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What's the relationship between playing violent video games and aggression?
HDP 150
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~90% of children in the U.S. play video games
more than 90% of those games often includes violence (Times Magazine) ~90% of children in the U.S. play video games Approximately 90% of children in the U.S. play video games, and more than 90% of those games involve mature content that often includes violence. People are more concerned about video games than other forms of media such as brutal television program shows because many people argue that violent video games are more harmful than other media. The connection between violent media and aggression has also spawned a body of research
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table of contents No link between violent video games and aggression
violent games exposure may change brain violent games decreases empathy Limitations Future direction
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more videogame consumption = decline in youth violence rates
no link between violent video games and aggression Correlational study : Christopher J. Ferguson conducted a study to prove his belief. Ferguson conducted a correlational study that included 2 studies of the association of media violence rates with violence rates in society. In the first study, they studied movie violence and homicide rates from 1920 to 2005. For the second one, the researchers examined videogame violence consumption and youth violence rates in the two decades. They found out that when there was more videogame consumption, there was decline in youth violence rates. (Ferguson, C., 2015). more videogame consumption = decline in youth violence rates Ferguson (2015)
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limitations not all pieces of data were available for all years
-law enforcement personnel - mean household income -video game consumption data are only from the years and beyond small number of observations, so results from the time series analyses = preliminary limitations -not all pieces of data were available for all years (such as law enforcement personnel or mean household income) -Similarly videogame consumption data are available only from the years 1996 and beyond -due to the small number of observations in these studies, results from the time series analyses should be regarded as preliminary.
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no link between violent video games and aggression
low agreeableness high neuroticism low conscientiousness In 2010, Patrick and Charlotte Markey used Personality Research to review past research and analyzed using the Five-Factor Model (FFM) The five factors are openness,conscientiousness, extraversion, agreeableness, and neuroticism. In this report, past research is reviewed, which suggests that the personality traits of psychoticism and aggressiveness likely moderate the negative effects of violent video games (VVGs). The Five-Factor Model (FFM) of personality is then used as a taxonomy to integrate these findings and examine why these traits are important moderator variables. Analyses suggest that these traits likely moderate the effects of VVGs because they contain the FFM traits neuroticism (), agreeableness (), and conscientiousness (). A spherical model of personality, derived from these three FFM traits, is presented as a method of predicting aggression and hostility after playing VVGs; archival data confirms the predictions derived from this spherical model. Findings from the current research demonstrate the utility of a three-trait spherical model to examine the moderating effects of VVGs and suggest that only some individuals are adversely affected by VVGs and that those who are affected have preexisting dispositions, which make them susceptible to such violent media. aggressive only if preexisting disposition
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violent games exposure may change brain
Engelhardt et al. (2011) Bartholow et al. (2006) Participants 39 healthy, male undergraduates Method Questionnaire: favorite video games rated each (1 -7) How often they play the violence of the game’s content and graphics. Result -reduced P300 amplitudes (controlled for initial levels of aggressiveness) Participants 70 undergraduates Method Similar to Bartholow EEG, picture viewing & noise blasts Result -reduced in the P3 component of the event-related brain potential -gave more severe noise blasts Brain changes as it becomes desensitized when people play violent video games, so they become more aggressive. Christopher Engelhardt et al. studied brain on violent video games. After participants played violent or nonviolent video games, and then saw violent and nonviolent photographs as their brain activity was measured. Then, the participants had to give a supposed opponent displeasing noise blasts. They found out that the brain of the participants in the violent video games reduced in the P3 component of the event-related brain potential. The researchers concluded that desensitization of brain increased aggression as those participants gave more severe noise blasts in comparison to nonviolent video game group (Engelhardt, C. et al., 2011). electroencephalogram (EEG) & following picture viewing, participants completed a competitive reaction time task In addition, Bruce D. Bartholow et al. also found similar results that violent video game exposure led to desensitization to violence as it impacts event-related brain potential. Even after controlling for the differences in trait aggressiveness, they found that violent video game images reduced P300 amplitudes. As a result of reduced brain response, the participants behaved more aggressive in a later task. Thus, it seems that violent video games exposures changes brain and its process for people to become more aggressive. (Bartholow, B. et al., 2006). Participants Thirty-nine healthy, male undergraduates (mean ageD19.5), all right-handed with normal or corrected-tonormal vision, volunteered in exchange for course credit. Participants were recruited using an internet-based experiment sign-up procedure advertising a study on “the eVects of picture viewing on reaction times.” Method: participants completed a questionnaire in which they listed their Wve favorite video games and then rated each game, on scales anchored at 1 and 7, in terms of how often they play the game and the violence of the game’s content and graphics. For each game, we multiplied the sum of the violent content and violent graphics ratings by the “how-often” rating. Result-electroencephalogram (EEG) past violent video game exposure was related to reduced P300 amplitudes when exposed to violent photos, even after controlling for initial levels of aggressiveness Brain is desensitized to violence
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violent games exposure changes brain
Bartholow et al. (2006) Participants 39 healthy, male undergraduates Method Questionnaire: favorite video games rated each (1 -7) How often they play the violence of the game’s content and graphics. Result -reduced P300 amplitudes (controlled for initial levels of aggressiveness) Brain changes as it becomes desensitized when people play violent video games, so they become more aggressive. Christopher Engelhardt et al. studied brain on violent video games. After participants played violent or nonviolent video games, and then saw violent and nonviolent photographs as their brain activity was measured. Then, the participants had to give a supposed opponent displeasing noise blasts. They found out that the brain of the participants in the violent video games reduced in the P3 component of the event-related brain potential. The researchers concluded that desensitization of brain increased aggression as those participants gave more severe noise blasts in comparison to nonviolent video game group (Engelhardt, C. et al., 2011). electroencephalogram (EEG) & following picture viewing, participants completed a competitive reaction time task In addition, Bruce D. Bartholow et al. also found similar results that violent video game exposure led to desensitization to violence as it impacts event-related brain potential. Even after controlling for the differences in trait aggressiveness, they found that violent video game images reduced P300 amplitudes. As a result of reduced brain response, the participants behaved more aggressive in a later task. Thus, it seems that violent video games exposures changes brain and its process for people to become more aggressive. (Bartholow, B. et al., 2006). Participants Thirty-nine healthy, male undergraduates (mean ageD19.5), all right-handed with normal or corrected-tonormal vision, volunteered in exchange for course credit. Participants were recruited using an internet-based experiment sign-up procedure advertising a study on “the eVects of picture viewing on reaction times.” Method: participants completed a questionnaire in which they listed their Wve favorite video games and then rated each game, on scales anchored at 1 and 7, in terms of how often they play the game and the violence of the game’s content and graphics. For each game, we multiplied the sum of the violent content and violent graphics ratings by the “how-often” rating. Result-electroencephalogram (EEG) past violent video game exposure was related to reduced P300 amplitudes when exposed to violent photos, even after controlling for initial levels of aggressiveness Brain is desensitized to violence
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violent games exposure may change brain
Engelhardt et al. (2011) Participants 70 undergraduates Method Similar to Bartholow EEG, picture viewing & noise blasts Result -reduced in the P3 component of the event-related brain potential -gave more severe noise blasts Brain changes as it becomes desensitized when people play violent video games, so they become more aggressive. Christopher Engelhardt et al. studied brain on violent video games. After participants played violent or nonviolent video games, and then saw violent and nonviolent photographs as their brain activity was measured. Then, the participants had to give a supposed opponent displeasing noise blasts. They found out that the brain of the participants in the violent video games reduced in the P3 component of the event-related brain potential. The researchers concluded that desensitization of brain increased aggression as those participants gave more severe noise blasts in comparison to nonviolent video game group (Engelhardt, C. et al., 2011). electroencephalogram (EEG) & following picture viewing, participants completed a competitive reaction time task In addition, Bruce D. Bartholow et al. also found similar results that violent video game exposure led to desensitization to violence as it impacts event-related brain potential. Even after controlling for the differences in trait aggressiveness, they found that violent video game images reduced P300 amplitudes. As a result of reduced brain response, the participants behaved more aggressive in a later task. Thus, it seems that violent video games exposures changes brain and its process for people to become more aggressive. (Bartholow, B. et al., 2006). Participants Thirty-nine healthy, male undergraduates (mean ageD19.5), all right-handed with normal or corrected-tonormal vision, volunteered in exchange for course credit. Participants were recruited using an internet-based experiment sign-up procedure advertising a study on “the eVects of picture viewing on reaction times.” Method: participants completed a questionnaire in which they listed their Wve favorite video games and then rated each game, on scales anchored at 1 and 7, in terms of how often they play the game and the violence of the game’s content and graphics. For each game, we multiplied the sum of the violent content and violent graphics ratings by the “how-often” rating. Result-electroencephalogram (EEG) past violent video game exposure was related to reduced P300 amplitudes when exposed to violent photos, even after controlling for initial levels of aggressiveness Brain is desensitized to violence
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Critiques Good that studied both gender but are college students representative of population? As we have discussed in class, does noise blast really equal to aggression?
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violent games decreases empathy
Participants reported their media habits and then played one of eight violent or nonviolent video games for 20 min. Next, participants watched a 10-min videotape containing scenes of real-life violence while heart rate (HR) and galvanic skin response (GSR) were monitored. When participants, who previously played violent video game, watched video game violence, their heart rate (HR) and galvanic skin response (GSR) were lower than those who did not play. Lower heart rate (HR) and galvanic skin response (GSR) illustrates less physiological arousal, which they related to decrease in empathy Playing violent video games causes aggression as it decreases empathy in people. The researchers studied about the effect of video game violence on physiological desensitization to real-life violence. They asked the participants to tell them about participants’ media habits. The participants were divided into two groups. One group played one of eight violent games for 20 minutes while the other group played one of eight nonviolent violent games for 20 minutes. Then, as their heart rate (HR) and galvanic skin response (GSR) were recorded, the participants watched real-life violence on videotape for 10 minutes. When participants, who previously played violent video game, watched video game violence, their heart rate and galvanic skin response were lower than those who did not play. Lower heart rate and galvanic skin response illustrates physiological desensitization to violence. The researchers used expanded version of the General Aggression Model for evaluating the results, and found that video games decreases empathy as it desensitizes people to violence. Since decrease in empathy often increases aggression, the researchers warn that playing violent video games can be a factor in aggressive behavior. The Carnegey’s studied about the effect of video game violence on physiological desensitization to real-life violence. It shows that there is a relationship between aggressive video games and desensitization. Participants reported their media habits and then played one of eight violent or nonviolent video games for 20 min. Next, participants watched a 10-min videotape containing scenes of real-life violence while heart rate (HR) and galvanic skin response (GSR) were monitored. When participants, who previously played violent video game, watched video game violence, their heart rate (HR) and galvanic skin response (GSR) were lower than those who did not play. Lower heart rate (HR) and galvanic skin response (GSR) illustrates physiological desensitization to violence. Results are interpreted using an expanded version of the General Aggression Model. Carnegey, N. (2007).The effect of video game violence on physiological desensitization -reported media habits & played 1 of 8 violent/nonviolent video games for 20 min. -watched a 10-min videotape of real-life violence while heart rate (HR) and galvanic skin response (GSR) were monitored less physiological arousal=decrease in empathy Carnegey, et al. (2007)
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violent games decreases empathy
cross-cultural comparisons between Japan and Western countries In 2010, Anderson's group published a meta-analysis of over 130,000 participants. They looked at empathy and desensitization, physiological arousal, aggressive behavior, aggressive cognition, aggressive affect, and pro-social behavior. In 2010, Anderson's group published a meta-analysis of one hundred and thirty international studies with over 130,000 participants. He reported that exposure to violent video games caused both short-term and long-term aggression in players and decreased empathy and pro-social behavior The authors Anderson, C., Shibuya, A., Ihori, N., Swing, E., Bushman, B., Sakamoto used meta-analytic procedures to see the effects of violent video game in Japan and western countries. They looked at empathy and desensitization, physiological arousal, aggressive behavior, aggressive cognition, aggressive affect, and pro-social behavior. The test demonstrates that being exposed to aggressive video games related to aggressive cognition. Significantly, the study shows that the influences of aggressive video game are not only specific to western culture but also to eastern culture. Unique features of this meta-analytic review include (a) more restrictive methodological quality inclusion criteria than in past meta-analyses; (b) cross-cultural comparisons; (c) longitudinal studies for all outcomes except physiological arousal; (d) conservative statistical controls; (e) multiple moderator analyses; and (f) sensitivity analyses. Social-cognitive models and cultural differences between Japan and Western countries were used to generate theory-based predictions. Meta-analyses yielded significant effects for all 6 outcome variables. The pattern of results for different outcomes and research designs (experimental, cross-sectional, longitudinal) fit theoretical predictions well. The evidence strongly suggests that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior. Moderator analyses revealed significant research design effects, weak evidence of cultural differences in susceptibility and type of measurement effects, and no evidence of sex differences in susceptibility. Results of various sensitivity analyses revealed these effects to be robust, with little evidence of selection (publication) bias decreased empathy and pro-social behavior
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limitations did not take different violent video games
which ones are more harmful than others? did not take different individual personality differences social-economic status, education level Nevertheless, it seems that more researchers support that violent video games make people more aggressive There were some limitations of studies that were mentioned in the paper. For example, all the researchers did not take into different violent video games. Since not all violent video games are the same, it is crucial to determine which ones are more harmful than others. In addition, many researchers did not take different individual differences into account. There are important contributing factors such as personality differences, social-economic status, and education level that contribute to aggression. Because human beings are not living in a bubble, the researchers should have considered different factors that influence aggression. In addition, the researchers should ask the participants' opinion on self-concept and self-esteem regarding themselves and rate them to see where they are since low self-esteem sometimes leads to aggression. It would be also nice to see the different emotional reactions of the participants and how they influence aggression.
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Do positive effects outweigh the negative effects?
future direction How significant is it? Do positive effects outweigh the negative effects? How do we minimize the negative effects? For future directions, it is important for researchers to take the next step and ask how much does effects of violent video games on aggression. If violent games are really dangerous and harmful, the researchers and policy makers should work together to implement changes. The researchers should study more on how the harmful effects of violent video games. It seems like there is only small increase of aggression. It does not seem significant enough to change one's behavior completely. The results in many studies show increase in aggression by only little bit, so it is not clear how much effects violent video games have on aggression. In addition, since there are some positive effects of video games, the researcher should also study if the positive effects outweigh the negative effects.
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