Original broadcast date: October
8, 2001
"The Impact of Violent Television
Programs and Movies" Brad Bushman, Ph.D., Associate Professor,
Psychology, Iowa State University
Dr.
Anderson Addresses Your Questions
Gender specifics
*Are there different
concerns for boys vs. girls in the risks, behaviors, etc. in
connection with video games?
The studies to date suggest that boys and girls display about
the same amount of increase in aggressive behavior after exposure
to violent video games. Some people are especially concerned
about boys and violent video games for two reasons: (1) Boys
are more attracted to violent video games than girls; (2) Boys
in general are somewhat more physically aggressive than girls,
so any increase in aggressive tendencies is more likely to result
in extremely aggressive behavior by boys than by girls. This
does not mean that you shouldn't be concerned about girls playing
violent video games.
*Which gender creates these video
games?
I don't know of any studies on this, but it appears that most
of the non-educational video games are created by men.
Why is there a demand?
*Why are children drawn
to these violent games? Is it in their makeup?
There are probably lots of reasons why video games in general
are so popular for children. One is that the fast paced action
is exciting. Another is the feeling of control that one gets
by successfully meeting the challenges in the games. There are
many reinforcements built into most video games, designed to
keep players interested. These include "cool" sounds
and images, accumulation of points, and the rapid improvement
in skills that are highlighted by the games. Note that all of
these features apply to all video games, not just violent ones.The particular appeal of violent
games may be due to several additional features. First, a lot
of kids like to be moderately scared and surprised. Second, "grossing
out" one's parents or other adults has long been a favorite
pastime for children. Somewhat more troubling is the fact that
violent games are the most heavily advertised. The video game
industry (much like the TV and movie industries) clearly believes
that violence sells the products. They therefore spend much of
their advertising budget marketing violent video games. Relatively
little is spent marketing nonviolent video games. You can verify
this yourself by picking up a couple of computer or video game
magazines and counting the number of advertisement pages devoted
to video games that have some violence in them relative to the
number devoted to nonviolent games.
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Abuse
*Is there any correlation
between students (youth) playing video games and school "bullying"
incidents?
I don't know of any studies that focused specifically on bullying.
However, repeated exposure to violent video games has been linked
to fighting at school.*Is there a correlation between
violent video games and rape among college age males?
There aren't any studies that focused specifically on rape. However,
repeated exposure to violent video games has been linked to violent
delinquent behavior in general.
*Is there any research on the
link between the increase in aggression as a result of violent
video games and domestic violence?
There aren't any video game studies that have examined the potential
link to domestic violence. However, there is some evidence from
the TV/movie violence research literature linking exposure to
media violence with domestic violence.
Comparison with other games
*Isn't the time-honored
chess game simply a metaphorical video game?
There are so many differences between chess and the typical violent
video game that they do not belong in the same category. It is
highly unlikely that playing chess will have any of the main
negative effects that have been found for violent video games.
*If your children already own
games, rather than replace it with the non- violent ones, how
about going outdoors to play ball?
Certainly, every child needs to have adequate exercise, and playing
group sports can be very beneficial in multiple ways.
*What do you think about racing
games when cars try to outrun police/ Are they violent? Are they
violent for all ages?
There are no studies specifically on such racing games. They
are "violent" if they involve the player trying to
harm others. Personally, I would not want my daughter (age 11)
playing games in which the player takes on the role of a criminal.
Of course, I wouldn't want her playing violent games regardless
of whether the player is a "good" or "bad"
character. There are some excellent nonviolent racing games that
are suitable for all ages.
*Are hunting games considered
violent?
This is a difficulty question. They might be considered violent.
But, there aren't any directly relevant studies linking such
games to aggressive behavior, and I suspect that if the game
is exclusively about hunting there will probably not be much
of a negative effect on subsequent aggression.
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Research Studies
*What attempts have been
made in the studies to differentiate between different kinds
of violent acts? What factors have been identified to define
context? What effects do either type of these factors have on
the aggression of the populations studied?
There is not enough relevant research to say whether different
kinds of violent acts within video games causes different kinds
of effects on the game player. Similarly, there has not been
enough research on different violent video game contexts to really
know what different impact they might have on players. For example,
many people assume that if the game violence is "good,"
such as a counter-terrorist killing terrorists in order to save
the hostages, then there won't be negative effects on the game
player. We know that this is not true, because many of the existing
studies of violent video games involve mostly "good guy"
violence directed at "bad guys," and that such violent
games do increase aggression.
*Are there any research studies
that examine the effects of video games on the development of
the brain in young children?
Not yet.
Military relevant
*Aren't some form of
video games or simulators used in training for military training?
If so, when should a person begin usage of violent video games?
*Should violent video games of this nature have only military
uses?
Yes, some modified video games are used by the military for training
purposes. In fact, there are several different uses of such games.
As noted in my presentation, video games can be excellent teachers.
If you believe that our country needs a strong and effective
military (as most of us do), then using video games to enhance
the training of military personnel seems quite appropriate. Making
such video games available to children seems inappropriate to
most people. One additional difference between the government
usage of such games to help train the military (or police, FBI)
and entertainment usage of such games concerns what else is being
taught. Police and other government groups training military
and law enforcement personnel also extensively train individuals
on rules of engagement. They learn when deadly force is considered
acceptable and when it is not. They learn about the real consequences
of using deadly force, consequences for the target as well as
the shooter. In other words, they also get considerable training
in avoiding use of deadly force. Children do not get such rigorous
training in avoiding use of deadly force when they play violent
video games.
*Would a military-type airplane
fight with no show of blood or gore fall within your definition
of violent? And what if they drop bombs and the viewers see death
without blood, etc.?
Yes, such games are "violent," but there is not any
research on whether such games produce the same negative effects
on players as do the typical first-person shooters. My guess
is that those military flying games that involve a lot of learning
how to fly and relatively little fighting are likely to have
smaller effects than typical first-person shooters.
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Law pertaining to games
*Does the federal government
have any agency/ program to regulate the rating system for videos?
Or does the rating system only exist by self-regulation?
*What are your feelings about the warning labels on video games?
There is no federal law, agency, or program regulating video
game rating systems, sales, or rentals. The rating systems that
exist (one for video game arcades, the other for console and
computer and internet based video games) are controlled by the
video game industry. They have set up their own rating system,
including their own code of conduct. This was done to some extent
after prodding by the U.S. Senate. There are many positive aspects
to this system, but as noted in my presentation there are a number
of serious problems, including the ratings themselves (many games
with violent content are rated as appropriate for teens and younger),
marketing of violent games to children, and frequent failures
to enforce the system by retail outlets. The inclusion of content
descriptors (e.g., animated violence) as part of the rating is
a good feature, one which parents should use to help screen the
games their children are allowed to play. However, a better rating
system has been devised by the National Institute on Media
and the Family. You can check out their ratings of games
and their rating system by going to their web site: http://www.mediaandthefamily.org/index.shtmlFinally, note that several local
and state governments have been trying to regulate retail outlets
in a way that would give parents more control over what video
games their children can play. The video game industry, however,
has fought such attempts by challenging the research on video
game violence and by filing suit in the courts to block the enforcement
of such regulations.
Family effects
*Does the decrease in
pro-social behaviors after playing violent games also refer to
getting along with siblings and/or parents? Are there specific
studies to support a decreased aptitude in getting along with
family?
No, the few studies of violent video games and pro-social behavior
have not included measures of getting along with siblings, parents,
or family members in general. Most involve getting along with
or helping one's peers.
Miscellaneous
*Are the "shoot-em-up"
Osam bin Laden games therapeutic?
Some people have suggested that playing such games is therapeutic.
A common belief among many in our society is that a person can
relieve aggressive inclinations or urges by symbolically aggressing
in some way. The ancient Greeks held this belief as well (see
Aristotle's "Poetics"). Freudian scholars revived this
belief in modern Western societies. This belief, known among
behavioral research scholars as the "catharsis hypothesis,"
states that aggressive urges can be safely reduced by observing
(e.g., in plays, TV shows, movies) or by behaving aggressively
is socially approved ways (e.g., playing football, or violent
video games). So, we can boil all this down to one key question:
Does catharsis work in the domain of aggressive behavior? Research
psychologists have extensively studied this issue for many years.
A clear answer emerged over thirty years ago, and has been confirmed
many times since then. The answer is no. Observing violence (e.g.,
violent television shows) or behaving aggressively in symbolic
ways (e.g., playing violent video games) generally increases
later aggressive behavior. It does not reduce it.
*What are some of the violent
games? Are there websites for the games? Where do you find reviews
of violent video games?
Rather than name a few violent video games, I prefer parents
to examine closely the games their children currently have and
game that they are considering purchasing. There are numerous
websites devoted to gaming, most of which have a vested interest
in downplaying the potential harm of violent games. One website
that does not have such a bias, and that provides very good information
about video games, is the National Institute on Media and
the Family web site. You can check out their ratings of games
and their rating system by going to their web site: http://www.mediaandthefamily.org/index.shtml
*How does the reason for violence
affect violent behaviors? For example, cars hitting people for
no reason vs. trying to get out of prison?
See the response to the first "Research Studies" question
above.
*I heard on public radio that
we should expect more violent behaviors during wartime. Does
violent reality lead to even more video violence, or is fiction
the prediction of reality?
This is a very complicated question. I do not know of any directly
relevant research. Some forms of violence are likely to increase
among the general civilian population during wartime. Violent
behavior is going be constantly thought about, very often in
a somewhat positive way (e.g., what our military is doing to
win the war). Of course, there will also be much public discussion
of the bad aspects of violence. So, it is hard to predict the
overall outcome.*Is it possible to see a layered
increase in violence if you look at levels of violence before
electronic media, after introduction of radio, the introduction
of TV then introduction of computer then introduction of video
games, etc.?
There are such studies investigating changes in violence rates
after the introduction of TV into various communities around
the world. Those studies generally show an increase in violence.
However, by themselves such studies are hard to interpret because
so many other societal factors may also have changed simultaneously.
Therefore, such studies have to be interpreted with caution,
and in the context of other types of media violence research.
*How do you deal with 1st amendment
issues?
I think this would pertain to the internet games. Many
people are squeamish about the possibility of censorship.
As you might guess, constitutional lawyers differ greatly on
how much "protection" the First Amendment to the U.S.
Constitution affords manufacturers and distributors of violent
video games. We know from the pornography issue that not all
media are immune to some forms of legal restrictions. That is,
the U.S. Supreme Court has decided that children can be "protected"
from pornography by laws restricting their access to it. Some
have argued that laws or ordinances that require parental permission
for their minor children to purchase, rent, or play (in an arcade)
violent video games does not constitute censorship, but instead
merely helps parents provide the kind of oversight regarding
their children's upbringing that the vast majority of people
believe parents should provide. The access via the internet issue
is a potentially more difficult version of this same problem.
The simple-sounding solution is for parents to take their parental
responsibility for decisions regarding their children's media
diet at least as seriously as they take responsibility for their
children's food diet. It isn't always easy, though.
*What happened with the Columbine
shooting incident was the video game company found liable?
Is there any lawsuit in progress?
I do not know of any lawsuits against video game companies or
retailers arising from the Columbine shootings. There was a lawsuit
from the Paducah, Kentucky shootings. The last I heard of it
was that a court had dismissed the suit. Just as in the history
of lawsuits against the tobacco companies, I believe that we
will see more lawsuits when more shootings occur that appear
to be linked with violent video games, and when the causal link
between video game violence and real world aggression is even
more firmly established and is more widely known among the general
population. The difficulty in such lawsuits is that it is very
hard to know or prove that a particular act of violence was caused
in part by exposure to a particular violent video game.
*Sometimes violence is made to
appear humorous. How do you suggest separating the two and how
do you help children recognize the violence and not take part
in it?
Younger children in particular are likely to have a very difficult
time recognizing that humorously violence is bad for them. Parents
can attempt to explain it to them. They can also simply screen
them from violent media, at least to some extent. Practice in
role-playing may help children understand that such violence
is not funny to the victim, but I don't know of any research
on this issue.
*Has any research been done to
study the impact of virtual reality violence
on children or on adults?
To date there has been only one such study. It found that the
violent virtual reality game increased aggressive cognitions.
Has any research been done regarding
violent lyrics in music?
There is some research on this topic, including several studies
that I am in the process of writing up for publication. The basic
findings look very similar to the results of studies of other
kinds of entertainment media.
*How are the cognitive processes
of children different between video games
and television? Does that influence its efficacy toward encouraging
violence?
These questions have not been sufficiently researched. There
are theoretical reasons to expect that the active participation
required to play a video game is likely to increase the negative
effects of media violence. |