0193-3973/$ - see front matter © 2003 Elsevier Inc. All rights reserved. doi: 10.1 016/S0 193-3973(03)00073-X
1.1. Research on the effects of playing violent video games
For somewhat older children, experimental results are less consistent. Working with thirdand fourth-graders, Kirsh (1998) asked children to respond to stories describing common situations after playing a violent or nonviolent video game. Those who played the violent game were more likely to attribute negative intent to the actions of others. However, for a group of second through sixth-graders, no significant differences in the aggressive content of projective test responses or in willingness to help or hurt an unseen "child" were identified after participants played violent electronic games (Graybill, Strawniak, Hunter, & O'Leary, 1987). In another study, sixth- through eighth-grade boys played either a violent or nonviolent video game or completed a puzzle (Cohn, 1995). Game type did not produce different effects in the areas of behavioral aggression (delivering noxious feedback-noise-to an "opponent" during a game of Battleship) or projective aggression (as measured by the Multiple Adjective Checklist), arousal (as measured by heart rate), or desensitization (as measured by how long it took to seek help after a staged fight). However, Cohn reported that players with more Mortal Kombat experience were significantly more aggressive postplay than those with less Mortal Kombat experience.
Studies with adults highlight the importance of considering preexisting characteristics when evaluating short-term effects. Calvert and Tan (1994) compared the effects of playing
Desensitization to violence is an often-cited negative outcome of exposure to violent media (Bushman & Huesmann, 2001). Desensitization has been defined as the attenuation or elimination of cognitive, emotional, and behavioral responses to a stimulus, which would normally elicit a significant response (Rule & Ferguson, 1986). One approach to establishing the condition of desensitization to violence is to examine the individual's capacity for moral evaluation. Moral evaluation is an automatic process that is triggered when the situation requires that certain normative beliefs guide behavioral choice (Guerra, Huesmann, &
1.3. Empathy and attitudes towards violence
Changes in emotional responsivity are seen in the blunting or absence of emotional reactions to violent events, which would commonly elicit a strong response. Cognitive changes are demonstrated when the customary view that violence is uncommon and unlikely is transformed to the belief that violence is mundane and inevitable. Empathy and attitudes towards
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Empathy is one of the "self-conscious emotions" critical for moral evaluation (Eisenberg, 2000; Hoffman, 2000; Tangney & Fischer, 1995). Although there is some remaining theoretical controversy about the precise nature and development of empathy, there is agreement that empathic responding requires both cognitive (perspective-taking) and affective responsiveness to the perceived emotional state of another (Eisenberg & Fabes, 1998; Feshbach, 1997). Empathy develops in response to positive socialization experiences such as the opportunity to view empathic models and to experience feedback about behavioral choices (Eisenberg & Fabes, 1998; Feshbach, 1997). The experience and expression of empathy is influenced by both dispositional factors (the individual's innate tendency to experience emotion) and by situational factors outside the individual, for example, the degree of affect being expressed by the other (Eisenberg, Wentzel, & Harris, 1998).
Once moral evaluation becomes internalized, empathy is needed to transform moral standards into "hot" or emotionally charged cognitions, which then influence behavior, the product of moral evaluation. In most cases, a positive relationship between empathy and prosocial behavior has been identified (Hastings, Zahn- Waxler, Robinson, Usher, & Bridges, 2000; Krevans & Gibbs, 1996; Miller & Eisenberg, 1988; Roberts & Strayer, 1996). Lower empathy has been associated with social maladjustment and aggression in youth (Cohen & Strayer, 1996). In another study, aggressive elementary school children showed less empathy than their nonaggressive peers (Boldizar, Perry, & Perry, 1989).
Relationships between video game playing and empathy were examined in two surveys.
Sakamoto (1994) identified a negative relationship between simple frequency of video game use and empathy, as measured by an adaptation of Bryant's (1982) scale for use with Japanese children, in fourth- through sixth-graders. Barnett et aL (1997) investigated game preference, self-esteem, and empathy in a survey of 15- to 19-year-olds. Although no significant relationships were found with self-esteem, adolescents whose favorite game was violent had lower empathy scores on the 7-item "fantasy empathy" subscale of the Interpersonal Reactivity Index.
Attitudes towards violence are another important component of the process of moral evaluation. Attitudes are a type of knowledge structure: coherent, experience-based mental structures that influence information processing and behavior (Dodge, 1993; Fabrigar, Smith, & Brannon, 1999). Attitude formation may occur as a result of purposeful information processing, as in jury deliberations, or automatically without conscious effort, for example, as a result of advertising (Wegner & Bargh, 1998). The formation of attitudes towards aggression and violence is influenced by many variables including parental attitudes, amount of exposure to violence, and social class (Rule & Ferguson, 1986; Vernberg, Jacobs, & Hershberger, 1999). Exposure to violence strengthens the attitude that, in certain situations, violence is an appropriate way to resolve conflict (Barkin, Kreiter, & DuRant, 2001). For example, Barkin et aL (2001) reported that adolescents with significant prior violence exposure felt completely justified in using violence (termed moralistic violence) to respond to a perceived assault on their honor.
Information is needed about whether or not exposure to violent video games causes desensitization to violence in children. Desensitization is a condition that can be understood by examining components of the process of moral evaluation, and its outcome. In the present research, we evaluated both short- and long-term exposure to violent video games. Short-term
All children completed a background questionnaire reporting typical game-playing habits and listing and categorizing up to three favorite video or computer games using six content categories with definitions (educational, general entertainment, sports without violence, sports with violence, human violence, fantasy or cartoon violence) that were previously developed with the help of children and adolescents (Funk, 1993; Funk & Buchman, 1995). Habits reported included typical weekly playing time and length of time playing in months.
I The CEQ is available from the corresponding author.
To assess game effects, children were presented with 10 vignettes describing everyday situations after playing one of two video games. Four vignettes were designed with aggressive actions as a probable next occurrence, while six had empathic responses as likely happenings. Line drawings depicting each situation accompanied the verbal vignette description. To increase the probability that the child would identify with the situation, two sets of drawings were used so that situations could be gender-specific (see Fig. 1 for an example); names of main characters in the vignettes were also made gender-specific. The female versions of the vignette descriptions are presented in Table 1.
Empathy and aggression vignettes (version for girls)
Tammy is walking out on the playground for recess. She sees a new kid in her class crying at the side of the playground.
Nancy's friend trips and skins her knee on the playground.
The new kid Christine will lose recess for leaving a mess in the art center of the classroom. Joni sees what is
happening.
Sally and Tracy are eating cookies from the cookie jar at Tracy's house. Tracy drops the lid and breaks it. 9. Peggy sees her next-door neighbor Mrs. Jones drop something out of her wheelchair.
10. Natalie sees a kid leave her necklace on the table at McDonald's.
2. Julie always likes to start fights with other kids. One day she tries to start a fight with Susie. 4. Sharon is waiting in line for the slide at the Discovery Zone. A child pushes in front of her.
Trudy accidentally hits Kathy with a ball while playing on the playground.
During recess, Chris is playing with a new toy by herself. A kid comes over and takes the toy away from her.
Numbers indicate order in which items were read. Vignettes presented to boys used names to indicate male characters.
2.3. Procedure
After completing the questionnaires, pulse rate was measured by a trained examiner using typical office techniques including a stopwatch. Pulse rate was used to provide a general measure of arousal for the younger group. Examiners were trained in this technique by a registered nurse. Next, both groups of children were instructed in, and then played, either a relatively nonviolent or relatively violent computer game for 15 minutes. The older children played either Marble Drop or Terra Nova on a Dell OptiPlex GXM 5133 desktop computer. Marble Drop is a nonviolent game in which the object is to place colored marbles into the correct chute so that they will line up in a predetermined order. Levers and other mechanisms controlling the path of the marble change as placements are made. The relatively violent game played by the older children was Terra Nova, in which the object is to defend a colony from invaders by maneuvering a plane and using various weapons while avoiding being blown up by the invaders. Children were instructed in the basic goals and game moves and given instruction sheets to help them remember key commands. They were asked about previous experience with their assigned game, but none was reported for either game. Then the experimenter went to an adjoining room while the children played the game for 15 minutes. Seventeen children played Marble Drop and 18 played Terra Nova.
The younger children played either Croc: Legend of the Gobbos or Earthworm Jim: New Junk City on a portable Dell Latitude computer. Croc, a cartoon-style crocodile, negotiates a series of fairly simple levels trying to save his friends, the Gobbos. Croc must avoid bumblebees and gather crystals. He primarily tries to avoid trouble, but can use his tail to ward off attack. Croc has no actual weapons. The goal of Earthworm Jim is to try and rescue a princess by moving through a dangerous junkyard. The character is a humanoid earthworm that has weapons, such as whips and guns, that are used to fight off attacks by various evil characters. Prior to game playing, the younger children were instructed in basic goals and game moves and questioned about previous experience with their assigned game (none was reported). Then their play was observed for 5 minutes and additional training was given if needed. The examiner moved to an adjoining room while the child played independently for 10 additional minutes. Fifteen children played Croc and 16 played Earthworm Jim. Immediately after game playing, the children's pulse rates were taken again and recorded.
N ext, children in both age groups were asked to report how frustrating the game was on a scale of 1-10 with 10 being most frustrating. A visual aid consisting of a numbered horizontal line with a smiling line drawing face at one end and a frowning face at the other was used and children were asked to point to the place on the line that represented their
2.4. Coding
Aggression was scored when the child's response to aggression vignettes included either verbal or physical aggression (actions that had the intent to harm). For example, in Vignette 2 (see Table 1), one younger child responded, "They will fight each other and get mad." This response received a score of 3 for aggression. A score of 1 was given for the response "He could ignore him or tell on him." Longer, more complex responses were scored according to the following guidelines: If a response was one idea that the child developed over the course of the response, the last idea in the response was scored. If the response contained separate ideas, each idea was scored separately.
Reasonable developmental expectations for aggression and for empathy were taken into consideration by having one team of coders evaluate all the responses of the younger children and the other team evaluated all the older children's responses. This allowed each team to develop a sense of the normative responses for their age group. All vignettes were scored by both coders in the coding team, with disagreements resolved by discussion and consensus. Intercoder reliability of 88% was attained for the coders assessing the older group. For the younger group, intercoder reliability for aggression and empathy vignette scores was 92%.
3.1. Preliminary analyses
Frustration scores were evaluated in relation to game played, gender, and type of vignette.
No significant relationships were identified. For the younger group, no statistically significant difference was found in how much children liked the two games. Regarding their physiological response to the games, paired sample t test results indicated there was not a significant increase in pulse rate after game playing. There was also no difference in postplay pulse rate by game played.
Different questionnaires were used for each age group to measure preexisting empathy and attitudes towards violence, so for purposes of comparison, these scores were transformed into a single distribution with a mean of 50 and standard deviation of 15 and no negative scores. Means, standard deviations, and the range for questionnaire scores are presented by gender in Table 2.
A variable was created to estimate each child's total exposure to video game violence by multiplying the proportion of video game choices that the child categorized as violent by weekly time by length of exposure in months. Descriptive statistics for the exposure score are presented in Table 3 by gender and age group. A 2 (age) x 2 (gender) analysis of variance applied to this violence-exposure score revealed that the age group difference approached significance, F(1, 62) = 2.92, p = .09, and differences for gender, F(1, 62) = 0.3.95, p = .05, and for the interaction between gender and age, F(1, 62) = 3.95,p = .05, attained the level of significance. Younger girls reported less exposure to video game violence than boys and older girls.
Correlations among major study variables are presented in Table 4. As expected, significant relationships were identified between age group and both aggression and empathy scores in response to the two types of vignettes. A negative association was identified between the attitude towards violence questionnaire and empathy questionnaire scores
Note. Estimated exposure to violent video games was calculated by multiplying the proportion of video game choices that the child categorized as violent by weekly time by length of exposure in months.
Note. Higher scores indicate more aggressive and more empathic responses.
Note. Dummy coding was used to indicate age group membership with older = 0, younger = 1. * P < .05. ** P < .01. *** P < .001.
*p < .01.
4.1. Long-term exposure to violent video games
Vignettes were used to assess children's aggressive and empathic responses to make the findings as generalizable as possible. In other research on empathy, children are typically
In the present study, a relatively brief period of playing either a violent or nonviolent game did not affect children's tendencies to respond in an empathic or aggressive manner to the vignettes. Although contrary to our prediction, present findings are consistent with some past results with child participants (Cohn, 1995; Graybill et al., 1987; Winkel, Novak, & Hopson, 1987), although inconsistent with others (Irwin & Gross, 1995; Kirsh, 1998; Silvern & Williamson, 1987). In retrospect, it may be unrealistic to expect to induce measurable effects on components of moral reasoning as a result of a relatively brief exposure to violent video games (although consistent with time spent in similar research). For ethical reasons, the violent content of the game chosen was relatively benign. Indeed, the violent games included in the present study included a prosocial element of rescuing, which may complicate the interpretation of the children's responses. However, many popular games include such justified
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The issue of power to find an effect must be considered. Although our sample size was comparable to other similar studies (see, for example, Irwin & Gross, 1995; Kirsh, 1998; Silvern & Williamson, 1987), power to find a difference by game played was very low. However, the small effect size calls into question the theoretical significance and practical implications of any difference that may be found with a larger sample size using the degree of violence in the present games. At present, the most viable explanation is that playing these particular games for a brief period had no differential effect on empathy and aggression as measured by vignette responses. In future research, increasing the potency of the violent stimulus may increase the likelihood of finding a significant game effect. It is important to bear in mind, however, that our other analyses did identify a long-term relationship between exposure to violent video games and lower empathy.
There is apparently more consistency in the results of studies of the effects of video game violence with adults than with children. Research with adults has not had the same ethical constraints in game choice and behavioral outcome measure as research with children, allowing for stronger manipulations. With careful selection procedures and debriefing, it may be acceptable to expose older children with prior exposure to violent video games to a stronger and more realistic level of game violence. As suggested above, children should first be evaluated for prior desensitization to violent content.
The possibility that social desirability may have our influenced results should be considered.
Social desirability pressures may have influenced some children's responses; however, other children did give clearly socially undesirable responses, for example, some indicated they would take the toy that had been left behind for themselves (Vignette 10). In other studies of empathy, social desirability has not been found to have a major influence (Bryant, 1982; Strayer, 1993).
In the present study, different measures of attitudes towards violence and empathy were used for the two age groups. For attitudes towards violence, the measure for younger children was a logical developmental extension of the measure used with older children. For empathy, the Bryant measure and the in-development version of the CEQ are theoretically compatible and each was significantly negatively correlated with the respective measures of attitudes towards violence. In future research on violent video games, the use of up-to-date and psychometrically sound measures will continue to be crucial to determining potential relationships and effects.
4.3. Summary and conclusions
However, not all children who play violent video games demonstrate obvious negative impact. We have proposed that some children may be at higher risk for negative impact than others (Funk, 2003; Funk & Buchman, 1996). Research with adults has identified a stronger video game violence effect for individuals with more trait aggressiveness (Anderson & Dill, 2000). On a theoretical basis, vulnerable children may include those whose moral development is a work in progress or is already impaired: Younger children, bullies, and victims of bullies might be included in this group. In addition, children with problems in emotion regulation, those who are easily frustrated or who constantly seek stimulation, may also be more susceptible to negative effects from playing violent video games (Funk, 2003). Studies focusing on these theoretically vulnerable groups may help explain the inconsistencies in the present body of research on the effects of violent video games on children. In particular, longitudinal studies such as those that have been completed on the effects of televised violence (see for example, Huesmann, Moise-Titus, Podolski, & Eron, 2003) are needed to understand the cumulative effects of exposure to violent content in video games.
At this time, policy recommendations can be made at several levels. Parents are on the frontline and must carefully monitor children's leisure activities at least into early adolescence. They should be aware of the child's overt behavioral response to playing video games and take appropriate action when the impact is negative. To counter possible negative influence from playing violent video games, parents should have discussions with their children about the real-life consequences of aggressive actions, about the genuine suffering of victims of violence, and about their view of appropriate ways to resolve real-life conflict. The video game industry, specifically the Entertainment Software Review Board, should reevaluate the game rating system. In the present ratings system, many games rated E for "everyone" contain a surprising degree of violent actions. Given the increasingly sexual nature of some of the most popular violent video games, legally regulating children's access to such games, as has occurred in the state of Washington and is being considered in St. Louis (Associated Press, 2003) is now needed. The Federal Trade Commission should continue to carefully evaluate the need for federal regulation, both to regulate children's ability to purchase mature video games and to ensure that the industry's targeted advertising of violent video games is not aimed at children. Educational programs have been successful in changing
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Before going too far into this reading, I think it’s important that the terms of aggression measurement be defined, something that the article fails to do.
Also to provide a somewhat contradicting anecdote: Someone I knew in high school studied his mothers reactions of aggression when she played video games for his AP Psych research project. He found that when she played a “simple” game with violent images (I wish it I could remember what it was .. it had something to do with driving cars around and shooting people) she behaved as she typically would when she finished. But when she played a trickier sponge bob square pants children’s game she became more easily agitated, and quicker to lash out. Granted there are numerous flaws in this study, but I think it’s interesting to note that perhaps challenge, frustration, and failure as components of the gaming experience are also contributors to violence -when we measure it in terms of relating with others.
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While it is important for the researchers to define aggression in how they are using the term, it may be difficult to do so as a singular characteristic. In the experiment, the researchers use multiple question surveys to determine an overall “score” of aggression and empathy of the participants, so it may have been difficult to outline in the beginning of the article.
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That’s fair, but I have to agree with Megan that there should have been eventually an solid outline for what they meant by aggression since it is a key term in this article. I feel that just developing a score of some type only help blur the results for anyone coming in after to read it. frustration and aggression are not the same thing. It makes a difference, for me at least
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I said something similar in response to the first reading, and I’m glad that you brought it up here. I think there is a significant difference between getting aggressive WITH a video game, and getting aggressive AT a video game, or as a response. When games are frustrating, they can make people aggressive, but I don’t see this reaction as being any different as any other game or sport, or really any stimulus that can cause frustration. I would like to see a study where these two types of aggression are compared.
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I think the degree of which the game brings the child into the story also would affect a child’s display of aggression. Lets say you play a long Role Playing Game and you are invested and you feel legitimate aggression toward the final boss who you kill. That is emotional aggression and is probably more powerful than oh crap I lost this level, I’m going to throw the controller and be pissed off now.
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I think this is a great point to mention as a locus for aggressive tendencies. Although multiplayer-centric games, a la Call of Duty, can certainly cause aggression amongst players who are frustrated at being killed (especially as the death is usually attributed to lag or cheating, not due to the “killer’s” skill, or the “killed’s” lack thereof);the feeling is very temporary,as the player will almost instantaneously respawn and get back in the game. That being said, there are times when players get extremely frustrated because they are killed over and over again without much chance to counter their enemies (see “spawn camping”) but i feel that the general attitude and magnitude of anger directed towards being killed in a video game is greater when death has a severe penalty (as was stated above). In a game such as DayZ, players can spend literal hours by themselves, or working in small groups, trying to not only survive the zombie horde, but also other players in a nigh-incomprehensibly large open-world environment. When the player is invariably killed, however, he does not merely respawn with all of his gear as he would in CoD, but instead must start all over without any of the supplies or weapons he worked so hard for. Needless to say, the reactions of many people to being spontaneously killed by a random player/gang is quite heated
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I think it’s important to realize that aggressive behavior is not always a bad thing. We are now raised to be unaggressive and passive when it comes to dealing with our emotions, and while that clearly helps cut down on the amount of violent outbursts in adolescents, it also remove some of our ability to deal with situations that require aggressive. Like max said, aggression is a sport is rewarded because it is seen as a useful technique for being better and more tenacious on the field. Aggression can be taught as a tool, not a millstone.
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I think that the results that they got from the study is pretty intuitive given a general knowledge of child psychology. It has been shown that young children cannot differentiate between what is on tv and reality. Further, young children also cannot distinguish between cartoons and realism. With that said, it seems obvious that 4 to 6 year olds would not be able to know whether or not something done in a video game is socially acceptable to do outside of the game. It also seems obvious that once children knew that it wasn’t nice to hit people or be aggressive, then they would not mimic the violent behavior shown in video games.
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I feel like this research was not very persuasive. I don’t think a little kid is going to change their moral standpoints in life because they played a video game. These kids know that the scenarios they are answering are not real and I think this makes a big difference. People play video games because they are not real and it is a cathartic way for them to play out some of their aggression. Therefore I feel like the results of this study are very shaky.
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I totally agree that for the masses children get to release aggression cathartically through video games. However, there are the demographics where children have very little guidance from their parents.
Psychoanalyst Adam Phillips has a detailed book on how children are driven into the arms of their parent’s as experts for guidance and language. If a child has a lack of a support system at home I could see them supplementing a game as a form of expert in their lives and possibly misinterpret socially unacceptable acts in video games such as hitting people.
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There are a lot of games designed to teach kids skills and moral behaviors; I really doubt it’s such a stretch to think that the poor ethics of a game could be taken up by a player.
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I think here desensitization becomes particularly age dependent. They had stated earlier that effects differ between age groups and think with this noted role of moral evaluation age becomes a dominant factor. As kids grow, they develop a sense of morals and learn how to distinguish what is right and what is wrong. I could see how video games could have an affect on this in terms of desensitization. Exposure to violent video games may lead developing kids to believe that this is what is right and correct. Who’s to say that kids at some ages could really distinguish between what isn’t real about the video game, let alone what is “wrong” about the video game?
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I definitely agree that desensitization could occur from video games especially when played at an early age which is really what we should be worried about. I think that a child could become desensitized to violence or believe that violence is ok from playing a video game or from watching violence take place at home.
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I agree in that i think domestic violence is a crucial factor to recognize. It is the duty of the parents to moderate the violent images and “lessons” that are absorbed by young children from TV, movies and video games. It is this constraining factor which shows children that acting violently towards others on the playground or at school is unacceptable behavior. If that source of guidance and restraint is instead replaced with an abusive and violent household, not only will those influences absorbed by the child through media remain unchecked, they will also become reinforced and even more salient due to the example set by abusive and violent parental interactions
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This may sound a little wrong but what exactly is wrong with being desensitized to violence? Yes for youngsters under 12 years old that could be a problem but for the teenagers and above, considering what people are exposed to in a rated R film or higher, if you aren’t at least a little desensitized I feel that it would be all too easy to be shocked and disoriented by what you see in the media today, especially films. We all become desensitized to violence eventually so at what point is it okay that we are desensitized to the violence? Isn’t the sooner the better?
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You raise a good question is it bad to be desensitized to violence? I don’t know if I have an answer for you but i agree that video games are not the only place where children are privy to violence in the media. Some of the police procedurals on prime time television are pretty graphic. Also who is to say that our generation is seeing more violent images than those before us. Most of our grandparents were alive or survived WWII and Vietnam and there were some pretty graphic war images and photos that the witnessed. Not to mention those who witnessed the violence in their communities as children.
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I think you touched on an issue that is much greater than just violence in video games. We saw it last class during out discussion of Drones in war settings. I think that video games have become the scape goat for a growing fear of violence in the general media. You are right, there is violence in more mediums than just video games, but video games tend to be by the far some of the most violent and most easily accesible to younger audiences. I think, when people cite concerns over the desensitization of children to violence, they mean it more broadly. On a side note, not everyone is equally desensitized to media violence. There are people who still need to close their eyes or look away when they see violence on TV or in movies. Which raises the question, why are some people more desensitized to violence than others?
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This is a really interesting point. I would answer that yes, desensitization is a bad thing because the shock of seeing REAL violence should be a very real emotion that we all have. I think the biggest issue with desensitization is what’s discussed about two paragraphs later when it talks about empathy. I think a loss of empathy is a very bad thing because it is one of the things that makes us human. We are able to feel the pain of others. The loss of this is a bad thing.
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Well, I think desensitization to violence is a bad thing, but there’s a huge difference between being desensitized to media violence and to real violence. I think Max acknowledges this in his comment about the empathy scale. How does violence in games translate to violence in real life? Why is it so important that we have empathy for fictional characters? Does this necessarily mean that we won’t have empathy for real people?
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Here’s the danger of NowComment…I started talking about empathy without first defining what I meant but it…My bad.
What I mean by empathy is ability to feel the emotions of another human being. What I read this paragraph to say is that if media teaches us that violence is normal and we become desensitized, then we lose our ability to empathize with, for example, a shooting survivor. I do think that it’s important to specify real life empathy with empathy with fictional characters, but I don’t think that’s particularly relevant to the claims this researcher is making. I think he is more worried about the presence of video game violence affecting our view of real world violence. I don’t think he cares about ability to empathize with the characters.
My bad on the confusion. Thanks Genevieve.
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While I can definitely attest to being desensitized from watching violence in movie or tv or even playing moderately violent video games, I am not sure if it translates to real life. Seeing someone being brutally murdered in a movie almost never phases me. However, if I saw the same thing in real life I believe that I would react in the same way that I would react had I never been desensitized by the media. Given that desensitization does not occur before a given age (you say 12) I am not sure if this concept is as psychologically destructive as it is sometimes argued.
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I think that the topic of desensitization brings in a lot of material from last week regarding war and video games. What does it say when our military personnel spend the long, tedious and oftentimes boring hours in-between patrols and other duties by playing military shooters such as CoD back at base? Moreover, how do the desensitizing qualities of these “realistic” war games interact with the view that war is “like a video game?” Especially considering the nature in which video game developers play off of military innovations and vice versa; after all, our military is mainly comprised of testosterone-driven teenagers who share practically every adolescent boy’s innate fascination of heavy ordinance and big explosions.
I have played my fair share of shooters and military based video games, and I for one am hard pressed to tell the difference between actual gun-cam footage from Iraq and Afghanistan (especially from drone-feeds, AH-64 Apaches, or AC-130 Spectre Gunships) and the corresponding playable in-game sequences. For better or worse, I am quicker to liken footage of an insurgent being blown apart by a missile strike to that of a video game interaction than I am to an actual person being killed. I think this sense is only heightened when viewing war through black-on-white infrared TV screens where the individual details of a person’s face are undiscernable, as is the case with the previously mentioned examples
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I don’t think anyone is eve truly desensitized to violence, but it’s interesting that the same sort of thing that articles last week thought was good is being cited here as a negative. People who are desensitized to violence may be more likely to carry it out, but it’s not really clear whether that’s the case. I really doubt a video game could give someone Antisocial Personality Disorder.
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This sentence in particular really bothered me, and gets at me as to why I don’t really take studies like the ones cited in this article seriously. I understand that the investigators wanted to find a correlation between video game usage and violence, or lack of empathy. They found nothing, but still must cite that the video game players had “lower empathy scores on the .. ‘fantasy empathy’ subscale”. I looked up this subscale, as I was curious as to why this was worth mentioning. This seems to suggest that the players of games have less empathy for fictional characters.. I just don’t see how things like this are relevant. Obviously I’m nit-picking, but as a whole I can’t take studies and articles seriously when they essentially cite useless information.
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If you play video games, you are controlling a little fictional character as s/he carries out your commands. Playing video games puts you at a different perspective than reading a book or watching a movie. In the latter two instances, you are witnessing a story unfold. You are not the protagonist, but you can empathize with them because you watch their trials and tribulations and understand their struggles. In a video game, these same factors may be present, but you ALSO control the character. The character is meant to be an avatar for YOUR actions. As such, it may be natural to view them less as a separate empathic entity and more as a puppet. This could explain a lower “fantasy empathy” in violent video game players. Just because they don’t care about the little digital meat puppet DOES NOT MEAN that they care less about real people or that their ability to feel empathy is stunted. I agree with Max that this study really doesn’t say anything useful.
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In a section not visible in this version, the study muses “the possibility remains that children with stronger proviolence attitudes and lower empathy may simply be drawn to violent video games.” I found this to be a very useful way of thinking about the arguments, and very much related to my first comment on the other study.
The statement here sounds likely to me. When people speak about their emotional (or even relationship) problems, it doesn’t usually stem from a general lack of empathy via playing call of duty, but from internal issues either inherent in the person or rooted in since a traumatic event or their childhood. If there is a correlation between violent people and violent games, this scenario sounds like a good bet to me.
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This is an interesting route to explore, as it may confound a lot of research that has been done regarding the negative effects that video games have on behavior. With no one knowing what caused what, a lot of blame has been placed on video games, and possibly incorrectly. Violent behavior has been around long before violent video games started being produced, so why are people all of a sudden blaming the new technology even if it has somewhat of an emphasis on violence?
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The idea that people with lower empathy in general may just be attracted to violent video games (instead of video games causing lower empathy) is a particular example of endogeneity. Essentially, the statistical methods used in these kind of studies (typically regression analysis) provided correlative information, but cannot say anything about causality. This fact is a huge blow to the common argument that video games CAUSE violence/aggressive behavior/ desensitization.
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I think it interesting to think about people who play video games in the reverse because it helped me see a different side of the argument. People bring their own issues to the mediums they utilize and we cannot blame video games for violent behaviors. I think this ties back into the encoding and decoding argument I brought up in class. Video game players who are naturally aggressive may decode violent video games differently than children who are not. If they exhibit more aggressive to the responses of the psychiatrist it is based on their own personality traits and issues not the game itself.
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I liked the description of the procedures in this article. However, there are so many uncontrollable variables that arise in the long-term for me to accept any support for the hypothesis that violent video games desensitize users toward violence. Perhaps if the statistical data came from a large enough pool, there could be greater credibility for conclusions about long-term results.
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I agree and I also took issue with the type of game being played. The games used in this study are no way as violent as the games that we have discussed in class. I think when people cite violent video games, they are more concerned with first-person shooters like Grand Theft Auto and Call of Duty, not Terra Nova and Earthworm Jim. I would have liked to have seen this study conducted with video games that are much more violent, because I think the violent messages in the latter are much stronger than those in Earthworm Jim.
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Saying long term exposure to video games show a correlation with lower empathy is a tad ambiguous. Do you think these studies are complex enough to come up with any concrete data or do you think that the lack of predeterminate info such as lets say a child’s socioeconomic background. Perhaps if a child has a neglectful parent who puts them in front of a video game and the child plays it all the time. Do you think that really reduces empathy or do you think it would be the lack of attention from a parent or abuse or whatever may be hard for the child’s life.
Do you think it is even possible to ever garner a proper analysis of video game’s effect on the mind in terms of violence or are the number of dynamics that go into a person’s predisposition to violence so large that this is impossible to calculate?
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The current finding states that exposure to violent video games may lead to lower empathy in children, and then correlates that with increased desensitization. The problem with this is that desensitization, by its definition, would mean that exposure to violent video games would decrease the child’s previous scores on empathy tests. In this experiment, however, the researchers simply compare each child’s empathy scores to the others’, rather than their own previous scores. This can lead to other conclusions being drawn, namely one that the researchers describe in their article, that, “children with higher proviolence attitudes and lower empathy scores may simply be drawn to violent video games.”
The problem with this experiment is one that I mentioned in one of the other articles, “Aggression and Violent Behavior,” that their may be other variables causing the violent behavior and that the arrow of causality cannot be determined from the current research. With a large portion of video games being centered around this voilent behavior, there will always be an outcry of concerned parents to conduct this sort of research. My question is this: is there some sort of experiment that would help determine the arrow of causality for violence and video games? Is it possible to control for all of the other variables that could account for a behavioral shift? Even if we could, how is playing a violent video game for an hour a day different than watching a violent tv show or a movie?
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As in the other study we read, this study also seems to suggest that children with preexisting violent tendencies are much more susceptible to the violence of video games. The implication is that violence video games does not mean violent kids, but violent kids could mean violent video games. Is there a way to separate the children who play violent video games bur are likely unaffected by the violence in the game from the children who play violent video games and are affected by the violence in the games?
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It would seem like that would be a fair way to deal with violent video games. But it honestly would be too much work and would cut down the number of people who would buy these video games. Study after study can be done on the negative affects of this medium, but at the end of the day it is still a prosperous market whose focus isn’t on the psychological state of their consumers, but how they can get them to buy more games. I think it’s a great idea to find a way to separate kids with violent tendencies who maybe shouldn’t play these violent games from kids who are less affected by the violence in the games. But ultimately it’s unrealistic. It’s a medium being sold, so profit is the priority.
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The way to keep violent video games out of the hands of kids with violent tendencies exists. It’s called parenting. The industry itself cannot be tasked with policing this. Parents have to have some role in determining what is safe for their children.
If I have misunderstood the proposition of “separating video kids,” and you meant physically isolating violent children, I would caution that isolation does little to help the child and prevents them from developing the empathy that this reading is so keen on.
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then again, if you meant separating the children for the purposes of obtaining a better test result, then that seems useful, but difficult to execute and subjective in evaluation.
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I agree that parents are responsible for their children and are on the front line when it comes to monitoring what their children consume (concerning media) and making sure to have conversations to promote a socially appropriate understanding of any media that may target more mature audiences. However, not all children have parents who are that readily involved and even involved parents are finding it harder and harder to monitor what their children’s exposure to media. The review board can make ratings higher and things harder to get, but I still believe kids are going to get their hands on it regardless. So where do these conversations occur if they are being neglected within the home? Should schools take up social relation education as it relates to violent video games as a part of their social studies or health classes? What would they even teach?
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I don’t think it is really that easy for kids to get their hands on the games unless their parents are actually buying the games. Over the last few years game retailers have done a much better job when selling games to parents and children. If you don’t have an ID present to prove you are 18 you can’t buy a game (and if the retailer gets caught they get in serious trouble). When selling to parents now the people at GameStop will actually read off why the game is rated what it is and ask if they are buying the game for their kid or not. The industry, while it does make a lot of money off of children, is doing its best to keep violent material out of age groups that should not be playing. I really think the problem is informing parents about what is suitable when it comes to games and what is not.
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Even if stores will not sell violent video games to children, it is still easy to imagine situations where a child can be exposed to these game (at a friend’s house for example). So while the industry may make attempts at some self-regulation, there is only so much they can do.
On Megan’s point about social relation education as related to video games: I think that sort of education would be useful (particularly in the developmental years in elementary school). However, such education does not have to be specific to the issue of violent video games, or any violent media. Such education should be concerned with the issue of actual violence.
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In regard to Megan’s comment on education, I think that would be taking it too far. Video games could be considered an extra curricular hobby. I think it would be bizarre to have a part of kids education focus particularly on the effects of an extra curricular activity that not everyone participates in. Maybe, if the focus was on violence as a whole, I could see how it would be valuable, since our media environment is full of violence. But to focus on video games solely would I think be going overboard.
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Way too many parents either buy their kids M rated games or buy the games for themselves and let their children play them. I know a father that let his 4 year old son play Assassin’s Creed II until he noticed that he son just rode around on the horse, slaying innocent passerby for hours on end…
Anyway, parents occasionally behave irresponsibly.
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Maybe we are just going through the growing pains of the relationship that the media has with video games, but I don’t understand how this is not a consensus conclusion from any form of violent media. Not all games are made for children, therefore not all games should be played by children. Parents need to do a better job of controlling what their kids play. It is surprising how many parents have caught on to the idea that they shouldn’t let their kids watch R rated movies but then they let their kids play M rated games? What…? I think it has to deal with a generational gap. Some older generations don’t understand the medium and the industry for that matter. Games at the same time have become an even better babysitter than the television (the iPad is making a strong case as well). Parents need to actually pay attention to what is happening on screen and read the game labels.
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I don’t think you can stop people from doing what they want to do, especially kids. If they want to play a violent game they will find a way top get and play a violent game. Just like if a kid wants to watch a rate R movie he will just sneak in and watch it. You can attempt to police it but they will do what they want to do. But I do agree with you about putting the responsibility on the parents. I feel many of them actually do not understand the parallels between video games and movies. They hear the word “game” and assume its all good because a “game” can’t be bad right? Thankfully not all parents think that way and in many case, at least in my experience the parents actually realize that when the word “mature” is printed on the case that they probably shouldn’t let their children play it.
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I really don’t like your point that you “can’t stop kids from doing what they want to do”. I don’t think this is valid in the slightest. Parents can and absolutely should stop kids from doing what they want to do, if they want to do things that are destructive or should be illegal, or even if they just want to do things that the parents don’t want. Parents are buying these games for their kids. The parents either don’t care, or more likely don’t understand how violent the games are, then they proceed to get mad at the developers for giving their kids violence. I mean, give me a break. I was curious, so I tried to find the average age of the Call of Duty player. Although I couldn’t find a significant or accurate statistic, not surprisingly much of the ‘internet community’ suggests that it is somewhere between 12 and 15. I think Alec hit the nail on the head with his argument.
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I do think that parents have some authority and are capable of stopping kids from doing certain things, but I do see Tayo’s perspective. In some cases, children purposefully manipulate their parents into buying certain violent games for them. Parents are responsible for what their children can or cannot do, but these limits are only as effective as long as the child agrees to be restricted. What’s stopping a child from sneaking out in the middle of the night to go to a friend’s house to play this game? Or stealing a parent’s credit card and buying it online? There are ways of getting around parental control. That doesn’t necessarily alleviate parental responsibility, but there are limits of parental control.
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In this paragraph the author brings up the potential (and some precedent) for government regulation of access to video games. Personally, I am not sure of the viability or effectiveness of such policies. For one, how would such policies realistically be enforced? Do these laws actually impact children’s exposure to violence in video games? What are possible unintended consequences of such regulation?
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http://www.theatlantic.com/business/archive/2013/02/could-taxing-violent-video-games-actually-save-lives/273379/
This is a proposal working it’s way through the Connecticut legislative branch. Interesting that it comes from a Republican as they are usually the party of no taxes. Basically it calls for a tax on violent video games just like a higher tax on cigarettes. The merits of such a bill are shaky but it’s an example nonetheless.
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I feel that this article reinforced that the age of gamers is a very important factor for the impact of violence. Children with longer exposure to violent video games, or in my mind, started playing earlier, may be more violent. This makes me wonder, does the ESRB do a good job? The author writes one sentence about this… but I think it deserves more attention. Have you (gamers) found games that fall outside their rating?
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I feel that, as with all media nowadays, violence (and sexual references/content) for that matter, have become more and more noticeable, not just in video games. I believe it is simply a sign of the times and the current orientation of societal norms, just look at the difference in explicit content in tv shows and movies today than the level they were at 20 years ago. I feel that like the movie rating system, the ESRB moves along a very nebulous spectrum, where “E” games often depict instances of cartoon violence, and although it is no way as graphic as an “M” rated game such as Mortal Kombat, the instances of violence still exist.
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Violence is used in video games because it is the simplest way of building conflict into the plot. Mario is violent. Space Invaders is inherent;y violent, as is Wii Boxing. However, these games differ from games like GTA and CoD in their detailed portrayal of violence and the nature of the targets of violence. Grand Theft Auto allows you to kill innocent civilians, and Call of Duty requires you to kill other human characters, whereas Mario squashes a malevolent living mushroom. What people mostly object to is not actually violence, but the precise nature, direction, and depiction of that violence.
Violence as agency is not going to go away in video games, but the depiction is constantly changing.
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I am troubled by our culture’s obsession with listing these two items together. Sex and Violence are treated as inseparable in the media, and that’s a problem. But it isn’t the problem I have with this sentence.
Why is it SUDDENLY important to legislate children’s access to video games when sex gets involved? What makes a parent say “Yeah, Billy can murder all the Nazis or lizard-people he wants, but he’s FAR too young to see a nipple!” This whole issue is just so tiring.
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General Document Comments 0
I feel the big reason of why this debate will never end is that it is impossible to isolate one factor that leads to violent behavior.
A research lab is only so contained and the researcher can only know so much about their participants and if they have been exposed to other things that may lead to violent behavior, like abuse and neglect.
Then there is the nurture v. nature debate, which leads to some arguing that aggressive behavior is part of one’s genetic code.
This research simply isn’t designed to make the kinds of claims that it does.
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Children do learn through imitating observable behavior, but they pay more attention to behavior that is relevant/useful to them and they must have the desire to perform the observed behaviors. I think that we assume that children are that easily swayed. While this is true to an extent, there are definitely a lot of underlying internal factors that affect the correlation between video games and aggressive behavior. This goes back to previous discussions about encoding and decoding and intent and interpretation.
I think that children with stronger proviolence attitudes and lower empathy are predisposed to choose violent games, but I’m more curious as to what it is about violence in video games that captures other children’s attention and influences them in a way that less aggressive games cannot.
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I can only speak from personal experience, and although I did not grow up in a violent or risk-prone environment, I have always been drawn to violent video games. Not out of a necessarily aggressive tendency towards others, but simply because they were the most relevant to my interests. As with most young boys who grew up with gi joe action figures, toy guns, playing “army men” with friends and harbored an unshakable affinity for movies like Top Gun (and Kenny Loggins’ ‘Highway to the Danger Zone’), the corresponding violent video games and “army stuff” were, simply put, cool and interesting to me.
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