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Do violent video games cause aggression? by Emily Russell 100065831
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Background The effect of media violence and aggression has been debated for well over 20 years. The debate has shifted from television to video games. The effect of media violence and aggression has been debated for well over 20 years. The debate has shifted from television to video games. Concern has been raised that video games may have a greater adverse effect than television because of the active involvement of the player. Concern has been raised that video games may have a greater adverse effect than television because of the active involvement of the player. Video games have become one of the favorite activities of children in America Video games have become one of the favorite activities of children in America
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Background Recent surveys have shown that upward of 83% of American teenagers play video games regularly (approximately 90% of boys and 75 % of girls) Recent surveys have shown that upward of 83% of American teenagers play video games regularly (approximately 90% of boys and 75 % of girls) (Bartholow & Anderson, 2002). The average American child aged 2–17 years plays video games for 7 h a week (Gentile, Lynch, Linder, & Walsh, 2004)
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Popularity and Concern Sales have grown consistently Worldwide. Video game sales are now at $20 billion with more than 100 million Gameboys and 75 million PlayStations sold (Gentile, Lynch, Linder, & Walsh, 2004) A recent study of video game content reported that of the leading 47 Nintendo games that were analyzed, only seven of them did not involved violence. Most of the games were extremely violent in nature and involved terrorists, prizefighters, SWAT teams, and killing as the primary strategy for winning the game. (Griffiths, 1999)
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The Debate Playing violent video games leads to an increase in aggression Playing violent video games leads to an increase in aggression Playing violent video games does not increase levels of aggression Playing violent video games does not increase levels of aggression
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Supporting Evidence Gentile, Lynch, Linder, and Walsh (2004) Hypothesized that exposure to violent video games positively correlates with trait hostility and aggression in naturalistic settings (e.g. physical fights), and that trait hostility moderates the effects of violent video game exposure on aggressive behaviors Participants= 607 students in the 8 th and 9 th grade Measures= survey that gathered descriptive data on exposure to violent video games, amount of video game play, trait hostility, parental limits, arguments with teachers, grades, and physical fights
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Average time spent playing video games was 9 hours per week, and males spent significantly more time playing video games per week than females Average time spent playing video games was 9 hours per week, and males spent significantly more time playing video games per week than females When asked how much violence they liked in a video game, students reported a moderate amount, and boys preferred significantly higher levels of violence When asked how much violence they liked in a video game, students reported a moderate amount, and boys preferred significantly higher levels of violence Only 13% of adolescents who played video games said their parents always or often enforced limits Only 13% of adolescents who played video games said their parents always or often enforced limits Adolescents who had been involved in physical fights were less likely to have parental limits on video games Adolescents who had been involved in physical fights were less likely to have parental limits on video games Trait hostility levels were significantly correlated with media habits; they consumed more electronic media, played more violent video games and preferred violence content, and had fewer parental limits Trait hostility levels were significantly correlated with media habits; they consumed more electronic media, played more violent video games and preferred violence content, and had fewer parental limits
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Bartholow and Anderson (2002) It was hypothesized that participants who played a violent video game would later display more aggression than would participants who played a nonviolent video game, and they were interested in the effect of gender. It was hypothesized that participants who played a violent video game would later display more aggression than would participants who played a nonviolent video game, and they were interested in the effect of gender. Participants= 43 undergraduate students (22 men and 21 women) Participants= 43 undergraduate students (22 men and 21 women) Measures= Mortal Kombat and PGA Tournament Golf Measures= Mortal Kombat and PGA Tournament Golf Retaliation reaction time task - a computerized task where each participant was led to believe that he or she was competing with another person to see who could respond most quickly to an auditory tone by clicking a mouse button Retaliation reaction time task - a computerized task where each participant was led to believe that he or she was competing with another person to see who could respond most quickly to an auditory tone by clicking a mouse button
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Bartholow and Anderson- cont. Participants received a punishment after losing each trial in the form of white noise delivered through headphones Participants received a punishment after losing each trial in the form of white noise delivered through headphones Phase 1- the opponent set intensity of punishment the participant would receive; Phase 2- the roles were reversed Phase 1- the opponent set intensity of punishment the participant would receive; Phase 2- the roles were reversed The severity of punishment each participant set for their opponent during phase 2 was the measure of aggressive behavior used as the DV The severity of punishment each participant set for their opponent during phase 2 was the measure of aggressive behavior used as the DV Results: two main effects and an interaction Results: two main effects and an interaction Mortal Kombat players set higher levels of noise punishment then those who played PGA Tournament Golf; men set higher noise levels than women. Mortal Kombat players set higher levels of noise punishment then those who played PGA Tournament Golf; men set higher noise levels than women.
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Bartholow and Anderson
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Anderson (2004) Meta-analysis Meta-analysis Studies included tested the link between exposure to violent video games and one of five types of outcome variables: aggressive behavior, aggressive cognition, aggressive affect, helping behavior, and physiological arousal Studies included tested the link between exposure to violent video games and one of five types of outcome variables: aggressive behavior, aggressive cognition, aggressive affect, helping behavior, and physiological arousal Examined nine potential methodological problems Examined nine potential methodological problems Samples that had non of these weaknesses were classified as “best practices” samples, compared to those with at least one weakness were classified as “not best practices” samples Samples that had non of these weaknesses were classified as “best practices” samples, compared to those with at least one weakness were classified as “not best practices” samples
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Results For all samples: exposure to violent video games had a significant effect on each outcome variable For all samples: exposure to violent video games had a significant effect on each outcome variable The average effect size on aggressive behavior was d=.20, N= 5240 The average effect size on aggressive behavior was d=.20, N= 5240
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Figure 1. Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, helping behavior, and physiological arousal.
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Results When broken down into best and not best practice samples, the methodologically best samples yielded larger effect sizes When broken down into best and not best practice samples, the methodologically best samples yielded larger effect sizes Magnitude of effect estimated, r=.26 Magnitude of effect estimated, r=.26 When large numbers of youth are exposed to many hours of violent media, even a small effect can have extremely large social consequences When large numbers of youth are exposed to many hours of violent media, even a small effect can have extremely large social consequences
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Opposing Evidence Scott (1995) Hypothesized that there would be a linear increase in aggressive affect after playing non-aggressive, moderately aggressive, and highly aggressive games. Participants= 117 university students Materials= Tetris, Overkill, and Fatal Fury; Eysenck Personality Questionnaire and Buss-Durkee inventory Participants completed half of the merged inventories before playing one of the video games for 10 minutes, and then completed rest of the inventory. DV: Aggression ratings were measured as a change in aggressiveness before and after video game play.
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Aggression ratings could be positive (more aggressiveness) or negative (less aggressiveness). Aggression ratings could be positive (more aggressiveness) or negative (less aggressiveness). No linear increase in aggressive affect was found but moderately aggressive games significantly decreased feelings of aggression, whereas the highly aggressive game resulted in much less of an increase in aggressiveness than expected, although no more than occurred in the control game No linear increase in aggressive affect was found but moderately aggressive games significantly decreased feelings of aggression, whereas the highly aggressive game resulted in much less of an increase in aggressiveness than expected, although no more than occurred in the control game
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van Schie and Wiegman (1997) Hypothesized that the amount of exposure to video games would positively correlate with aggressive behavior and would negatively correlate with prosocial behaviour Hypothesized that the amount of exposure to video games would positively correlate with aggressive behavior and would negatively correlate with prosocial behaviour Participants= 175 girls and 171 boys in grade 7 and 8 Participants= 175 girls and 171 boys in grade 7 and 8 Measures= A diary of time spent on leisure activities outside of school, including playing video games, listening to music, reading, playing sports, and doing homework Measures= A diary of time spent on leisure activities outside of school, including playing video games, listening to music, reading, playing sports, and doing homework Aggressive behavior Aggressive behavior Prosocial behaviour Prosocial behaviour
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Results 70% played videogames at least once a week 70% played videogames at least once a week Boys played significantly more than the girls Boys played significantly more than the girls No significant relationship between the amount of judged aggressive behavior and the amount of time spent playing videogames No significant relationship between the amount of judged aggressive behavior and the amount of time spent playing videogames Those who spent a lot of time playing video games were judged as significantly less prosocial, but separate analyses for boys and girls did not show a significant result Those who spent a lot of time playing video games were judged as significantly less prosocial, but separate analyses for boys and girls did not show a significant result
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Sherry (2001) Meta-analysis: effect size was calculated for 25 studies; 6 were surveys and the rest were experimental designs with random assignment to treatment and control conditions Meta-analysis: effect size was calculated for 25 studies; 6 were surveys and the rest were experimental designs with random assignment to treatment and control conditions Overall estimate of the correlation between video game play and aggression, r=.15 Overall estimate of the correlation between video game play and aggression, r=.15 Effect size was moderately correlated with the year in which the study was performed, suggesting that effect sizes have increased over time Effect size was moderately correlated with the year in which the study was performed, suggesting that effect sizes have increased over time Playing time was not correlated with effect size, this suggests that playing even the most violent video games for extended times may not increase aggression Playing time was not correlated with effect size, this suggests that playing even the most violent video games for extended times may not increase aggression
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The average effect size for paper and pencil measures was somewhat larger than that for behavioral measures; we may feel hostile, but may not act out our aggression due to cultural constraints The average effect size for paper and pencil measures was somewhat larger than that for behavioral measures; we may feel hostile, but may not act out our aggression due to cultural constraints Sherry (2001) says this provides evidence that playing violent video games is not a powerful enough prime to overcome social sanctions against aggressive behaviors Sherry (2001) says this provides evidence that playing violent video games is not a powerful enough prime to overcome social sanctions against aggressive behaviors Overall, small effect of video game play on aggression Overall, small effect of video game play on aggression
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Overview It may be the methodology itself that is causing the vast differences in results and fueling the debate It may be the methodology itself that is causing the vast differences in results and fueling the debate There are many different operational definitions of aggression and many different measures of aggression. There are many different operational definitions of aggression and many different measures of aggression. Is aggression measured individually or in a competitive environment? Is aggression measured individually or in a competitive environment? The level of violence used in each game The level of violence used in each game Longitudinal research is virtually absent Longitudinal research is virtually absent Nature vs. Nurture- do boys become more aggressive because they are socialized into playing these games, or do they pick them because they are more aggressive naturally? Nature vs. Nurture- do boys become more aggressive because they are socialized into playing these games, or do they pick them because they are more aggressive naturally?
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Graduate Studies Jonathan Freedman at the University of Toronto, Social Psychology Jonathan Freedman at the University of Toronto, Social Psychology Stephen Kline at Simon Fraser University, Communications Stephen Kline at Simon Fraser University, Communications Brad Bushman at the University of Michigan, Social Psychology Brad Bushman at the University of Michigan, Social Psychology Craig Anderson at Iowa State University, Social Psychology Craig Anderson at Iowa State University, Social Psychology
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References 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]. Journal of Adolescence, 27(1), 113-122. [Electronic version]. Journal of Adolescence, 27(1), 113-122. Bartholow, B. D., & Anderson, C. A. (2002). Effects of violent video games on aggressive behavior: Potential sex differences [Electronic version]. Journal of Experimental behavior: Potential sex differences [Electronic version]. Journal of Experimental Social Psychology, 38, 283-290. Social Psychology, 38, 283-290. 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]. Journal of Adolescence, 27(1), 5-22. and school performance [Electronic version]. Journal of Adolescence, 27(1), 5-22. Griffiths, M. (1999). Violent video games and aggression: A review of the literature [Electronic version]. Aggression & Violent Behavior, 4(2), 203-212. [Electronic version]. Aggression & Violent Behavior, 4(2), 203-212.
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References Sherry, J. L. (2001). The effects of violent video games on aggression: A meta-analysis [Electronic version]. Human Communication Research, 27(3), 409-431. [Electronic version]. Human Communication Research, 27(3), 409-431. Scott, D. (1995). The effect of video games on feelings of aggression [Electronic version]. The Journal of Psychology: Interdisciplinary & Applied, [Electronic version]. The Journal of Psychology: Interdisciplinary & Applied, 129(2), 121-132. 129(2), 121-132. van Schie, E. G., & Wiegman, O. (1997). Children and videogames: Leisure activities, aggression, social integration, and school performance. Journal of Applied Social aggression, social integration, and school performance. Journal of Applied Social Psychology, 27(13), 1175-1194. Psychology, 27(13), 1175-1194.
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Discussion Which side of the debate do you support? Which side of the debate do you support? How large do you think effect sizes need to be before something is considered a social problem? How large do you think effect sizes need to be before something is considered a social problem?
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