Violent Video Games: Specific Effects of Violent Content on Aggressive Thoughts and Behavior

Author(s):  
Craig A. Anderson ◽  
Nicholas L. Carnagey ◽  
Mindy Flanagan ◽  
Arlin J. Benjamin ◽  
Janie Eubanks ◽  
...  
Author(s):  
Christopher E. Hawk ◽  
Robert D. Ridge

Abstract. The results of prior research investigating whether the violence in violent video games leads to increased subsequent aggression are mixed. Some observers question whether the difficulty and/or the competitive aspects of these games are important, but overlooked, factors that also affect aggression. In the present study, participants ( N = 408) played a violent or nonviolent video game that was either difficult or easy and in which they competed and won, competed and lost, or did not compete against another player. Results revealed that participants became more aggressive only after playing a competitive, as opposed to a noncompetitive, game. Level of violence, winning or losing, and game difficulty did not have any significant effect. These results support the assertion that competition in video games has an independent and significant effect on subsequent aggression beyond violent content and game difficulty.


2014 ◽  
Vol 19 (1) ◽  
pp. 60-67 ◽  
Author(s):  
Wayne Warburton

In this comment on Elson and Ferguson (2013) , areas of agreement are noted in terms of the need to thoroughly and scientifically document the boundary conditions under which violent video games most impact players. However it is argued, in contrast to Elson and Ferguson, that violent media generally (and violent video games specifically) can and do increase the likelihood of aggressive behavior and desensitization to violence, and are linked to increases in aggressive attitudes and beliefs. It is also argued that research findings demonstrating these violent video game effects must be considered in terms of both the known impacts of other types of media on human thoughts and behavior, and well-documented psychological processes that have been empirically demonstrated to underlie the acquisition of all types of social behavior, not just aggression. To this end, evidence is provided that other types of media such as advertising are shown to clearly impact human psychology, and psychological mechanisms that potentially underlie media violence effects are discussed. It is further noted that there are no clearly evident reasons as to why violent video games should impact thoughts and behavior less than other media or be subject to different psychological processes. When the research evidence is considered in these contexts, it is concluded that the above-mentioned impacts of violent media exposure on human thought and behavior (including those of violent digital games) are demonstrated to two levels of proof – on the balance of probabilities and beyond reasonable doubt.


Author(s):  
Eva-Maria Schiller ◽  
Marie-Thérèse Schultes ◽  
Dagmar Strohmeier ◽  
Christiane Spiel

Video games play an important role in the modern entertainment industry and determine the leisure time activities of many children and adolescents. A huge amount of video games are available, but many of them are not suitable for youth because of their violent content. Violent content in video games became an issue of public concern, not only in cases of extreme violent acts, such as school shootings (e.g. Littleton, Colorado, 1999; Kauhajoki, Finland, 2008; Winnenden, Germany, 2009) but also concerning the question of whether playing violent video games generally influences the development of aggressive behavior in children and adolescents. Considerable research showed that playing violent video games increases aggressive cognitions, and aggressive behavior (e.g., Anderson et al., 2010). A crucial issue in studies concerned with violent video games is the question of how to assess the presence of violent content in games. Most of the studies used expert ratings (e.g. Krahé & Möller, 2004), some studies asked study participants themselves (e.g., Gentile & Gentile, 2008; Wallenius, Punamäki, & Rimpelä, 2007), and only a few studies used categorizations directly displayed on games (e.g. Schiller, Strohmeier, & Spiel, 2009). In 2003, the Pan European Game Information (PEGI) system was established, aiming at the protection of children and adolescents from unsuitable video games. PEGI evaluates games according to five age categories (+3, +7, +12, +16, +18) and seven content descriptors (bad language, discrimination, drugs, fear, gambling, sexual content, and violence). These age categories and content descriptors are printed on games to inform customers about their appropriateness for children and adolescents. Although these descriptors are highly visible for parents and adults in 30 European countries, they are rarely used in research. The current chapter presents a study on pre-adolescents in which violent content of games was categorized based on PEGI descriptors. A distinction between playing age-appropriate violent video games and age-inappropriate violent games was made. The main goal of the study was to examine whether pre-adolescents who play non-violent or age-appropriate violent games systematically differ in aggression from youth who play age-inappropriate violent games. Gender differences were also examined. Conclusions for practical implications for adolescents and for parents are discussed.


2016 ◽  
Vol 48 (3) ◽  
pp. 329-337 ◽  
Author(s):  
Christopher J. Ferguson ◽  
Kay Colon-Motas ◽  
Carolin Esser ◽  
Connor Lanie ◽  
Skylar Purvis ◽  
...  

Background. The degree to which violent video games do, or do not contribute to aggressive behavior and hostility remains controversial in the scientific community, with scholars not yet having come to a consensus about effects. Recent studies have examined whether other issues such as frustration or competition might explain some video game influences that were previously thought to be due to violent content. Aim. The current study examines whether player agency in determining choice of game played influences aggressive outcomes. Methods. Young adult players were randomized either to play a violent game, a non-violent game, or to be given the choice between several violent and non-violent games. Players were examined for subsequent aggressive behavior using the ice water task as well as for stress levels and hostility. Results. Game condition did not influence hostility, stress, or aggressive behavior, whether with randomized or chosen games. Conclusion. The present study provided no evidence that violent video games contribute to aggressive behavior. Lack of influence for agency in game choice can be understood given the lack of any aggression effect for violent game exposure.


2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


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