Apples, Oranges, and the Burden of Proof – Putting Media Violence Findings Into Context

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.

2014 ◽  
Vol 19 (1) ◽  
pp. 47-55 ◽  
Author(s):  
Brad J. Bushman ◽  
L. Rowell Huesmann

In this commentary, we first analyze Elson and Ferguson’s (2013) attempt to offer a theory that would explain why exposure to family, community, school, and media violence could be related to increased aggression, but not cause such aggression. We conclude that the “new” theory they offer is not very “new.” It differs from dominant social learning theories only in its claim that the relation between exposure to violence and aggression is almost entirely due to people who are genetically or biologically predisposed to be aggressive also exposing themselves to more violence. We show this assertion is strongly contradicted by existing experimental and longitudinal data. We also show that Elson and Ferguson’s so-called “exhaustive review” of empirical data on the topic is seriously flawed; that their claim that effect sizes are trivial is not supported by the math; and that their claim that scholars who believe that violent video games cause aggression are an “extreme” group in a divided field is contradicted by surveys that show the vast majority of researchers believe violent video games increase aggression. We point out that their claim that scholars who believe in media violence effects are having a “moral panic” has no theoretical or empirical support, whereas the contrasting argument that researchers who produce violent media themselves, or use it extensively, are biased by the force of cognitive consistency and experience a “reactance” of “regulatory panic” does have support from psychological theory.


Author(s):  
Christopher J. Ferguson

The issue of video game violence continues to attract attention from the legal and policy communities, particularly in the wake of mass shootings. However, focusing on video game violence has generally not resulted in successful legal or public policy. In part this is because the science upon which beliefs of “harm” in video game violence are based remains inconsistent and heavily disputed. The current article examines several issues. First, the article examines the current evidence about video game violence influences on negative outcomes in players. Second, the article concerns itself with the application of video game science to several recent legal cases, involving both criminal prosecutions and attempted regulation/censorship of video game violence in the United States. Finally, the manuscript addresses several common talking points used in legal cases and by policy makers and examines whether these talking statements survive careful scientific scrutiny. It is advised that, consistent with the legal decisions and government reviews in the United States, Sweden, Australia, and elsewhere, current evidence does not support the regulation of violent video games, and legal or policy attempts to connect video game violence to specific crimes are unlikely to survive careful scrutiny.


Author(s):  
Craig A. Anderson ◽  
Nicholas L. Carnagey ◽  
Mindy Flanagan ◽  
Arlin J. Benjamin ◽  
Janie Eubanks ◽  
...  

2020 ◽  
Vol 51 (5) ◽  
pp. 653-665
Author(s):  
Karlie A. Krause ◽  
Chelsie Smyth ◽  
Kate L. Jansen

Background. The prevalence of video game play has continued to increase. Previous literature has suggested negative emotional consequences related to violent video game play, such as an increase in aggression and decrease in empathy. Healthcare providers require high levels of empathy to effectively work with patients. The purpose of this study was to explore the effects of video games on empathy on a sample of graduate-level healthcare trainees. Methods. A sample of 81 students on a healthcare campus completed a 30-item survey assessing video game habits and empathy levels. Participants were then placed into two groups (violent and non-violent) based on the amount of video game violence they are exposed to. Results. The results revealed no differences between healthcare trainees on overall empathy. A follow-up analysis examining individual subscales that comprise the overall empathy score, indicated the violent video game players had lower scores on the Personal Distress scale. Conclusion. Findings suggest that healthcare trainees who play violent video games do not experience decreased Empathic Concern or Perspective Taking, compared to individuals who do not play violent games. However, healthcare trainees who play violent video games indicated lower levels of Personal Distress. Given the intensity in healthcare settings, findings suggest violent video game play may be adaptive to healthcare trainees, as lower personal distress can lead to better decision-making and potentially prevent burnout. Further research is necessary to determine the role of video game play in healthcare professionals.


Author(s):  
Lavinia McLean ◽  
Mark D. Griffiths

Previous research has indicated that playing violent video games may be associated with an increase in acceptance of violence and positive attitudes towards perpetrators of crime. This study is the first to investigate the relationship between playing violent video games and attitudes towards victims of crime. A total of 206 young people (aged 12-24 years) completed measures of attitudes towards victims and violent video game exposure. The results suggest that exposure to violent video games is associated with less concern being reported for victims of crime. Young people who play more violent video games reported less concern for general victims and for culpable victims, and these effects cannot be explained by gender or age differences. The results are discussed in relation to relevant research in the area, along with recommendations for future research.


Author(s):  
Dedy Prasetya Kristiadi ◽  
Muhaimin Hasanudin ◽  
Sutrisno Sutrisno ◽  
Suwarto Suwarto

The gaming world development and applications in information and communication technology are increasing in the digital era nowadays. Activities in video games can be a hobby or to fill your spare time. Games can be media education that contain learning orientation, skills and cooperation. Video games can also affect the behavior of special players and the environment in general. One type of video games that provides it, is adventure video games which are the result of combining survival methods for specific purposes that contain knowledge of the surrounding environment and skills in exploiting opportunities. The main player character is often presented in video games in the form of problem solving and thinking ability in complete the adventure or the game itself based on the character for the purpose of learning about characters that are strengthened with certain skills. Video games with the main character elements in them can reflect the discovery of new ideas, approval of ideas, completion of skills or reconfiguring ideas, so playing an adventure video game can lead to positive values that influence players' thought also motivate them to complete adventure challenges. In this study, we want to know the effect of adventure video games on the development of student’s character and behavior.  From the calculation of the Wilcoxon test it can be concluded that; (1) adventure video games influence the development of student character (2) Adventure video games influence the development of student behavior.


Author(s):  
Nadia Itona Siregar ◽  
Pudji Muljono

 The development of today's technology so rapidly, this development affects the audio-visual media one of which is video games. The aim of this study are: 1) to analyze the differences influence the level of violent video game playing element to the level of adolescent aggressive behavior, 2) to analyze the influence of personal factors as differences in behavior-forming element violent video games to the level of adolescent aggressive behavior, 3) to analyze differences in the effect of factors situational as forming behavior of violent video game playing element to the level of adolescent aggressive behavior. The analysis in this study uses cross tabulation, the statistical test Mann-Whitney and Kruskal-Wallis with a 5% significance level. The results showed that there are differences in the level of situational and gender differences on the level of play behavior element violent video games; and there are differences in the level of playing video games behavioral element of violence against adolescent aggressiveness level.Keywords: audio-visual media, development of technology -------------------------------------------------------------------------------------------ABSTRAKPerkembangan teknologi saat ini begitu pesat, perkembangan ini mempengaruhi media audio-visual salah satunya adalah video game. Tujuan dari penelitian ini adalah: 1) untuk menganalisis perbedaan yang memengaruhi elemen tingkat kekerasan bermain video game ke tingkat perilaku agresif remaja, 2) untuk menganalisis pengaruh faktor pribadi sebagai perbedaan dalam elemen perilaku pembentuk video game kekerasan untuk tingkat perilaku agresif remaja, 3) untuk menganalisis perbedaan pengaruh faktor situasional sebagai pembentuk perilaku bermain video game unsur kekerasan ke tingkat perilaku agresif remaja. Analisis dalam penelitian ini menggunakan tabulasi silang, uji statistik Mann-Whitney dan Kruskal-Wallis dengan tingkat signifikansi 5%. Hasil penelitian menunjukkan bahwa ada perbedaan dalam tingkat perbedaan situasional dan jenis kelamin pada tingkat perilaku bermain elemen video game kekerasan; dan ada perbedaan dalam tingkat bermain video game unsur perilaku kekerasan terhadap tingkat agresivitas remaja.Kata kunci: media audio-visual, perkembangan teknologi


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.


PEDIATRICS ◽  
1995 ◽  
Vol 95 (6) ◽  
pp. 949-951 ◽  
Author(s):  

American children and adolescents are being exposed to increasing amounts of media violence, especially in television, movies, video games, and youth-oriented music. By age 18, the average young person will have viewed an estimated 200 000 acts of violence on television alone.1 Video game violence, children's cartoons, and music lyrics have become increasingly graphic. In movies, action films depict anatomically precise murders, rapes, and assaults; with each sequel, the number of deaths increase dramatically.2 Although media violence is not the only cause of violence in American society, it is the single most easily remediable contributing factor.3 According to recent Nielsen data, the average American child views 21 to 23 hours of television per week.4 By the time today's children reach age 70, they will have spent 7 to 10 years of their lives watching television.5 Although movies and video games are more graphic in depictions of violence, television is the single most important medium in the lives of young people (98% of all American house-holds have at least one television set).4 Despite public concern about television violence, the amount of television violence has not changed appreciably in the past two decades: the level of prime-time violence has remained at three to five violent acts per hour, and violence in Saturday morning children's programming ranges between 20 to 25 violent acts per hour.6-8 American media are the most violent in the world, and American society is now paying a high price in terms of real-life violence.9,10 Some people in the entertainment industry maintain that: 1) violent programming is harmless because no studies exist that prove a connection between violence in the media and aggressive behavior in children and 2) young people know that television, movies, and video games are simply fantasy.11


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