Divergent meta-analyses do not present uniform evidence that violent video game content increases aggressive behaviour.

Author(s):  
Aaron Drummond ◽  
James D. Sauer

Whether violent games increase aggression is a contentious issue. The relatively enduring disagreement in the literature about whether violent video games cause increased aggression is reflected in divergent meta-analyses. Though we applaud Mathur and VanderWeele (2019) for attempting to synthesise such divergent meta-analyses to determine an overarching view on the effects of violent media, we argue that their interpretation of the evidence is misguided. Underpinning the notion that the evidence, in general, favours a “violent game effect” lie two problematic assumptions: (a) that the analyses conducted within these meta-analyses are equally methodologically and statistically rigorous and therefore equally valid, and (b) that even tiny effects are veridical. Here, we show that the effects reported by Anderson et al. (2010) appear to overstate the evidence in favour of a relationship between violent game content and aggression, and that bias-corrected models produce only tiny effects (Hilgard et al., 2017). We then compare these smaller effects estimated by Hilgard et al. (2017) and Ferguson (2015) to show that they appear to be in close agreement. Finally, as a reminder that non-zero meta-analytic effect sizes do not guarantee that an effect is meaningful, we compare these effect sizes to the sizes of (significant) yet nonsense effects of Extra Sensory Perception to show that the effects of violent game content on aggression are so small that we should dismiss them as practically meaningless.

2020 ◽  
Vol 70 (2) ◽  
pp. 219-244
Author(s):  
René Weber ◽  
Katharina M Behr ◽  
Jacob T Fisher ◽  
Chelsea Lonergan ◽  
Christian Quebral

Abstract The effect of exposure to violent video game content on aggression is intensely debated. Meta-analyses have produced widely varying estimates as to the effect (or non-effect) of violent video games on subsequent aggressive thoughts and behaviors. Recent work suggests that interactivity and player skill may play key roles in moderating the effects of violent content in video games on aggression. This study investigates the effects of violence, interactivity, and player skill on mild aggressive behavior using a custom-developed first-person shooter game allowing for high levels of experimental control. We conduct effect and equivalence tests with effect size assumptions drawn from prominent meta-analyses in the video game violence literature, finding that aggressive behavior following violent video game play is statistically equivalent to that observed following non-violent game play. We also observe an interaction between violent game content, player skill, and interactivity. When player skill matched the interactivity of the game, violent content led to an increase in aggressive behavior, whereas when player skill did not match the interactivity of the game, violent content decreased aggressive behavior. This interaction is probed using a multiverse analysis incorporating both classical significance testing and Bayesian analyses.


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):  
Cristina Cabras ◽  
Maria Laura Cubadda ◽  
Cristina Sechi

This study examines the differences in anxiety, self-esteem, and aggression levels between players of violent and non-violent video game and its connection to gender and age. This survey-based research utilizes survey data from 851 video gamers. The study included 61% men and 39% women. The ages of the participants ranged from 18 to 45. Participants were administered an anonymous survey including demographics, a questionnaire for video game habits, Rosenberg's self-esteem scale, a state anxiety inventory (STAI-S), and the Buss-Perry Aggression Questionnaire (BPAQ). The results revealed significant differences between males and females, as well as between younger and older gamers. Despite the majority of research showing a positive relationship between violent video game exposure and aggression levels, the results suggest that of the preference for a violent video game over a non-violent one is not, in itself, a cause for increased anxiety, self-esteem, and aggression levels.


2008 ◽  
Vol 23 (1) ◽  
pp. 55-75 ◽  
Author(s):  
Cheryl K. Olson ◽  
Lawrence A. Kutner ◽  
Dorothy E. Warner

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


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.


2008 ◽  
Vol 17 (3) ◽  
pp. 256-268 ◽  
Author(s):  
Kristine L. Nowak ◽  
Marina Krcmar ◽  
Kirstie M. Farrar

The level of presence is likely to influence the effect of media violence. This project examines the causes and consequences of presence in the context of violent video game play. In a between subjects design, 227 participants were randomly assigned to play either a violent or a nonviolent video game. The results are consistent with what would be predicted by social learning theory and are consistent with previous presence research. Causal modeling analyses reveal two separate paths to presence: from individual differences and condition. The first path reveals that individual differences (previous game use and gender) predict presence. Those who frequently play video games reported higher levels of presence than those who play video games less frequently. Males play more games but felt less presence than women. The second path is related to perceived violence: those who perceived the game to be more violent felt more presence than those who perceived less violence in the game. Both of these paths were influenced by frustration with the game, which reduced presence. Those who felt more presence felt more hostility and were more verbally aggressive than those who felt lower levels of presence. Higher levels of presence led to increased physically aggressive intentions. Theoretical and practical implications are discussed.


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

Research on video game playing has focused mainly on the effects of such games in relation to aggression and attitudes towards perpetrators and towards crime. The present research was designed to investigate gamers’ attitudes towards victims of crimes and incidents that were designed to mirror those portrayed in violent video games. Vignettes were used during interviews to explore 50 participants’ attitudes towards different types of victims. The results indicate that long-term playing of violent video games appears to be associated with more negative attitudes towards victims of crime. This is the first study to directly explore attitudes towards victims of crime, in relation to violent video game exposure. Compared to nonviolent video game players, the violent video game players in the study reported less positive attitudes towards the victims in the study and attributed more blame to the victims. The implications of this finding in the context of previous research on violent video games, and on attitudes are explored. Directions for future research in the area are also highlighted.


Sign in / Sign up

Export Citation Format

Share Document