 (3)
Mar 02, 2010
Rank: 5 / 5 (2)
Mar 02, 2010
Rank: 1.3 / 5 (3)
Well, isn't that familiar? He stopped just short of using the words "settled science" and making it obvious just how similar his thesis is to that other widely believed-in religion that forms the basis of dictatorial policies attempting to control our lives a little more.
Mar 02, 2010
Rank: 2.5 / 5 (2)
Because
People who want to play those games are probably more aggressive upfront. (women do not play these games as much as men and women are less aggressive on average (ups what did I say, I am sorry for the stereotyping))
Playing the aggressive game is satisfying your aggressive instinct, and maybe after playing the game you have had enough. So the games could actually help in taming aggressive expression (Still feeling). Is that the reason why there are only wars left in counties that cannot afford game computers?
I do believe that internally, in the mind, the games do develop a sort of increased aggressive cognition. I hope that is what the prof proofed, or tried to proof.
I do believe however that there could be a tendency towards a very small group of people who want to live the game, buy a gun and start killing to see how that feels. If that would give a greater kick.
Mar 02, 2010
Rank: 5 / 5 (1)
More violent people are drawn to more violent video games, so of course those who play them exhibit more violent tendencies.
Its almost like saying "People who drive cars are far more likely to drive a car than people who don't drive cars!"
This does point out a fundamental problem though, how do you empirically test something that is biased by the test?
Mar 02, 2010
Rank: 3 / 5 (2)
Also, never been through it, but should I ever be held at gunpoint, become the target of a robbery, or end up in a hostage situation, stuff like that, I'd quickly forget what the police recommends and try to pull off some heroics. Of course, being more of a stealth-shooter type, I'd try to sneak attack the bad guys.
Mar 02, 2010
Rank: 5 / 5 (2)
Mar 06, 2010
Rank: not rated yet
Mar 07, 2010
Rank: 5 / 5 (1)
Mar 07, 2010
Rank: 4.5 / 5 (2)
Mar 08, 2010
Rank: 3.7 / 5 (3)
That's why psychology is really only a pseudo-science.
I played violent games since personal computers came out. To date I have not been in a fight, ever. No aggressive tendencies even on the road.
There is a difference between pixels and real life - teach that to children and then there's no problem.
Mar 10, 2010
Rank: 5 / 5 (1)
I'm not saying they do and I'm not saying they don't; I'm saying we have no idea.
Mar 16, 2010
Rank: not rated yet
Javinator, you said it exactly right. ^^
Mar 17, 2010
Rank: not rated yet
And what is statistics in your opinion?