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Forums - Gaming - New RAND study links violent video games to child behavior in US and Japan

http://www.cnn.com/2008/HEALTH/family/11/03/healthmag.violent.video.kids/index.html

About 90 percent of U.S. kids ages 8 to 16 play video games, and they spend about 13 hours a week doing so (more if you're a boy). Now a new study suggests virtual violence in these games may make kids more aggressive in real life.

Kids in both the U.S. and Japan who reported playing lots of violent video games had more aggressive behavior months later than their peers who did not, according to the study, which appears in the November issue of the journal Pediatrics.

The researchers specifically tried to get to the root of the chicken-or-egg problem -- do children become more aggressive after playing video games or are aggressive kids more attracted to violent videos?

It's a murky -- and controversial -- issue. Many studies have linked violence in TV shows and video games to violent behavior. But when states have tried to keep under-18 kids from playing games rated "M" for mature, the proposed restrictions have often been challenged successfully in court.

In the new study, Dr. Craig A. Anderson, Ph.D., of Iowa State University in Ames, and his colleagues looked at how children and teen's video game habits at one time point related to their behavior three to six months later.

The study included three groups of kids: 181 Japanese students ages 12 to 15; 1,050 Japanese students aged 13 to 18; and 364 U.S. kids ages 9 to 12.

The U.S. children listed their three favorite games and how often they played them. In the younger Japanese group, the researchers looked at how often the children played five different violent video game genres (fighting action, shooting, adventure, among others); in the older group they gauged the violence in the kids' favorite game genres and the time they spent playing them each week.

Japanese children rated their own behavior in terms of physical aggression, such as hitting, kicking or getting into fights with other kids; the U.S. children rated themselves too, but the researchers took into account reports from their peers and teachers as well.

In every group, children who were exposed to more video game violence did become more aggressive over time than their peers who had less exposure. This was true even after the researchers took into account how aggressive the children were at the beginning of the study -- a strong predictor of future bad behavior.

The findings are "pretty good evidence" that violent video games do indeed cause aggressive behavior, says Dr. L. Rowell Huesmann, director of the Research Center for Group Dynamics at the University of Michigan's Institute for Social Research in Ann Arbor.

There are two ways violent media can spur people to violent actions, said Huesmann, who has been studying violence in media and behavior for more than 30 years.

First is imitation; children who watch violence in the media can internalize the message that the world is a hostile place, he explains, and that acting aggressively is an OK way to deal with it.

Also, he says, kids can become desensitized to violence. "When you're exposed to violence day in and day out, it loses its emotional impact on you," Huesmann said. "Once you're emotionally numb to violence, it's much easier to engage in violence." 

But Dr. Cheryl K. Olson, co-director of the Center for Mental Health and the Media at Massachusetts General Hospital in Boston, isn't convinced.

"It's not the violence per se that's the problem, it's the context and goals of the violence," said Olson, citing past research on TV violence and behavior.

There are definitely games kids shouldn't be playing, she said, for example those where hunting down and killing people is the goal. But she argues that the label "violent video games" is too vague. Researchers need to do a better job at defining what is considered a violent video game and what constitutes aggressive behavior, she added.

"I think there may well be problems with some kinds of violent games for some kinds of kids," Olson said. "We may find things we should be worried about, but right now we don't know enough."

Further, she adds, playing games rated "M" for mature has become "normative behavior" for adolescents, especially boys. "It's just a routine part of what they do," she says.

Her advice to parents? Move the computer and gaming stuff out of kids' rooms and into public spaces in the home, like the living room, so they can keep an eye on what their child is up to.

Dr. David Walsh, president of the National Institute on Media and the Family, a Minneapolis-based non-profit, argues that the pervasiveness of violence in media has led to a "culture of disrespect" in which children get the message that it's acceptable to treat one another rudely and even aggressively.

"It doesn't necessarily mean that because a kid plays a violent video game they're immediately going to go out and beat somebody up," Walsh says. "The real impact is in shaping norms, shaping attitude. As those gradually shift, the differences start to show up in behavior."

 

This study could provide people with more means to regulate video games. It also runs somewhat counter to other studies.

 

Mike from Morgantown



      


I am Mario.


I like to jump around, and would lead a fairly serene and aimless existence if it weren't for my friends always getting into trouble. I love to help out, even when it puts me at risk. I seem to make friends with people who just can't stay out of trouble.

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I did a meta analysis on this for uni. Most research is not balanced, criteria is coded incorrectly when studying games, consider reward / punishment systems, genre of game, natural aggression (psychological) tendencies, age of respondent, etc etc.

I believe age demonstrated that infact older males were more inclined to have aggressive tendencies following play.

Guess which game has been used most frequently in violent game studies? Mortal Kombat, well that's not a fair representation of all violence in all games at all.

Interesting questions posed relate to sport aggression in games and its influence as opposed to fantasy / realistic.

Conclusion, it needs way WAY more research. Tv / Film violence studies are mammoth in proportion and theres not enough research to conclude anything. One last problem is that this is principally what is studied, just violence.

Theres plenty more variables involved in video game / user communication, universitys are wasted on this shit.



“When we make some new announcement and if there is no positive initial reaction from the market, I try to think of it as a good sign because that can be interpreted as people reacting to something groundbreaking. ...if the employees were always minding themselves to do whatever the market is requiring at any moment, and if they were always focusing on something we can sell right now for the short term, it would be very limiting. We are trying to think outside the box.” - Satoru Iwata - This is why corporate multinationals will never truly understand, or risk doing, what Nintendo does.

here you go

The Entertainment Consumers Association (ECA) has issued a statement regarding a new video game violence study which appeared today:

For the better part of the past decade we – game consumers, makers, sellers and creators – have been waiting for the results of an unbiased, longitudinal and comprehensive study to be done which will inform us about the potential harmful effects of entertainment products on our children. Unfortunately, with the report published in the latest issue of Pediatrics, we remain wanting,” said Hal Halpin, president of the Entertainment Consumers Association (ECA), the non-profit organization which represents the rights of video and computer gamers.



One of the ways in which our stance is likely very different from others in the discussion on the subject is that the ECA would encourage more and better research on the matter. The problem has been, and apparently continues to be, that the agenda of the researchers supersedes our want and need for inclusiveness of all media… not just games – for the overtly sensationalistic spin that will inevitably be employed – to the exclusion of music and movies. We remain optimistic that longitudinal research that is truly comprehensive, objective and inclusive will be performed and shared, but sadly that day has not yet come.


This mind you is the principal problem according to many other researchers. They are using different media to study gaming which has a much more complex feed / reward mechanism involved.



“When we make some new announcement and if there is no positive initial reaction from the market, I try to think of it as a good sign because that can be interpreted as people reacting to something groundbreaking. ...if the employees were always minding themselves to do whatever the market is requiring at any moment, and if they were always focusing on something we can sell right now for the short term, it would be very limiting. We are trying to think outside the box.” - Satoru Iwata - This is why corporate multinationals will never truly understand, or risk doing, what Nintendo does.

People have been trying to get violent video games banned for years. This isn't going to help them. Like it or not, gaming is a huge industry, violent games make up the enormous majority of that industry and children are a massive audience of that industry. No study will ever change that.

Besides, hasn't this much been apparent for a while? I know plenty of people who play violent video games and aren't even slightly violent in real life.



(Former) Lead Moderator and (Eternal) VGC Detective