The Terminator and the Spectator: Is Exposure to Media Violence Linked to Aggression and Violence in the Real World? Brad J. Bushman, Ph.D. Professor of.

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Presentation transcript:

The Terminator and the Spectator: Is Exposure to Media Violence Linked to Aggression and Violence in the Real World? Brad J. Bushman, Ph.D. Professor of Communication & Professor of Psychology The Ohio State University, Columbus, Ohio, USA

Knife

That Was Then, This is Now

Outline Defining aggression and violence Research methods used to study violent media effect Link between exposure to violent media and aggression and violence Smoking: A useful analogy

Outline Defining aggression and violence

Defining Aggression and Violence Aggression is any form of behavior directed toward the goal of harming or injuring another living being who is motivated to avoid such treatment. Violence is any form of behavior intended to cause serious physical harm to another living being, such as injury or death. Baron & Richardson, 1994; Bushman & Anderson, 2001; Bushman & Huesmann, 2010

“I play violent video games and I’ve never killed anyone!”

What percent of crimes recorded by the FBI are murders? 0.10% (rate: 4.7 murders per 100,000) Mass shootings are much rarer!

Risk Thermometer Mass shootings Murders Assaults Threats of violence Pushing and shoving Verbal aggression Violent thoughts/fantasies Occasional rude behavior Routinely respectful and polite behavior Extreme violent behaviors are rare and difficult to predict Gentile & Sesma (2003)

Outline Defining aggression and violence Research methods used to study violent media effect

Experimental Method Violent video game Aggression Random Participants assignment Nonviolent video game Participants Difference?

Experimental Study Participants: 112 Dutch boys (Mage=14.0) of low education ability. They played a violent or nonviolent game for 20 minutes. They rated how much they identified with the game character (e.g., “I wish I were a character such as the one in the game”). They could blast their “partner” with loud noise, and were told levels 8, 9, and 10 could cause “permanent hearing damage.”

Konijn, Nije Bijvank, & Bushman (2007)

Participant Comments “I blasted him with level 10 noise because he deserved it, I know he can get hearing damage, but I don’t care!” Another boy said he liked the violent game “because in this game you can kill people and shoot people, and I want to do that too.” “I like Grand Theft Auto a lot because you can shoot at people and drive fast in cars. When I am older I can do such things too. I would love to do all these things right now!”

Field Experiments Laboratory experiments have been criticized because they are conducted in artificial settings with artificial aggression measures, but field experiments have found similar results in more realistic settings. Delinquent boys shown violent films every night for five nights were more likely than those shown nonviolent films to get into fights with other boys (Leyens, Parke, Camino, & Berkowitz, 1975). Similar effects have been found with non-delinquent children who saw a single episode of a violent TV program (Boyatzis, Matillo, & Nesbitt, 1995).

Cross-sectional Method Measure Violent video game exposure Correlated? Aggression

Cross-sectional Studies One study (Anderson & Dill, 2000, Study 1) found that violent video game exposure was associated with violence (e.g., gang fighting, assault, robbery), even after controlling for participant gender, screen time, and trait aggressiveness. Another study (DeLisi, Vaughn, Gentile, Anderson, & Shook, 2013) involving juvenile delinquents found that exposure to violent video games was associated with violence (e.g., gang fighting, hitting a parent or student), even after controlling for participant gender and age, race, psychopathy, and juvenile court onset.

Longitudinal Method Measure (Time 1) Measure (Time 2) Violent video game exposure Violent video game exposure Exposure effect Aggression Aggression

Longitudinal Method Measure (Time 1) Measure (Time 2) Violent video game exposure Violent video game exposure Selection effect Aggression Aggression

None of the participants killed anyone! Longitudinal Studies Children listed their favorite TV programs at ages 8-11. Researchers measured their aggressive behavior 15 years later at ages 23-26. None of the participants killed anyone! Huesmann et al. (2003)

Longitudinal Studies Another longitudinal study found that exposure to violent video games predicted violent behavior (e.g., fighting and beating) 2 years later, even after controlling for earlier aggressiveness and a host of family, school, and peer variables. The authors reported that, “playing violent electronic games is the strongest risk factor of violent criminality” (Hopf, Huber, & Weiß, 2008, p. 79).

Triangulation! Aggression Experimental studies (k=45, N=3,464); cross-sectional studies (k=81, N=59,336); longitudinal studies (k=14, N=5,513) Source: Anderson et al. (2010)

Outline Defining aggression and violence Research methods used to study violent media effect Link between exposure to violent media and aggression and violence

Sources: The aggression bar is based on a meta-analysis by Anderson et al. (2010). The violence bar is based on a meta-analysis by Paik and Comstock (1994).

All accepted as indisputable facts Source: Bushman & Anderson (2001)

Outline Defining aggression and violence Research methods used to study violent media effect Link between exposure to violent media and aggression and violence Smoking: A useful analogy

In the 1990s, the tobacco industry denied the harmful effects of cigarettes In 1994, all seven Tobacco CEOs testify before Congress: “I believe that nicotine is not addictive.” “Cigarettes are no more addictive than gummi bears.” — James Morgan, CEO Philip Morris Tobacco, 1997 0:58

Date?

1964

1964 “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.” — Jesse Steinfeld, Surgeon General of the United States, Date?

1964 “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.” — Jesse Steinfeld, Surgeon General of the United States, 1972

Smoking Analogy Not all smokers get lung cancer, and not all people with lung cancer are smokers. Not everyone who consumes violent media becomes aggressive, and not every aggressive person consumes violent media.

Smoking Analogy Smoking isn’t the only factor that causes lung cancer, but it is an important factor. Violent media isn’t the only risk factor for aggression, but it is an important factor.

Smoking Analogy The first cigarette can make a person sick. Repeated exposure reduces these effects and leaves the person craving more. The first exposure to violent media can make a person sick. Repeated exposure reduces these effects and leaves the person craving more.

Smoking Analogy One cigarette probably won’t cause lung cancer, but repeated exposure greatly increases the risk. Watching one violent show or playing one violent video game probably won’t make a person more aggressive, but repeated exposure greatly increases the risk.

Conclusions Exposure to media violence causes aggression. Exposure to media violence is correlated with violence, including criminal violence. Exposure to media violence is not the only risk factor for aggression and violence, but it is an important risk factor.

Email: bushman.20@osu.edu Twitter: @BradJBushman Phone: +1 614-688-8779 Webpage: u.osu.edu/bushman.20/