According to a new study by the non-profit RAND group, children playing violent video games have a higher than average incidence of "physically aggressive behavior." The study included 1,200 Japanese and 364 Americans between 9 and 18 years.
Though not necessarily great news for gamers, it's not exactly bad either, is it? We mean, kids shouldn't be playing violent video games, should they? If only for raising these very difficult questions, we plan on flying to the RAND offices and punching them all in the faces before we tear their building down brick by brick. That'll show them.
Reader Comments (83)
Posted: Nov 4th 2008 9:34AM Vegeta has a ps3 said
What? you're telling me that video games cause individuals to be agressive? NO WAI!!! THEY MUST BE GENUISES!!! Seriously no shit. Of course playing an FPS game or a third person action title where a character chainsaws enemies in half is going to cause aggression. It's fucking normal. Remember when watching power rangers and all of a sudden you got hyped up after an episode? It's fucking normal.
Posted: Nov 4th 2008 9:37AM (Unverified) said
Why this?
Posted: Nov 4th 2008 9:45AM Mr Slayer said
This is total bullshit. This study proves nothing. Anyone dumb enough to act out violence because of video games already had some serious issues to begin with. Anyone who can not tell fantasy from reality is fucking retarded. End of story.
Posted: Nov 4th 2008 9:52AM Double J said
Jesus, that kid is trying to kill him. Kill him with mind bullets.
Posted: Nov 4th 2008 9:59AM (Unverified) said
Maybe parents should stop letting their 7-year-olds play Gears of War. I hate how these studies seem to imply a lack of a rating system. Really, the parents should be the ones blamed. ESRB gives a clear guideline of what games should be played by little kids, and parents just ignore it and cause these studies to make gaming look bad.
Posted: Nov 4th 2008 10:03AM (Unverified) said
Hmm, I wonder what happens when you recreate this study and swap out video games for sports. Maybe in the highly domesticated world we've all been raised in, a little aggression isn't a bad thing.
Posted: Nov 4th 2008 11:15AM Saria the Cat said
You're completely right. Studies have been done comparing physiological responses to playing sports and playing violent video games. Similar responses. Higher adrenaline, heart rate, testosterone, etc. More aggressive responses after each activity. And most of the time, sports actually induce a greater amount of "aggressive" physiological activity compared to games. So basically we should be watching out for the quarterback as well when it comes to school shootings then. :P
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Posted: Nov 4th 2008 10:07AM borland502 said
Fellas, Ladies, if it's true that video games do cause imitation behavioral patterns then we are lucky. For the number of games that cast America in a bad light are totally overwhelmed by our heroic side. Start subsidizing games to foreign nations and indoctrinate their youth. Our foreign policy problems, and Nazis, will vanish. Just outlaw any games which portray killing "good guys".
Posted: Nov 4th 2008 10:49AM (Unverified) said
That sample is laughable. There is no way to make a conclusive argument either way with how small their sample is. 364 American kids? That's gotta be under 1% of total number of kids in the US. Same with 1,200 Japanese kids. If they want these studies to be taken more seriously, they need to to a better job of actually doing the studies.
Posted: Nov 4th 2008 12:17PM (Unverified) said
What is laughable is an internet poseur attempting to lecture the eminently more qualified scientists who conducted this study on the importance of sample sizes. You concern that these studies be taken seriously is touching. You should probably contact RAND immediately and show them all of your qualifications. I'm sure they really appreciate an occasional comedic break from their work.
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Posted: Nov 4th 2008 1:13PM Colossalhat said
Take a stats class and you'll know that any study can take place with just 30 participants. If it was a completely random sampling (i.e. take names from a census and call them to participate or something similar) then it would represent all people who play video games with a fair amount of accuracy. Of course, a larger sample is always better and more accurate, but it CAN be done with very few.
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Posted: Nov 4th 2008 1:37PM (Unverified) said
Are you guys serious? First off Phineas, you don't have to be a scientist to conduct a survey. There are way too many studies done by incompetent fools that don't mean squat. I would consider the people in charge of the political polls experts in their fields, yet there are still way too many surveys/studies that are way off or just flat wrong. Unless you survey every single person in the world, there is no way to get a full proof study
To ColosalHat, I don't care how random your sample is, there is still a margin of error, which is made even larger considering that less 2000 kids were surveyed when there are millions upon millions of kids playing video games all over the world.
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To ColosalHat, I don't care how random your sample is, there is still a margin of error, which is made even larger considering that less 2000 kids were surveyed when there are millions upon millions of kids playing video games all over the world.
Posted: Nov 4th 2008 10:35AM Negativecool said
I don't pay attention to any research for or against gaming anymore. It seems like a never ending argument amongst people that can never be swayed.
On a lighter note: That pic is priceless and deserving of a caption competition!
"Bobby Fischer (right) loses his first match to a Jewish boy from upstate New York."
On a lighter note: That pic is priceless and deserving of a caption competition!
"Bobby Fischer (right) loses his first match to a Jewish boy from upstate New York."
Posted: Nov 4th 2008 12:03PM (Unverified) said
I think children who play violent video games (for example a 7 year old playing an M rated game) are more likely to have a history of a violent upbringing in their family. Where I live its common for the children living in more violent households to play the violent games, so you have 2 contributors to the violence there. Children who have had parents who were on drugs at the time of their birth, had a violent upbringing or currently live in a violent household are more likely to play the violent video games, for some reason these kids are just drawn to the violence in video games more than children who have been raised in households without domestic problems. So there are definitely other factors contributing to a child's aggression besides just violent video games.
Posted: Nov 4th 2008 12:30PM (Unverified) said
Hurry up and post the study so we can disect it and show how unscientific it is,, and then get back to punching random old people in the street.
Posted: Nov 4th 2008 12:42PM (Unverified) said
For anyone interested in actually addressing the peer-reviewed *science* behind this study in a thoughtful, rational manner, the results of the study, as published in the Official Journal of the American Academy of Pediatrics, can be found here:
http://pediatrics.aappublications.org/cgi/content/full/122/5/e1067
http://pediatrics.aappublications.org/cgi/content/full/122/5/e1067
Posted: Nov 4th 2008 1:25PM (Unverified) said
Interesting, thanks for linking the study. I hadn't seen this link when I wrote my first post, so please pardon the ignorance I showed in it. I haven't seen a really good longitudinal studies about the effect of violent video games on violent behavior, so I look forward to reading this over to see how good it is and the conclusions made. I'd love to have a little debate on the *science* as you say, so I'll try to give it a good read tonight and post up my thoughts. I'd love to hear yours too.
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Posted: Nov 4th 2008 1:59PM (Unverified) said
What they don't realize is that they are studying the wrong thing. It's not violent video games that lead to violent behavior...it's terrible parenting, which leads to kids being allowed to play violent video games (after all, ESRB keeps all retailers from selling M games to anyone under 17). This means that parents, even with warning of mature content from retailers, willing contribute to the delinquency of their own children. If you don't want violent behaviors, then stop using video games as a babysitter for your kid. You didn't wear a condom, so man/woman up and be a good parent. Go read them a book, play with them outside, or show a general interest in their lives and well-being, but don't, by any means, blame the video games for the violence in today's children.
Posted: Nov 4th 2008 2:52PM (Unverified) said
Immediately subtracting marks for using statistics provided by the Institute on Media and the Family and various 'killographic' references. But then, I don't know if anyone noticed, but this study was authored by the Director of Research at the IoMatF, Doug Gentile....which automatically causes me to question the study's objectivity, especially as Gentile doesn't mention that in the footnotes when saying that the Institute had no relation to the report. A group that is at odds with the PTA looses a little notch on the 'fair-dealer' scale, IMHO.
They appear to have employed an odd methodology, here. Different sample sizes, different group age distributions, different interview length periods and different testing methodologies are all present, making you wonder why they weren't consistent in their approach.
The US kids were asked to list three games versus the Japanese kids being asked for eight. The third group was asked for genre, and the scientists assigned violence scores to the genres, as opposed to the other two groups, who assigned violence scores themselves. The aggression measurements were similarly different, with the Japanese study asking about specific violent behaviors in the previous month while the US study was 'an index of teacher, peer and self-reports'. Control was made for gender and pre-existing violence, but NOT for pre-existing HVGV exposure. It should be noted that they talk about the definition of aggression, then proceed to ignore it when doing the test and only examining violent aggression, for some reason.
Finally, quoting US youth violence numbers (without reflecting on the rise of video games and the continued lowering of youth violence numbers) seems specious. Further, the fact that they don't address the issue of Japanese youth violence statistics (presumably because they refute the study's hypothesis) is noteworthy. It's been a few years since I took a statistics class, but those df values seem a tad high...but honestly, I couldn't say with anything resembling certainty.
What I can say is this is a report from a group that I don't place a lot of faith in and that doesn't seem to have formulated a very good study. That it was placed in Pediatrics, a minimum peer-reviewed publication, is sort of telling as well (as were their previous studies). It also appears that other researchers have begun criticizing the study's flaws, as well. There's that Peer Reviewed part coming into play:
http://pediatrics.aappublications.org/cgi/eletters/122/5/e1067
They appear to have employed an odd methodology, here. Different sample sizes, different group age distributions, different interview length periods and different testing methodologies are all present, making you wonder why they weren't consistent in their approach.
The US kids were asked to list three games versus the Japanese kids being asked for eight. The third group was asked for genre, and the scientists assigned violence scores to the genres, as opposed to the other two groups, who assigned violence scores themselves. The aggression measurements were similarly different, with the Japanese study asking about specific violent behaviors in the previous month while the US study was 'an index of teacher, peer and self-reports'. Control was made for gender and pre-existing violence, but NOT for pre-existing HVGV exposure. It should be noted that they talk about the definition of aggression, then proceed to ignore it when doing the test and only examining violent aggression, for some reason.
Finally, quoting US youth violence numbers (without reflecting on the rise of video games and the continued lowering of youth violence numbers) seems specious. Further, the fact that they don't address the issue of Japanese youth violence statistics (presumably because they refute the study's hypothesis) is noteworthy. It's been a few years since I took a statistics class, but those df values seem a tad high...but honestly, I couldn't say with anything resembling certainty.
What I can say is this is a report from a group that I don't place a lot of faith in and that doesn't seem to have formulated a very good study. That it was placed in Pediatrics, a minimum peer-reviewed publication, is sort of telling as well (as were their previous studies). It also appears that other researchers have begun criticizing the study's flaws, as well. There's that Peer Reviewed part coming into play:
http://pediatrics.aappublications.org/cgi/eletters/122/5/e1067
Posted: Nov 4th 2008 6:24PM (Unverified) said
WizarDru sez: "Finally, quoting US youth violence numbers (without reflecting on the rise of video games and the continued lowering of youth violence numbers) seems specious."
Unfortunately, the Surgeon General's report on youth violence doesn't quite share your rosy view of the data.
http://www.surgeongeneral.gov/library/youthviolence/chapter2/sec1.html#arrests
For instance, we read:
"Headlines proclaim that the epidemic of youth violence that began in the early 1980s is over, but the reality behind this seemingly good news is far more complex and unsettling. Public health studies show that youth violence is an ongoing, startlingly pervasive problem."
...and...
"Self-reported violent offending showed no decline at all. After rising by about 50 percent, the incident rate of self-reported serious assaults and robbery remained essentially level through 1998. The leveling off of these rates after 1993 is troubling, for it indicates that the rise and fall in arrest rates are set against a backdrop of ongoing violent behavior. This picture of ongoing violence is borne out by prevalence rates and trends from the Monitoring the Future survey (MTF)."
In addition, your "other researchers have begun criticizing" statement is also a bit misleading. *I* could slap something up onto the Post-publication Peer Reviews section of the Pediatrics website. These are not real peer reviews. Beyond obviously not having even read the paper (since he would have discovered that his challenge is baseless), the second "reviewer" is in marketing. The first "reviewer", though reportedly a Psychologist (actually, he's an Assistant Professor
DEPT BEH/AS/CJ IE, whatever that means, at Texas A&M), touts the FBI reports on arrest rates, which for me is a red flag for questioning credibility on this issue, since anyone who took the time to be informed on the subject would be aware of the Surgeon General's report and the issues it raises with relying wholly on arrest rates as outlined above.
Real peer reviews happen *prior* to a paper like this being published, and that the paper *was* published demonstrates that it passed that peer review.
In addition, the report doesn't say "that the Institute [on Media and the Family] had no relation to the report." Rather, it says quite clearly, "This work was supported by the National Institute on Media and the Family; Centers for Disease Control and Prevention; the Laura Jane Musser Fund; and the Broadcasting Policy Division in the Information and Communications Policy Bureau at the Ministry of Public Management, Home Affairs, Posts, and Telecommunications in Japan." There is also the typical legal disclaimer that, "The views in this article are those of the authors and do not represent the official position or policies of the National Institute on Media and the Family; the Centers for Disease Control and Prevention; the Laura Jane Musser Fund; or the Broadcasting Policy Division in the Information and Communications Policy Bureau at the Ministry of Public Management, Home Affairs, Posts, and Telecommunications in Japan."
Obviously, your credibility is taking a few hits here as well. Either you haven't bothered to actually read the report, or your biases are blurring your vision regarding what was actually written.
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Unfortunately, the Surgeon General's report on youth violence doesn't quite share your rosy view of the data.
http://www.surgeongeneral.gov/library/youthviolence/chapter2/sec1.html#arrests
For instance, we read:
"Headlines proclaim that the epidemic of youth violence that began in the early 1980s is over, but the reality behind this seemingly good news is far more complex and unsettling. Public health studies show that youth violence is an ongoing, startlingly pervasive problem."
...and...
"Self-reported violent offending showed no decline at all. After rising by about 50 percent, the incident rate of self-reported serious assaults and robbery remained essentially level through 1998. The leveling off of these rates after 1993 is troubling, for it indicates that the rise and fall in arrest rates are set against a backdrop of ongoing violent behavior. This picture of ongoing violence is borne out by prevalence rates and trends from the Monitoring the Future survey (MTF)."
In addition, your "other researchers have begun criticizing" statement is also a bit misleading. *I* could slap something up onto the Post-publication Peer Reviews section of the Pediatrics website. These are not real peer reviews. Beyond obviously not having even read the paper (since he would have discovered that his challenge is baseless), the second "reviewer" is in marketing. The first "reviewer", though reportedly a Psychologist (actually, he's an Assistant Professor
DEPT BEH/AS/CJ IE, whatever that means, at Texas A&M), touts the FBI reports on arrest rates, which for me is a red flag for questioning credibility on this issue, since anyone who took the time to be informed on the subject would be aware of the Surgeon General's report and the issues it raises with relying wholly on arrest rates as outlined above.
Real peer reviews happen *prior* to a paper like this being published, and that the paper *was* published demonstrates that it passed that peer review.
In addition, the report doesn't say "that the Institute [on Media and the Family] had no relation to the report." Rather, it says quite clearly, "This work was supported by the National Institute on Media and the Family; Centers for Disease Control and Prevention; the Laura Jane Musser Fund; and the Broadcasting Policy Division in the Information and Communications Policy Bureau at the Ministry of Public Management, Home Affairs, Posts, and Telecommunications in Japan." There is also the typical legal disclaimer that, "The views in this article are those of the authors and do not represent the official position or policies of the National Institute on Media and the Family; the Centers for Disease Control and Prevention; the Laura Jane Musser Fund; or the Broadcasting Policy Division in the Information and Communications Policy Bureau at the Ministry of Public Management, Home Affairs, Posts, and Telecommunications in Japan."
Obviously, your credibility is taking a few hits here as well. Either you haven't bothered to actually read the report, or your biases are blurring your vision regarding what was actually written.
Posted: Nov 4th 2008 5:32PM Californian said
I don't know if anyone's said this yet, but couldn't it be the other way around - that violent kids play violent video games?
Posted: Nov 5th 2008 11:42AM icarusfountain said
The "source" link leads to something about teen pregnancy, so I thought I'd share this URL.
http://www.public.iastate.edu/~nscentral/news/2008/oct/vvgusjapan.shtml
This actually is a correlational study, and this guy does correlational studies pretty often. The thing that gets overlooked or misconstrued into his research results is the "physical" aspect of aggression. His research in the past has shown that, after playing a violent game, gamers tend to show heightened "aggressive" mentalities: they are less inclined to help with something when asked, might "snap" with an irritated response, etc. This study shows that, even after 3-6 months, a student who has played video games is more likely to be more aggressive (by the same definition) than a student who hasn't. This doesn't mean that the student goes around and pushes people, hurts people, does damage to people/property, etc; it just means that the child is less passive than other students.
So, there is a causal relationship between playing video games and being "aggressive," but even Dr. Anderson admits that (a) there are plenty of other factors that contribute to aggressive or violent bahavior, and (b) there is no causal link between playing video games and going on a shooting spree. The media, along with an ignorant older generation, just like to use this one contributing factor as a scape goat for all of society's ills.
http://www.public.iastate.edu/~nscentral/news/2008/oct/vvgusjapan.shtml
This actually is a correlational study, and this guy does correlational studies pretty often. The thing that gets overlooked or misconstrued into his research results is the "physical" aspect of aggression. His research in the past has shown that, after playing a violent game, gamers tend to show heightened "aggressive" mentalities: they are less inclined to help with something when asked, might "snap" with an irritated response, etc. This study shows that, even after 3-6 months, a student who has played video games is more likely to be more aggressive (by the same definition) than a student who hasn't. This doesn't mean that the student goes around and pushes people, hurts people, does damage to people/property, etc; it just means that the child is less passive than other students.
So, there is a causal relationship between playing video games and being "aggressive," but even Dr. Anderson admits that (a) there are plenty of other factors that contribute to aggressive or violent bahavior, and (b) there is no causal link between playing video games and going on a shooting spree. The media, along with an ignorant older generation, just like to use this one contributing factor as a scape goat for all of society's ills.
Posted: Nov 5th 2008 12:55PM (Unverified) said
Nice post.
Most gamers who take the time to think about the link between media and behavior tend to couch things in terms of causes. It seems obvious to them (and rightly so) that a game about shooting things doesn't *cause* someone to go on a shooting spree. But studies like the one conducted by the RAND group are looking for more subtle links that are more appropriately thought of as influences, not causes.
Nearly $150 b-b-billion was spent last year on advertising in the US. Evidently, someone is pretty convinced that a 30 second spot of people enjoying a certain brand of soda on TV can influence consumer buying habits. This isn't about mind control. No one can say that a TV ad *caused* their eyes to glaze over and prompted them to walk, zombie-like with arms stretched out in front of them, to the nearest convenience store for a cold one. But a whole lot of people seem convinced that the aggregate influence of lots of people simply seeing a picture, hearing a radio spot, or viewing moving pictures will influence buying patterns to the point that they will make their ad budget back and more in sales. We don't like to think that we can be influenced so easily, but hundreds of billions of dollars say otherwise.
Media is often used for propaganda purposes as well. Once again, there appears to be a belief that media has the power to influence people's opinions, beliefs, etc. In fact, from a decidedly more cynical perspective, effective media is *all* about audience manipulation. It is often designed to influence the way we feel. If it doesn't accomplish this, it is considered somewhat less successful in its design than a piece of media that does.
If games do not have the power to influence, then they are the weakest and most useless form of media known to man. On the other hand, if they do have the power to influence, then should we assume that they must always and only influence for good? Where's the logic in that? This study appears to indicate that games can sometimes influence us in ways that may be seen as negative. Rather than shocking, this is to be expected based on all the knowledge we've managed to garner so far on media and influence. Why even have an ESRB rating system if this were not already thought to be true?
Rather than an indictment on games as a medium, this study confirms its status as a legitimate and robust art form. The study also confirms that, as with everything that is produced, the power to influence the lives of others to some degree places a burden of responsibility on the producer. Rather than denying the science behind this study, as someone who works within the game industry, I believe that it should embrace its responsibilities, continue to try to improve game-rating systems, work to better educate parents, and support further research into games and how they influence gamers.
Reply
Most gamers who take the time to think about the link between media and behavior tend to couch things in terms of causes. It seems obvious to them (and rightly so) that a game about shooting things doesn't *cause* someone to go on a shooting spree. But studies like the one conducted by the RAND group are looking for more subtle links that are more appropriately thought of as influences, not causes.
Nearly $150 b-b-billion was spent last year on advertising in the US. Evidently, someone is pretty convinced that a 30 second spot of people enjoying a certain brand of soda on TV can influence consumer buying habits. This isn't about mind control. No one can say that a TV ad *caused* their eyes to glaze over and prompted them to walk, zombie-like with arms stretched out in front of them, to the nearest convenience store for a cold one. But a whole lot of people seem convinced that the aggregate influence of lots of people simply seeing a picture, hearing a radio spot, or viewing moving pictures will influence buying patterns to the point that they will make their ad budget back and more in sales. We don't like to think that we can be influenced so easily, but hundreds of billions of dollars say otherwise.
Media is often used for propaganda purposes as well. Once again, there appears to be a belief that media has the power to influence people's opinions, beliefs, etc. In fact, from a decidedly more cynical perspective, effective media is *all* about audience manipulation. It is often designed to influence the way we feel. If it doesn't accomplish this, it is considered somewhat less successful in its design than a piece of media that does.
If games do not have the power to influence, then they are the weakest and most useless form of media known to man. On the other hand, if they do have the power to influence, then should we assume that they must always and only influence for good? Where's the logic in that? This study appears to indicate that games can sometimes influence us in ways that may be seen as negative. Rather than shocking, this is to be expected based on all the knowledge we've managed to garner so far on media and influence. Why even have an ESRB rating system if this were not already thought to be true?
Rather than an indictment on games as a medium, this study confirms its status as a legitimate and robust art form. The study also confirms that, as with everything that is produced, the power to influence the lives of others to some degree places a burden of responsibility on the producer. Rather than denying the science behind this study, as someone who works within the game industry, I believe that it should embrace its responsibilities, continue to try to improve game-rating systems, work to better educate parents, and support further research into games and how they influence gamers.
Posted: Nov 5th 2008 1:36PM icarusfountain said
I think it would be interesting to see different takes on this sort of research. For instance, do games like Spore, Wii Music, or even the GalCiv series influence gamers to be more artistic/creative.
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Posted: Nov 5th 2008 1:49PM (Unverified) said
Agreed. I think games have great potential upside for influencing gamers in positive ways. I'd love to see the industry invest in this sort of research--embrace the science instead of denying it. To me, that would be much better than the current failed PR strategy, which, though it plays well on gaming blogs, totally falls on its face in the mainstream media.
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Please forgive the double-post. The reply system made me do it, so I am obviously absolved of any responsibility.
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***
Please forgive the double-post. The reply system made me do it, so I am obviously absolved of any responsibility.
Posted: Nov 5th 2008 1:47PM (Unverified) said
Agreed. I think games have great potential upside for influencing gamers in positive ways. I'd love to see the industry invest in this sort of research--embrace the science instead of denying it. To me, that would be much better than the current failed PR strategy, which, though it plays well on gaming blogs, totally falls on its face in the mainstream media.
Posted: Nov 5th 2008 8:22PM (Unverified) said
Big surprise that competitive things can lead to physical aggression. I guess they don't realize the same thing about Football. Or Hockey. Or drunken badminton.
Posted: Nov 7th 2008 4:51AM (Unverified) said
Smart parents would let kids play violent video games if it caused them to be more violent. Who wants to mess with a kid on the play ground after he's been playing GTA4 all day? And in such an aggressive society, its better to start early while they still listen.
Posted: Jan 6th 2009 2:31PM (Unverified) said
From what I have read and heard about violent behaviour and violent video games is that there is a connection between the two. However my stand point is that any form of visual presentation with violent behavior will cause short-term violent behavior, not only physical, but perhaps also social violent behavior. The question of whether there will be a long-term behavioral shift to be more "violent" depends realy on the exposure time and intencity, or at least so I think.
I would like to refer to the Bobo Doll Experiment by Albert Bandura (1961) (http://en.wikipedia.org/wiki/Bobo_doll_experiment) where children did react violently when exposed to violent behavior.
According to another study that I read (though, forgive me, I lost the sources) it isn't necesserily exposure to "violence" in the form of exploding heads, blood/gore or similar things that triggers such behavior but the "violent" act alone (for example, two characters beating each other even with padded sticks, where although nothing horrible happens the fight alone might trigger it)
My point of view is that we cannot sit and claim that playing a violent video game will not make a child more prone to violent behavior in the short-run. We cannot say also that "I played violent games and nothing happened to me", because that does not say anything. It only implies that nothing happened to an individual.
I will sit on the side of the fence that says "Violent games cause violent behavior.". However, I will not waggle my finger saying that everything that hints violence should be banned, it is too late for that. If we wanted to live in a violence free world we should had killed the man who thought up that throwing rocks would- Oh, wait, that wouldn't work either. The best we can do is control the ammount of "violent" stimuli that reach childrean, and make sure that they play only the games meant for them. A more ensuring solution is to sign up the kids to a football club, or somethin'. As not serious as this might sound, what better way is there to turn away a person from a computer than give him something else to do?
I would like to refer to the Bobo Doll Experiment by Albert Bandura (1961) (http://en.wikipedia.org/wiki/Bobo_doll_experiment) where children did react violently when exposed to violent behavior.
According to another study that I read (though, forgive me, I lost the sources) it isn't necesserily exposure to "violence" in the form of exploding heads, blood/gore or similar things that triggers such behavior but the "violent" act alone (for example, two characters beating each other even with padded sticks, where although nothing horrible happens the fight alone might trigger it)
My point of view is that we cannot sit and claim that playing a violent video game will not make a child more prone to violent behavior in the short-run. We cannot say also that "I played violent games and nothing happened to me", because that does not say anything. It only implies that nothing happened to an individual.
I will sit on the side of the fence that says "Violent games cause violent behavior.". However, I will not waggle my finger saying that everything that hints violence should be banned, it is too late for that. If we wanted to live in a violence free world we should had killed the man who thought up that throwing rocks would- Oh, wait, that wouldn't work either. The best we can do is control the ammount of "violent" stimuli that reach childrean, and make sure that they play only the games meant for them. A more ensuring solution is to sign up the kids to a football club, or somethin'. As not serious as this might sound, what better way is there to turn away a person from a computer than give him something else to do?
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