do violent video games increase aggression
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Do Violent Video Games Increase Aggression?Violent video games may be more harmful than movies or television.
Published on January 27, 2012 by Brad J. Bushman, Ph.D. in
In 1972, the Surgeon General issued the following warning on violent TV programs: "It is
clear to me that the causal relationship between televised violence and antisocial behavior is
sufficient to warrant appropriate and immediate remedial action...There comes a time when
the data are sufficient to justify action. That time has come."[1]
That was over 4 decades ago! In the years since this Surgeon General warning was issued,
hundreds of additional studies have shown a link between violent media exposure and
aggression.[2]
The Surgeon General warning was about violent TV programs and films. What about violent
video games? There are at least three reasons to believe that violent video games might be
even more harmful than violent TV programs and films.
First, video game play is active whereas watching TV is passive. People learn better when
they are actively involved. Suppose you wanted to learn how to fly an airplane. What would
be the best method to use: read a book, watch a TV program, or use a video game flight
simulator?
Second, players of violent video games are more likely to identify with a violent character. If
the game is a first person shooter, players have the same visual perspective as the killer. If
the game is third person, the player controls the actions of the violent character from a moredistant visual perspective. In a violent TV program, viewers might or might not identify with a
violent character. People are more likely to behave aggressively themselves when they
identify with a violent character.[3]
Third, violent games directly reward violent behavior, such as by awarding points or by
allowing players to advance to the next game level. In some games, players are rewarded
through verbal praise, such as hearing the words "Nice shot!" after killing an enemy. It is well
known that rewarding behavior increases its frequency. (Would you go to work tomorrow if
your boss said you would no longer be paid?) In TV programs, reward is not directly tied to
the viewer's behavior.
In summary, there are good theoretical reasons to believe that violent video games are even
more harmful that violent TV programs or films.
We also have some empirical data showing this is true.[4]In this study, children were
randomly assigned to play a violent video game or watch someone else play it. There was
also a nonviolent video game control condition. Aggression was measured through peer
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nominations of real-life aggressive incidents during a free play session at school (e.g.,
hitting, kicking, pushing another child). The results showed that boys who played a violent
video game were more aggressive afterwards than were boys who merely watched.
Although there are not many studies that have directly compared violent TV programs and
video games, numerous studies have tested the effects of violent video games. We recently
conducted a comprehensive review of 136 articles reporting 381 effects involving over
130,000 participants around the world.[5]These studies show that violent video games
increase aggressive thoughts, angry feelings, physiological arousal (e.g., heart rate, blood
pressure), and aggressive behavior. Violent games also decrease helping behaviorand
feelings ofempathy for others. The effects occurred for males and females of all ages,
regardless of what country they lived in. This review also sheds light on why violent video
games increase aggression. Someone who has aggressive thoughts, feels angry inside,
lacks empathy for others, and is highly aroused should be more likely to behave
aggressively.
In summary, although they are not the only factor that increases aggression, violent video
games do have a significant effect on aggression.
[1] Steinfeld, J. (1972). Statement in hearings before Subcommittee on Communications of
Committee on Commerce (United States Senate, Serial #92-52, pp. 25-27). Washington,
DC: U.S. Government Printing Office.
[2] Anderson, C. A., & Bushman, B. J. (2002). Media violence and societal violence. Science,
295, 2377-2378.
[3] Konijn, E. A., Nije Bijvank, M., & Bushman, B. J. (2007). I wish I were a warrior: The role
of wishful identification in effects of violent video games on aggression in adolescent
boys. Developmental Psychology, 43, 1038-1044.
[4] Polman, J., Orobio de Castro, B. & Van Aken, M. (2008). Experimental study of the
differential effects of playing versus watching violent video games on children's aggressive
behavior.Aggressive Behavior, 34(3), 256-264.
[5] Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A.,
Rothstein, H. R., Saleem, M., & Barlett, C. P. (2010). Violent video game effects on
aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-
analytic review. Psychological Bulletin, 136(2), 151-173.
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