{"id":241615,"date":"2015-02-24T06:40:54","date_gmt":"2015-02-24T11:40:54","guid":{"rendered":"http:\/\/www.eugenesis.com\/violent-video-games-myths-facts-and-unanswered-questions\/"},"modified":"2015-02-24T06:40:54","modified_gmt":"2015-02-24T11:40:54","slug":"violent-video-games-myths-facts-and-unanswered-questions","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/behavioral-science\/violent-video-games-myths-facts-and-unanswered-questions.php","title":{"rendered":"Violent Video Games: Myths, Facts, and Unanswered Questions"},"content":{"rendered":"<p><p>    After 40+ years of research, one might think that debate about    media violence effects would be over. An historical examination    of the research reveals that debate concerning whether such    exposure is a significant risk factor for aggressive and    violent behavior should have been over years ago (Bushman &    Anderson, 2001). Four types of media violence studies provide    converging evidence of such effects: laboratory experiments,    field experiments, cross-sectional correlation studies, and    longitudinal studies (Anderson & Bushman, 2002a; Bushman    & Huesmann, 2000). But the development of a new    genre-electronic video games-reinvigorated the debate.  <\/p>\n<p>    Two features of video games fuel renewed interest by    researchers, public policy makers, and the general public.    First, the active role required by video games is a    double-edged sword. It helps educational video games be    excellent teaching tools for motivational and learning process    reasons. But, it also may make violent video games even more    hazardous than violent television or cinema. Second, the    arrival of a new generation of ultraviolent video games    beginning in the early 1990s and continuing unabated to the    present resulted in large numbers of children and youths    actively participating in entertainment violence that went way    beyond anything available to them on television or in movies.    Recent video games reward players for killing innocent    bystanders, police, and prostitutes, using a wide range of    weapons including guns, knives, flame throwers, swords,    baseball bats, cars, hands, and feet. Some include cut scenes    (i.e., brief movie clips supposedly designed to move the story    forward) of strippers. In some, the player assumes the role of    hero, whereas in others the player is a criminal.  <\/p>\n<p>    The new debate frequently generates more heat than light. Many    criticisms are simply recycled myths from earlier media    violence debates, myths that have been repeatedly debunked on    theoretical and empirical grounds. Valid weaknesses have also    been identified (and often corrected) by media violence    researchers themselves. Although the violent video game    literature is still relatively new and small, we have learned a    lot about their effects and have successfully answered several    key questions. So, what is myth and what do we know?  <\/p>\n<p>    Myths and    Facts  <\/p>\n<p>    Myth 1. Violent video game research has    yielded very mixed results.    Facts: Some studies have yielded nonsignificant video game    effects, just as some smoking studies failed to find a    significant link to lung cancer. But when one combines all    relevant empirical studies using meta-analytic techniques, five    separate effects emerge with considerable consistency. Violent    video games are significantly associated with: increased    aggressive behavior, thoughts, and affect; increased    physiological arousal; and decreased prosocial (helping)    behavior. Average effect sizes for experimental studies (which    help establish causality) and correlational studies (which    allow examination of serious violent behavior) appear    comparable (Anderson & Bushman, 2001).  <\/p>\n<p>    Myth 2. The studies that find significant    effects are the weakest methodologically.    Facts: Methodologically stronger studies have yielded the    largest effects (Anderson, in press). Thus, earlier effect size    estimates -based on all video game studies- probably    underestimate the actual effect sizes.  <\/p>\n<p>    Myth 3. Laboratory experiments are irrelevant    (trivial measures, demand characteristics, lack external    validity).    Facts: Arguments against laboratory experiments in behavioral    sciences have been successfully debunked many times by numerous    researchers over the years. Specific examinations of such    issues in the aggression domain have consistently found    evidence of high external validity. For example, variables    known to influence real world aggression and violence have the    same effects on laboratory measures of aggression (Anderson    & Bushman, 1997).  <\/p>\n<p>    Myth 4. Field experiments are irrelevant    (aggression measures based either on direct imitation of video    game behaviors (e.g., karate kicks) or are normal play    behaviors.    Facts: Some field experiments have used behaviors such as    biting, pinching, hitting, pushing, and pulling hair, behaviors    that were not modeled in the game. The fact that these    aggressive behaviors occur in natural environments does not    make them \"normal\" play behavior, but it does increase the face    validity (and some would argue the external validity) of the    measures.  <\/p>\n<p>    Myth 5. Correlational studies are    irrelevant.    Facts: The overly simplistic mantra, \"Correlation is not    causation,\" is useful when teaching introductory students the    risks in too-readily drawing causal conclusions from a simple    empirical correlation between two measured variables. However,    correlational studies are routinely used in modern science to    test theories that are inherently causal. Whole scientific    fields are based on correlational data (e.g., astronomy). Well    conducted correlational studies provide opportunities for    theory falsification. They allow examination of serious acts of    aggression that would be unethical to study in experimental    contexts. They allow for statistical controls of plausible    alternative explanations.  <\/p>\n<p>    Myth 6. There are no studies linking violent    video game play to serious aggression.    Facts: High levels of violent video game exposure have been    linked to delinquency, fighting at school and during free play    periods, and violent criminal behavior (e.g., self-reported    assault, robbery).  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>More here:<br \/>\n<a target=\"_blank\" href=\"http:\/\/www.apa.org\/science\/about\/psa\/2003\/10\/anderson.aspx\" title=\"Violent Video Games: Myths, Facts, and Unanswered Questions\">Violent Video Games: Myths, Facts, and Unanswered Questions<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> After 40+ years of research, one might think that debate about media violence effects would be over. An historical examination of the research reveals that debate concerning whether such exposure is a significant risk factor for aggressive and violent behavior should have been over years ago (Bushman &#038; Anderson, 2001). Four types of media violence studies provide converging evidence of such effects: laboratory experiments, field experiments, cross-sectional correlation studies, and longitudinal studies (Anderson &#038; Bushman, 2002a; Bushman &#038; Huesmann, 2000).  <a href=\"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/behavioral-science\/violent-video-games-myths-facts-and-unanswered-questions.php\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":57,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"limit_modified_date":"","last_modified_date":"","_lmt_disableupdate":"","_lmt_disable":"","footnotes":""},"categories":[577410],"tags":[],"class_list":["post-241615","post","type-post","status-publish","format-standard","hentry","category-behavioral-science"],"modified_by":null,"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/241615"}],"collection":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/users\/57"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/comments?post=241615"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/241615\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/media?parent=241615"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/categories?post=241615"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/tags?post=241615"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}