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Do violent video Do violent video games cause games cause aggression? aggression? by by Emily Russell Emily Russell 100065831 100065831

Do violent video games cause aggression? by Emily Russell 100065831

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Page 1: Do violent video games cause aggression? by Emily Russell 100065831

Do violent video Do violent video games cause games cause aggression?aggression?

byby

Emily RussellEmily Russell

100065831100065831

Page 2: Do violent video games cause aggression? by Emily Russell 100065831

BackgroundBackground

The effect of media violence and The effect of media violence and aggression has been debated for well over aggression has been debated for well over 20 years. The debate has shifted from 20 years. The debate has shifted from television to video games.television to video games.

Concern has been raised that video games Concern has been raised that video games may have a greater adverse effect than may have a greater adverse effect than television because of the active television because of the active involvement of the player. involvement of the player.

Video games have become one of the Video games have become one of the favorite activities of children in Americafavorite activities of children in America

Page 3: Do violent video games cause aggression? by Emily Russell 100065831

BackgroundBackground

Recent surveys have shown that Recent surveys have shown that upward of 83% of American teenagers upward of 83% of American teenagers play video games regularly play video games regularly (approximately 90% of boys and 75 % (approximately 90% of boys and 75 % of girls) of girls)

(Bartholow & Anderson, 2002). (Bartholow & Anderson, 2002). The average American child aged 2–17 The average American child aged 2–17

years plays video games for 7 h a week years plays video games for 7 h a week

(Gentile, Lynch, Linder, & Walsh, 2004) (Gentile, Lynch, Linder, & Walsh, 2004)

Page 4: Do violent video games cause aggression? by Emily Russell 100065831

Popularity and ConcernPopularity and Concern Sales have grown consistently Worldwide. Video Sales have grown consistently Worldwide. Video

game sales are now at $20 billion with more than 100 game sales are now at $20 billion with more than 100 million Gameboys and 75 million PlayStations soldmillion Gameboys and 75 million PlayStations sold(Gentile, Lynch, Linder, & Walsh, 2004) (Gentile, Lynch, Linder, & Walsh, 2004)

A recent study of video game content reported that A recent study of video game content reported that of the leading 47 Nintendo games that were of the leading 47 Nintendo games that were analyzed, only seven of them did not involved analyzed, only seven of them did not involved violence. Most of the games were extremely violent violence. Most of the games were extremely violent in nature and involved terrorists, prizefighters, SWAT in nature and involved terrorists, prizefighters, SWAT teams, and killing as the primary strategy for winning teams, and killing as the primary strategy for winning the game.the game.(Griffiths, 1999)(Griffiths, 1999)

Page 5: Do violent video games cause aggression? by Emily Russell 100065831

The DebateThe Debate

Playing violent video games leads to Playing violent video games leads to an increase in aggressionan increase in aggression

Playing violent video games does not Playing violent video games does not increase levels of aggressionincrease levels of aggression

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Supporting EvidenceSupporting EvidenceGentile, Lynch, Linder, and Walsh Gentile, Lynch, Linder, and Walsh

(2004)(2004) Hypothesized that exposure to violent video games Hypothesized that exposure to violent video games

positively correlates with trait hostility and positively correlates with trait hostility and aggression in naturalistic settings (e.g. physical aggression in naturalistic settings (e.g. physical fights), and that trait hostility moderates the effects fights), and that trait hostility moderates the effects of violent video game exposure on aggressive of violent video game exposure on aggressive behaviorsbehaviors

Participants= 607 students in the 8Participants= 607 students in the 8thth and 9 and 9thth grade grade Measures= survey that gathered descriptive data on Measures= survey that gathered descriptive data on

exposure to violent video games, amount of video exposure to violent video games, amount of video game play, trait hostility, parental limits, arguments game play, trait hostility, parental limits, arguments with teachers, grades, and physical fightswith teachers, grades, and physical fights

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Average time spent playing video games was 9 hours Average time spent playing video games was 9 hours per week, and males spent significantly more time per week, and males spent significantly more time playing video games per week than femalesplaying video games per week than females

When asked how much violence they liked in a video When asked how much violence they liked in a video game, students reported a moderate amount, and game, students reported a moderate amount, and boys preferred significantly higher levels of violenceboys preferred significantly higher levels of violence

Only 13% of adolescents who played video games said Only 13% of adolescents who played video games said their parents always or often enforced limitstheir parents always or often enforced limits

Adolescents who had been involved in physical fights Adolescents who had been involved in physical fights were less likely to have parental limits on video gameswere less likely to have parental limits on video games

Trait hostility levels were significantly correlated with Trait hostility levels were significantly correlated with media habits; they consumed more electronic media, media habits; they consumed more electronic media, played more violent video games and preferred played more violent video games and preferred violence content, and had fewer parental limitsviolence content, and had fewer parental limits

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Bartholow and Anderson Bartholow and Anderson (2002)(2002)

It was hypothesized that participants who played a It was hypothesized that participants who played a violent video game would later display more aggression violent video game would later display more aggression than would participants who played a nonviolent video than would participants who played a nonviolent video game, and they were interested in the effect of gender.game, and they were interested in the effect of gender.

Participants= 43 undergraduate students (22 men and Participants= 43 undergraduate students (22 men and 21 women)21 women)

Measures= Mortal Kombat and PGA Tournament Golf Measures= Mortal Kombat and PGA Tournament Golf Retaliation reaction time taskRetaliation reaction time task- - a computerized task a computerized task

where each participant was led to believe that he or where each participant was led to believe that he or she was competing with another person to see who she was competing with another person to see who could respond most quickly to an auditory tone by could respond most quickly to an auditory tone by clicking a mouse buttonclicking a mouse button

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Bartholow and Anderson- Bartholow and Anderson- cont.cont.

Participants received a punishment after losing each Participants received a punishment after losing each trial in the form of white noise delivered through trial in the form of white noise delivered through headphonesheadphones

Phase 1- the opponent set intensity of punishment the Phase 1- the opponent set intensity of punishment the participant would receive; Phase 2- the roles were participant would receive; Phase 2- the roles were reversed reversed

The severity of punishment each participant set for The severity of punishment each participant set for their opponent during phase 2 was the measure of their opponent during phase 2 was the measure of aggressive behavior used as the DVaggressive behavior used as the DV

Results: two main effects and an interactionResults: two main effects and an interaction Mortal Kombat players set higher levels of noise Mortal Kombat players set higher levels of noise

punishment then those who played PGA Tournament punishment then those who played PGA Tournament Golf; men set higher noise levels than women.Golf; men set higher noise levels than women.

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Bartholow and AndersonBartholow and Anderson

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Anderson (2004)Anderson (2004)

Meta-analysisMeta-analysis Studies included tested the link between Studies included tested the link between

exposure to violent video games and one of five exposure to violent video games and one of five types of outcome variables: aggressive behavior, types of outcome variables: aggressive behavior, aggressive cognition, aggressive affect, helping aggressive cognition, aggressive affect, helping behavior, and physiological arousalbehavior, and physiological arousal

Examined nine potential methodological problemsExamined nine potential methodological problems Samples that had non of these weaknesses were Samples that had non of these weaknesses were

classified as “best practices” samples, compared classified as “best practices” samples, compared to those with at least one weakness were to those with at least one weakness were classified as “not best practices” samplesclassified as “not best practices” samples

Page 12: Do violent video games cause aggression? by Emily Russell 100065831

ResultsResults

For all samples: exposure to violent For all samples: exposure to violent video games had a significant effect video games had a significant effect on each outcome variableon each outcome variable

The average effect size on The average effect size on aggressive behavior was d= .20, N= aggressive behavior was d= .20, N= 52405240

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Figure 1.Figure 1. Effects of violent video games on Effects of violent video games on aggressive behavior, aggressive cognition, aggressive behavior, aggressive cognition, aggressive affect, helping behavior, and aggressive affect, helping behavior, and physiological arousal.physiological arousal.

Page 14: Do violent video games cause aggression? by Emily Russell 100065831

ResultsResults

When broken down into best and not When broken down into best and not best practice samples, the best practice samples, the methodologically best samples methodologically best samples yielded larger effect sizesyielded larger effect sizes

Magnitude of effect estimated, Magnitude of effect estimated, rr= .26= .26 When large numbers of youth are When large numbers of youth are

exposed to many hours of violent exposed to many hours of violent media, even a small effect can have media, even a small effect can have extremely large social consequencesextremely large social consequences

Page 15: Do violent video games cause aggression? by Emily Russell 100065831

Opposing EvidenceOpposing EvidenceScott (1995)Scott (1995)

Hypothesized that there would be a linear increase in Hypothesized that there would be a linear increase in aggressive affect after playing non-aggressive, aggressive affect after playing non-aggressive, moderately aggressive, and highly aggressive games. moderately aggressive, and highly aggressive games.

Participants= 117 university studentsParticipants= 117 university students Materials= Tetris, Overkill, and Fatal Fury; Eysenck Materials= Tetris, Overkill, and Fatal Fury; Eysenck

Personality Questionnaire and Buss-Durkee inventoryPersonality Questionnaire and Buss-Durkee inventory Participants completed half of the merged inventories Participants completed half of the merged inventories

before playing one of the video games for 10 minutes, before playing one of the video games for 10 minutes, and then completed rest of the inventory. and then completed rest of the inventory.

DV: Aggression ratings were measured as a change in DV: Aggression ratings were measured as a change in aggressiveness before and after video game play. aggressiveness before and after video game play.

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Aggression ratings could be positive (more Aggression ratings could be positive (more aggressiveness) or negative (less aggressiveness) or negative (less aggressiveness).aggressiveness).

No linear increase in aggressive affect was No linear increase in aggressive affect was found but moderately aggressive games found but moderately aggressive games significantly decreased feelings of significantly decreased feelings of aggression, whereas the highly aggressive aggression, whereas the highly aggressive game resulted in much less of an increase game resulted in much less of an increase in aggressiveness than expected, although in aggressiveness than expected, although no more than occurred in the control gameno more than occurred in the control game

Page 17: Do violent video games cause aggression? by Emily Russell 100065831

van Schie and Wiegman van Schie and Wiegman (1997)(1997)

Hypothesized that the amount of exposure to video Hypothesized that the amount of exposure to video games would positively correlate with aggressive games would positively correlate with aggressive behavior and would negatively correlate with behavior and would negatively correlate with prosocial behaviourprosocial behaviour

Participants= 175 girls and 171 boys in grade 7 Participants= 175 girls and 171 boys in grade 7 and 8and 8

Measures= A diary of time spent on leisure Measures= A diary of time spent on leisure activities outside of school, including playing video activities outside of school, including playing video games, listening to music, reading, playing sports, games, listening to music, reading, playing sports, and doing homeworkand doing homework

Aggressive behaviorAggressive behavior Prosocial behaviourProsocial behaviour

Page 18: Do violent video games cause aggression? by Emily Russell 100065831

ResultsResults

70% played videogames at least once a week70% played videogames at least once a week Boys played significantly more than the girlsBoys played significantly more than the girls No significant relationship between the No significant relationship between the

amount of judged aggressive behavior and amount of judged aggressive behavior and the amount of time spent playing videogamesthe amount of time spent playing videogames

Those who spent a lot of time playing video Those who spent a lot of time playing video games were judged as significantly less games were judged as significantly less prosocial, but separate analyses for boys and prosocial, but separate analyses for boys and girls did not show a significant resultgirls did not show a significant result

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Sherry (2001)Sherry (2001) Meta-analysis: effect size was calculated for 25 studies; Meta-analysis: effect size was calculated for 25 studies;

6 were surveys and the rest were experimental designs 6 were surveys and the rest were experimental designs with random assignment to treatment and control with random assignment to treatment and control conditionsconditions

Overall estimate of the correlation between video Overall estimate of the correlation between video game play and aggression, game play and aggression, rr= .15= .15

Effect size was moderately correlated with the year in Effect size was moderately correlated with the year in which the study was performed, suggesting that effect which the study was performed, suggesting that effect sizes have increased over timesizes have increased over time

Playing time was not correlated with effect size, this Playing time was not correlated with effect size, this suggests that playing even the most violent video suggests that playing even the most violent video games for extended times may not increase aggressiongames for extended times may not increase aggression

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The average effect size for paper and The average effect size for paper and pencil measures was somewhat larger pencil measures was somewhat larger than that for behavioral measures; we than that for behavioral measures; we may feel hostile, but may not act out our may feel hostile, but may not act out our aggression due to cultural constraintsaggression due to cultural constraints

Sherry (2001) says this provides evidence Sherry (2001) says this provides evidence that playing violent video games is not a that playing violent video games is not a powerful enough prime to overcome social powerful enough prime to overcome social sanctions against aggressive behaviorssanctions against aggressive behaviors

Overall, small effect of video game play on Overall, small effect of video game play on aggressionaggression

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OverviewOverview It may be the methodology itself that is causing the It may be the methodology itself that is causing the

vast differences in results and fueling the debatevast differences in results and fueling the debate There are many different operational definitions of There are many different operational definitions of

aggression and many different measures of aggression and many different measures of aggression.aggression.

Is aggression measured individually or in a Is aggression measured individually or in a competitive environment?competitive environment?

The level of violence used in each gameThe level of violence used in each game Longitudinal research is virtually absentLongitudinal research is virtually absent Nature vs. Nurture- do boys become more Nature vs. Nurture- do boys become more

aggressive because they are socialized into playing aggressive because they are socialized into playing these games, or do they pick them because they are these games, or do they pick them because they are more aggressive naturally?more aggressive naturally?

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Graduate StudiesGraduate Studies

Jonathan Freedman at the University Jonathan Freedman at the University of Toronto, Social Psychologyof Toronto, Social Psychology

Stephen Kline at Simon Fraser Stephen Kline at Simon Fraser University, CommunicationsUniversity, Communications

Brad Bushman at the University of Brad Bushman at the University of Michigan, Social PsychologyMichigan, Social Psychology

Craig Anderson at Iowa State Craig Anderson at Iowa State University, Social PsychologyUniversity, Social Psychology

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ReferencesReferences

Anderson, C. A. (2004). An update on the effects of playing violent video games Anderson, C. A. (2004). An update on the effects of playing violent video games

[Electronic version]. [Electronic version]. Journal of Adolescence, 27Journal of Adolescence, 27(1), 113-122. (1), 113-122.

Bartholow, B. D., & Anderson, C. A. (2002). Effects of violent video games on Bartholow, B. D., & Anderson, C. A. (2002). Effects of violent video games on aggressive aggressive

behavior: Potential sex differences [Electronic version]. behavior: Potential sex differences [Electronic version]. Journal of Journal of Experimental Experimental

Social Psychology, 38Social Psychology, 38, 283-290. , 283-290.

Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of

violent video game habits on adolescent hostility, aggressive behaviors, violent video game habits on adolescent hostility, aggressive behaviors,

and school performance [Electronic version]. and school performance [Electronic version]. Journal of Adolescence, 27Journal of Adolescence, 27(1), 5-(1), 5-22. 22.

Griffiths, M. (1999). Violent video games and aggression: A review of the literature Griffiths, M. (1999). Violent video games and aggression: A review of the literature

[Electronic version]. [Electronic version]. Aggression & Violent Behavior, 4Aggression & Violent Behavior, 4(2), 203-212.(2), 203-212.

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ReferencesReferences

Sherry, J. L. (2001). The effects of violent video games on aggression: A meta-Sherry, J. L. (2001). The effects of violent video games on aggression: A meta-analysis analysis

[Electronic version]. [Electronic version]. Human Communication Research, 27Human Communication Research, 27(3), 409-431. (3), 409-431.

Scott, D. (1995). The effect of video games on feelings of aggression Scott, D. (1995). The effect of video games on feelings of aggression

[Electronic version]. [Electronic version]. The Journal of Psychology: Interdisciplinary & The Journal of Psychology: Interdisciplinary & Applied, Applied,

129129(2), 121-132.(2), 121-132.

van Schie, E. G., & Wiegman, O. (1997). Children and videogames: Leisure van Schie, E. G., & Wiegman, O. (1997). Children and videogames: Leisure activities, activities,

aggression, social integration, and school performance. aggression, social integration, and school performance. Journal of Applied Journal of Applied Social Social

Psychology, 27Psychology, 27(13), 1175-1194.(13), 1175-1194.

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DiscussionDiscussion

Which side of the debate do you Which side of the debate do you support?support?

How large do you think effect sizes How large do you think effect sizes need to be before something is need to be before something is considered a social problem?considered a social problem?