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- Published: 13 March 2018
Does playing violent video games cause aggression? A longitudinal intervention study
- Simone Kühn 1 , 2 ,
- Dimitrij Tycho Kugler 2 ,
- Katharina Schmalen 1 ,
- Markus Weichenberger 1 ,
- Charlotte Witt 1 &
- Jürgen Gallinat 2
Molecular Psychiatry volume 24 , pages 1220–1234 ( 2019 ) Cite this article
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It is a widespread concern that violent video games promote aggression, reduce pro-social behaviour, increase impulsivity and interfere with cognition as well as mood in its players. Previous experimental studies have focussed on short-term effects of violent video gameplay on aggression, yet there are reasons to believe that these effects are mostly the result of priming. In contrast, the present study is the first to investigate the effects of long-term violent video gameplay using a large battery of tests spanning questionnaires, behavioural measures of aggression, sexist attitudes, empathy and interpersonal competencies, impulsivity-related constructs (such as sensation seeking, boredom proneness, risk taking, delay discounting), mental health (depressivity, anxiety) as well as executive control functions, before and after 2 months of gameplay. Our participants played the violent video game Grand Theft Auto V, the non-violent video game The Sims 3 or no game at all for 2 months on a daily basis. No significant changes were observed, neither when comparing the group playing a violent video game to a group playing a non-violent game, nor to a passive control group. Also, no effects were observed between baseline and posttest directly after the intervention, nor between baseline and a follow-up assessment 2 months after the intervention period had ended. The present results thus provide strong evidence against the frequently debated negative effects of playing violent video games in adults and will therefore help to communicate a more realistic scientific perspective on the effects of violent video gaming.
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The concern that violent video games may promote aggression or reduce empathy in its players is pervasive and given the popularity of these games their psychological impact is an urgent issue for society at large. Contrary to the custom, this topic has also been passionately debated in the scientific literature. One research camp has strongly argued that violent video games increase aggression in its players [ 1 , 2 ], whereas the other camp [ 3 , 4 ] repeatedly concluded that the effects are minimal at best, if not absent. Importantly, it appears that these fundamental inconsistencies cannot be attributed to differences in research methodology since even meta-analyses, with the goal to integrate the results of all prior studies on the topic of aggression caused by video games led to disparate conclusions [ 2 , 3 ]. These meta-analyses had a strong focus on children, and one of them [ 2 ] reported a marginal age effect suggesting that children might be even more susceptible to violent video game effects.
To unravel this topic of research, we designed a randomised controlled trial on adults to draw causal conclusions on the influence of video games on aggression. At present, almost all experimental studies targeting the effects of violent video games on aggression and/or empathy focussed on the effects of short-term video gameplay. In these studies the duration for which participants were instructed to play the games ranged from 4 min to maximally 2 h (mean = 22 min, median = 15 min, when considering all experimental studies reviewed in two of the recent major meta-analyses in the field [ 3 , 5 ]) and most frequently the effects of video gaming have been tested directly after gameplay.
It has been suggested that the effects of studies focussing on consequences of short-term video gameplay (mostly conducted on college student populations) are mainly the result of priming effects, meaning that exposure to violent content increases the accessibility of aggressive thoughts and affect when participants are in the immediate situation [ 6 ]. However, above and beyond this the General Aggression Model (GAM, [ 7 ]) assumes that repeatedly primed thoughts and feelings influence the perception of ongoing events and therewith elicits aggressive behaviour as a long-term effect. We think that priming effects are interesting and worthwhile exploring, but in contrast to the notion of the GAM our reading of the literature is that priming effects are short-lived (suggested to only last for <5 min and may potentially reverse after that time [ 8 ]). Priming effects should therefore only play a role in very close temporal proximity to gameplay. Moreover, there are a multitude of studies on college students that have failed to replicate priming effects [ 9 , 10 , 11 ] and associated predictions of the so-called GAM such as a desensitisation against violent content [ 12 , 13 , 14 ] in adolescents and college students or a decrease of empathy [ 15 ] and pro-social behaviour [ 16 , 17 ] as a result of playing violent video games.
However, in our view the question that society is actually interested in is not: “Are people more aggressive after having played violent video games for a few minutes? And are these people more aggressive minutes after gameplay ended?”, but rather “What are the effects of frequent, habitual violent video game playing? And for how long do these effects persist (not in the range of minutes but rather weeks and months)?” For this reason studies are needed in which participants are trained over longer periods of time, tested after a longer delay after acute playing and tested with broader batteries assessing aggression but also other relevant domains such as empathy as well as mood and cognition. Moreover, long-term follow-up assessments are needed to demonstrate long-term effects of frequent violent video gameplay. To fill this gap, we set out to expose adult participants to two different types of video games for a period of 2 months and investigate changes in measures of various constructs of interest at least one day after the last gaming session and test them once more 2 months after the end of the gameplay intervention. In contrast to the GAM, we hypothesised no increases of aggression or decreases in pro-social behaviour even after long-term exposure to a violent video game due to our reasoning that priming effects of violent video games are short-lived and should therefore not influence measures of aggression if they are not measured directly after acute gaming. In the present study, we assessed potential changes in the following domains: behavioural as well as questionnaire measures of aggression, empathy and interpersonal competencies, impulsivity-related constructs (such as sensation seeking, boredom proneness, risk taking, delay discounting), and depressivity and anxiety as well as executive control functions. As the effects on aggression and pro-social behaviour were the core targets of the present study, we implemented multiple tests for these domains. This broad range of domains with its wide coverage and the longitudinal nature of the study design enabled us to draw more general conclusions regarding the causal effects of violent video games.
Materials and methods
Participants.
Ninety healthy participants (mean age = 28 years, SD = 7.3, range: 18–45, 48 females) were recruited by means of flyers and internet advertisements. The sample consisted of college students as well as of participants from the general community. The advertisement mentioned that we were recruiting for a longitudinal study on video gaming, but did not mention that we would offer an intervention or that we were expecting training effects. Participants were randomly assigned to the three groups ruling out self-selection effects. The sample size was based on estimates from a previous study with a similar design [ 18 ]. After complete description of the study, the participants’ informed written consent was obtained. The local ethics committee of the Charité University Clinic, Germany, approved of the study. We included participants that reported little, preferably no video game usage in the past 6 months (none of the participants ever played the game Grand Theft Auto V (GTA) or Sims 3 in any of its versions before). We excluded participants with psychological or neurological problems. The participants received financial compensation for the testing sessions (200 Euros) and performance-dependent additional payment for two behavioural tasks detailed below, but received no money for the training itself.
Training procedure
The violent video game group (5 participants dropped out between pre- and posttest, resulting in a group of n = 25, mean age = 26.6 years, SD = 6.0, 14 females) played the game Grand Theft Auto V on a Playstation 3 console over a period of 8 weeks. The active control group played the non-violent video game Sims 3 on the same console (6 participants dropped out, resulting in a group of n = 24, mean age = 25.8 years, SD = 6.8, 12 females). The passive control group (2 participants dropped out, resulting in a group of n = 28, mean age = 30.9 years, SD = 8.4, 12 females) was not given a gaming console and had no task but underwent the same testing procedure as the two other groups. The passive control group was not aware of the fact that they were part of a control group to prevent self-training attempts. The experimenters testing the participants were blind to group membership, but we were unable to prevent participants from talking about the game during testing, which in some cases lead to an unblinding of experimental condition. Both training groups were instructed to play the game for at least 30 min a day. Participants were only reimbursed for the sessions in which they came to the lab. Our previous research suggests that the perceived fun in gaming was positively associated with training outcome [ 18 ] and we speculated that enforcing training sessions through payment would impair motivation and thus diminish the potential effect of the intervention. Participants underwent a testing session before (baseline) and after the training period of 2 months (posttest 1) as well as a follow-up testing sessions 2 months after the training period (posttest 2).
Grand Theft Auto V (GTA)
GTA is an action-adventure video game situated in a fictional highly violent game world in which players are rewarded for their use of violence as a means to advance in the game. The single-player story follows three criminals and their efforts to commit heists while under pressure from a government agency. The gameplay focuses on an open world (sandbox game) where the player can choose between different behaviours. The game also allows the player to engage in various side activities, such as action-adventure, driving, third-person shooting, occasional role-playing, stealth and racing elements. The open world design lets players freely roam around the fictional world so that gamers could in principle decide not to commit violent acts.
The Sims 3 (Sims)
Sims is a life simulation game and also classified as a sandbox game because it lacks clearly defined goals. The player creates virtual individuals called “Sims”, and customises their appearance, their personalities and places them in a home, directs their moods, satisfies their desires and accompanies them in their daily activities and by becoming part of a social network. It offers opportunities, which the player may choose to pursue or to refuse, similar as GTA but is generally considered as a pro-social and clearly non-violent game.
Assessment battery
To assess aggression and associated constructs we used the following questionnaires: Buss–Perry Aggression Questionnaire [ 19 ], State Hostility Scale [ 20 ], Updated Illinois Rape Myth Acceptance Scale [ 21 , 22 ], Moral Disengagement Scale [ 23 , 24 ], the Rosenzweig Picture Frustration Test [ 25 , 26 ] and a so-called World View Measure [ 27 ]. All of these measures have previously been used in research investigating the effects of violent video gameplay, however, the first two most prominently. Additionally, behavioural measures of aggression were used: a Word Completion Task, a Lexical Decision Task [ 28 ] and the Delay frustration task [ 29 ] (an inter-correlation matrix is depicted in Supplementary Figure 1 1). From these behavioural measures, the first two were previously used in research on the effects of violent video gameplay. To assess variables that have been related to the construct of impulsivity, we used the Brief Sensation Seeking Scale [ 30 ] and the Boredom Propensity Scale [ 31 ] as well as tasks assessing risk taking and delay discounting behaviourally, namely the Balloon Analogue Risk Task [ 32 ] and a Delay-Discounting Task [ 33 ]. To quantify pro-social behaviour, we employed: Interpersonal Reactivity Index [ 34 ] (frequently used in research on the effects of violent video gameplay), Balanced Emotional Empathy Scale [ 35 ], Reading the Mind in the Eyes test [ 36 ], Interpersonal Competence Questionnaire [ 37 ] and Richardson Conflict Response Questionnaire [ 38 ]. To assess depressivity and anxiety, which has previously been associated with intense video game playing [ 39 ], we used Beck Depression Inventory [ 40 ] and State Trait Anxiety Inventory [ 41 ]. To characterise executive control function, we used a Stop Signal Task [ 42 ], a Multi-Source Interference Task [ 43 ] and a Task Switching Task [ 44 ] which have all been previously used to assess effects of video gameplay. More details on all instruments used can be found in the Supplementary Material.
Data analysis
On the basis of the research question whether violent video game playing enhances aggression and reduces empathy, the focus of the present analysis was on time by group interactions. We conducted these interaction analyses separately, comparing the violent video game group against the active control group (GTA vs. Sims) and separately against the passive control group (GTA vs. Controls) that did not receive any intervention and separately for the potential changes during the intervention period (baseline vs. posttest 1) and to test for potential long-term changes (baseline vs. posttest 2). We employed classical frequentist statistics running a repeated-measures ANOVA controlling for the covariates sex and age.
Since we collected 52 separate outcome variables and conduced four different tests with each (GTA vs. Sims, GTA vs. Controls, crossed with baseline vs. posttest 1, baseline vs. posttest 2), we had to conduct 52 × 4 = 208 frequentist statistical tests. Setting the alpha value to 0.05 means that by pure chance about 10.4 analyses should become significant. To account for this multiple testing problem and the associated alpha inflation, we conducted a Bonferroni correction. According to Bonferroni, the critical value for the entire set of n tests is set to an alpha value of 0.05 by taking alpha/ n = 0.00024.
Since the Bonferroni correction has sometimes been criticised as overly conservative, we conducted false discovery rate (FDR) correction [ 45 ]. FDR correction also determines adjusted p -values for each test, however, it controls only for the number of false discoveries in those tests that result in a discovery (namely a significant result).
Moreover, we tested for group differences at the baseline assessment using independent t -tests, since those may hamper the interpretation of significant interactions between group and time that we were primarily interested in.
Since the frequentist framework does not enable to evaluate whether the observed null effect of the hypothesised interaction is indicative of the absence of a relation between violent video gaming and our dependent variables, the amount of evidence in favour of the null hypothesis has been tested using a Bayesian framework. Within the Bayesian framework both the evidence in favour of the null and the alternative hypothesis are directly computed based on the observed data, giving rise to the possibility of comparing the two. We conducted Bayesian repeated-measures ANOVAs comparing the model in favour of the null and the model in favour of the alternative hypothesis resulting in a Bayes factor (BF) using Bayesian Information criteria [ 46 ]. The BF 01 suggests how much more likely the data is to occur under the null hypothesis. All analyses were performed using the JASP software package ( https://jasp-stats.org ).
Sex distribution in the present study did not differ across the groups ( χ 2 p -value > 0.414). However, due to the fact that differences between males and females have been observed in terms of aggression and empathy [ 47 ], we present analyses controlling for sex. Since our random assignment to the three groups did result in significant age differences between groups, with the passive control group being significantly older than the GTA ( t (51) = −2.10, p = 0.041) and the Sims group ( t (50) = −2.38, p = 0.021), we also controlled for age.
The participants in the violent video game group played on average 35 h and the non-violent video game group 32 h spread out across the 8 weeks interval (with no significant group difference p = 0.48).
To test whether participants assigned to the violent GTA game show emotional, cognitive and behavioural changes, we present the results of repeated-measure ANOVA time x group interaction analyses separately for GTA vs. Sims and GTA vs. Controls (Tables 1 – 3 ). Moreover, we split the analyses according to the time domain into effects from baseline assessment to posttest 1 (Table 2 ) and effects from baseline assessment to posttest 2 (Table 3 ) to capture more long-lasting or evolving effects. In addition to the statistical test values, we report partial omega squared ( ω 2 ) as an effect size measure. Next to the classical frequentist statistics, we report the results of a Bayesian statistical approach, namely BF 01 , the likelihood with which the data is to occur under the null hypothesis that there is no significant time × group interaction. In Table 2 , we report the presence of significant group differences at baseline in the right most column.
Since we conducted 208 separate frequentist tests we expected 10.4 significant effects simply by chance when setting the alpha value to 0.05. In fact we found only eight significant time × group interactions (these are marked with an asterisk in Tables 2 and 3 ).
When applying a conservative Bonferroni correction, none of those tests survive the corrected threshold of p < 0.00024. Neither does any test survive the more lenient FDR correction. The arithmetic mean of the frequentist test statistics likewise shows that on average no significant effect was found (bottom rows in Tables 2 and 3 ).
In line with the findings from a frequentist approach, the harmonic mean of the Bayesian factor BF 01 is consistently above one but not very far from one. This likewise suggests that there is very likely no interaction between group × time and therewith no detrimental effects of the violent video game GTA in the domains tested. The evidence in favour of the null hypothesis based on the Bayes factor is not massive, but clearly above 1. Some of the harmonic means are above 1.6 and constitute substantial evidence [ 48 ]. However, the harmonic mean has been criticised as unstable. Owing to the fact that the sum is dominated by occasional small terms in the likelihood, one may underestimate the actual evidence in favour of the null hypothesis [ 49 ].
To test the sensitivity of the present study to detect relevant effects we computed the effect size that we would have been able to detect. The information we used consisted of alpha error probability = 0.05, power = 0.95, our sample size, number of groups and of measurement occasions and correlation between the repeated measures at posttest 1 and posttest 2 (average r = 0.68). According to G*Power [ 50 ], we could detect small effect sizes of f = 0.16 (equals η 2 = 0.025 and r = 0.16) in each separate test. When accounting for the conservative Bonferroni-corrected p -value of 0.00024, still a medium effect size of f = 0.23 (equals η 2 = 0.05 and r = 0.22) would have been detectable. A meta-analysis by Anderson [ 2 ] reported an average effects size of r = 0.18 for experimental studies testing for aggressive behaviour and another by Greitmeyer [ 5 ] reported average effect sizes of r = 0.19, 0.25 and 0.17 for effects of violent games on aggressive behaviour, cognition and affect, all of which should have been detectable at least before multiple test correction.
Within the scope of the present study we tested the potential effects of playing the violent video game GTA V for 2 months against an active control group that played the non-violent, rather pro-social life simulation game The Sims 3 and a passive control group. Participants were tested before and after the long-term intervention and at a follow-up appointment 2 months later. Although we used a comprehensive test battery consisting of questionnaires and computerised behavioural tests assessing aggression, impulsivity-related constructs, mood, anxiety, empathy, interpersonal competencies and executive control functions, we did not find relevant negative effects in response to violent video game playing. In fact, only three tests of the 208 statistical tests performed showed a significant interaction pattern that would be in line with this hypothesis. Since at least ten significant effects would be expected purely by chance, we conclude that there were no detrimental effects of violent video gameplay.
This finding stands in contrast to some experimental studies, in which short-term effects of violent video game exposure have been investigated and where increases in aggressive thoughts and affect as well as decreases in helping behaviour have been observed [ 1 ]. However, these effects of violent video gaming on aggressiveness—if present at all (see above)—seem to be rather short-lived, potentially lasting <15 min [ 8 , 51 ]. In addition, these short-term effects of video gaming are far from consistent as multiple studies fail to demonstrate or replicate them [ 16 , 17 ]. This may in part be due to problems, that are very prominent in this field of research, namely that the outcome measures of aggression and pro-social behaviour, are poorly standardised, do not easily generalise to real-life behaviour and may have lead to selective reporting of the results [ 3 ]. We tried to address these concerns by including a large set of outcome measures that were mostly inspired by previous studies demonstrating effects of short-term violent video gameplay on aggressive behaviour and thoughts, that we report exhaustively.
Since effects observed only for a few minutes after short sessions of video gaming are not representative of what society at large is actually interested in, namely how habitual violent video gameplay affects behaviour on a more long-term basis, studies employing longer training intervals are highly relevant. Two previous studies have employed longer training intervals. In an online study, participants with a broad age range (14–68 years) have been trained in a violent video game for 4 weeks [ 52 ]. In comparison to a passive control group no changes were observed, neither in aggression-related beliefs, nor in aggressive social interactions assessed by means of two questions. In a more recent study, participants played a previous version of GTA for 12 h spread across 3 weeks [ 53 ]. Participants were compared to a passive control group using the Buss–Perry aggression questionnaire, a questionnaire assessing impulsive or reactive aggression, attitude towards violence, and empathy. The authors only report a limited increase in pro-violent attitude. Unfortunately, this study only assessed posttest measures, which precludes the assessment of actual changes caused by the game intervention.
The present study goes beyond these studies by showing that 2 months of violent video gameplay does neither lead to any significant negative effects in a broad assessment battery administered directly after the intervention nor at a follow-up assessment 2 months after the intervention. The fact that we assessed multiple domains, not finding an effect in any of them, makes the present study the most comprehensive in the field. Our battery included self-report instruments on aggression (Buss–Perry aggression questionnaire, State Hostility scale, Illinois Rape Myth Acceptance scale, Moral Disengagement scale, World View Measure and Rosenzweig Picture Frustration test) as well as computer-based tests measuring aggressive behaviour such as the delay frustration task and measuring the availability of aggressive words using the word completion test and a lexical decision task. Moreover, we assessed impulse-related concepts such as sensation seeking, boredom proneness and associated behavioural measures such as the computerised Balloon analogue risk task, and delay discounting. Four scales assessing empathy and interpersonal competence scales, including the reading the mind in the eyes test revealed no effects of violent video gameplay. Neither did we find any effects on depressivity (Becks depression inventory) nor anxiety measured as a state as well as a trait. This is an important point, since several studies reported higher rates of depressivity and anxiety in populations of habitual video gamers [ 54 , 55 ]. Last but not least, our results revealed also no substantial changes in executive control tasks performance, neither in the Stop signal task, the Multi-source interference task or a Task switching task. Previous studies have shown higher performance of habitual action video gamers in executive tasks such as task switching [ 56 , 57 , 58 ] and another study suggests that training with action video games improves task performance that relates to executive functions [ 59 ], however, these associations were not confirmed by a meta-analysis in the field [ 60 ]. The absence of changes in the stop signal task fits well with previous studies that likewise revealed no difference between in habitual action video gamers and controls in terms of action inhibition [ 61 , 62 ]. Although GTA does not qualify as a classical first-person shooter as most of the previously tested action video games, it is classified as an action-adventure game and shares multiple features with those action video games previously related to increases in executive function, including the need for hand–eye coordination and fast reaction times.
Taken together, the findings of the present study show that an extensive game intervention over the course of 2 months did not reveal any specific changes in aggression, empathy, interpersonal competencies, impulsivity-related constructs, depressivity, anxiety or executive control functions; neither in comparison to an active control group that played a non-violent video game nor to a passive control group. We observed no effects when comparing a baseline and a post-training assessment, nor when focussing on more long-term effects between baseline and a follow-up interval 2 months after the participants stopped training. To our knowledge, the present study employed the most comprehensive test battery spanning a multitude of domains in which changes due to violent video games may have been expected. Therefore the present results provide strong evidence against the frequently debated negative effects of playing violent video games. This debate has mostly been informed by studies showing short-term effects of violent video games when tests were administered immediately after a short playtime of a few minutes; effects that may in large be caused by short-lived priming effects that vanish after minutes. The presented results will therefore help to communicate a more realistic scientific perspective of the real-life effects of violent video gaming. However, future research is needed to demonstrate the absence of effects of violent video gameplay in children.
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SK has been funded by a Heisenberg grant from the German Science Foundation (DFG KU 3322/1-1, SFB 936/C7), the European Union (ERC-2016-StG-Self-Control-677804) and a Fellowship from the Jacobs Foundation (JRF 2016–2018).
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Kühn, S., Kugler, D., Schmalen, K. et al. Does playing violent video games cause aggression? A longitudinal intervention study. Mol Psychiatry 24 , 1220–1234 (2019). https://doi.org/10.1038/s41380-018-0031-7
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Blame Game: Violent Video Games Do Not Cause Violence
What research shows us about the link between violent video games and behavior..
Updated June 9, 2024 | Reviewed by Matt Huston
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In February 2018, President Trump stated in response to the school shooting in Parkland, Florida that “the level of violence (in) video games is really shaping young people’s thoughts.” He’s far from the first to suggest that violent video games make children violent.
It certainly looks like they do. Jimmy Kimmel humorously pointed this out when he challenged parents to turn off their children’s TVs while they were playing the popular shooter game Fortnite and film the results. Unsurprisingly, many of the children lashed out, some cursing, others striking their parents.
The research
Decades of research seem to support this, too. Three common ways that researchers test levels of aggression in a laboratory are with a “hot sauce paradigm,” the “Competitive Reaction Time Test,” and with word or story completion tasks.
In the hot sauce paradigm , researchers instruct participants to prepare a cup of hot sauce for a taste tester. They inform them that the taste tester must consume all of the hot sauce in the cup and that the taste tester detests spicy food. The more hot sauce the participants put into the cup, the more “aggressive” the participants are said to be.
In the Competitive Reaction Time Test , participants compete with a person in the next room. They are told that both people must press a button as fast as possible when they see a light flash. Whoever presses the button first will get to “punish” the opponent with a blast of white noise. They are allowed to turn up the volume as loud and as long as they want. In reality, there is no participant in the next room; the test is designed to let people win exactly half of the games. The researchers are measuring how far they turned the dial and how long they held it for. In theory, people who punish their opponent more severely are more aggressive.
During a word or story completion task , participants are shown a word with missing letters or a story without an ending. Participants are asked to guess what word can be made from those letters or to predict what will happen next in a story. When participants choose “aggressive” words (such as assuming that “M _ _ _ E R” is “murder” instead of “mother”) or assuming that characters will hurt one another, they are considered more aggressive.
These tests have been used to examine whether violent games increase aggression. Several representative studies are summarized below. In each study, the participants assigned to play a violent game seemed more prone to acting or thinking aggressively than those who played a non-violent game for an equivalent amount of time.
- 2000: Undergraduate psychology students played a video game for 30 minutes and were given the Competitive Reaction Time Test. Those who played Wolfenstein 3D (a violent game) turned the “ punishment ” dial for a longer period of time than those who played Myst (a non-violent game).
- 2002: Participants played a video game for 20 minutes and were given a story completion task. Players who played Carmageddon , Duke Nukem , Mortal Kombat , or Future Cop (violent games) were more likely to predict that the characters in an ambiguous story would react to conflict aggressively than those who had played Glider Pro , 3D Pinball , Austin Powers , or Tetra Madness (non-violent games).
- 2004: Participants played a video game for 20 minutes and were given a word-completion task. Players who played Dark Forces , Marathon 2 , Speed Demon , Street Fighter , and Wolfenstein 3D (violent games) were more likely to predict that word fragments were part of aggressive words than non-aggressive words than those who had played 3D Ultra Pinball , Glider Pro , Indy Car II , Jewel Box , and Myst (non-violent games).
- 2004: Participants played a video game for 20 minutes and were given the Competitive Reaction Time Test. Those who played Marathon 2 (a violent game) turned the “noise punishment” dial to higher levels than those who had played Glider PRO (a non-violent game).
- 2014: Participants played a video game for 30 minutes and were given the hot sauce test. People who played Call of Duty: Modern Warfare (a violent game) put more hot sauce into the cup than people who played LittleBigPlanet 2 (a non-violent game).
It is easy to conclude from this research that violent games make people more aggressive. In 2015, The American Psychiatric Association (APA) Task Force on Violent Media analyzed 31 similar studies published since 2009 and concluded that “violent video game use has an effect on... aggressive behavior, cognitions, and affect.”
Is this research valid?
However, experienced gamers would notice a critical problem with the studies’ construction.
Although Wolfenstein 3D , Call of Duty , and Duke Nukem are certainly more violent than Myst , LittleBigPlanet 2 , and Glider Pro , violence is far from the only variable.
For example, Wolfenstein 3D is an action-packed, exciting, and fast-paced shooting game, while Myst is a slow, methodical, exploration and puzzle game. To help illustrate this point, here is footage of people playing Wolfenstein and Myst .
Comparing the two and assuming that any differences in the level of aggression after playing must be due to the different levels of violence ignores all of these other variables.
If it’s not violence, what is it?
Some researchers have taken note of this criticism in recent years and begun exploring alternative hypotheses for the differences found, such as that the violent games chosen were also harder to master and that many people had aggressive thoughts simply because they lost . When they have conducted more nuanced studies to explore these other hypotheses, they have found that the violence was not the critical variable.
For example, one clever set of studies examined whether players acted out simply because some games “impeded competence.”
- The first study demonstrated that two of the games in the previous studies differed significantly in how difficult the games were to master; Glider Pro 4 uses just two buttons, while Marathon 2 requires the mouse plus 20 different buttons. This additional variable they identified makes it inappropriate to compare the two and draw a scientifically credible conclusion.
- The researchers then created two first-person-shooter games with differing levels of violence. In the violent game, characters who the players shot suffered horrific, bloody deaths. The other was a paintball game in which characters simply disappeared when shot. The two games were otherwise identical. When they tested the level of aggression afterward, they found no differences between the groups .
- In two other studies, these researchers manipulated the game Tetris to be more complicated for half of the participants, either by making the controls complicated or by giving them pieces that could not fit into the grid easily. The groups playing complicated, frustrating versions of the game showed more aggression afterward.
In each of these studies, it was the level of difficulty— not the presence of violence—that predicted aggressive thoughts and actions afterward. When the games were better matched than the previous studies, violence did not appear to affect aggression after playing.
In other words, these researchers concluded that games can make people angry just by being difficult to win.
A clear example of how frustration alone can lead to aggression in a non-violent game can be seen on YouTube, on well-known streamer Markiplier’s first attempt to beat Getting Over It . The game is bizarre; players try to guide a shirtless man in a cauldron up a mountain using only a hammer. It is designed to be extraordinarily unforgiving; one minor misstep might undo an hour of progress. Here ’s a video of him throwing a chair when he slipped down the mountain.
Others have suggested that it is the level of competition present in many games which fosters aggressive thoughts and actions. This is easy to understand—how many of us have yelled at friends or overturned the board at the end of a tense game of Monopoly? One gaming writer quipped , “What makes you angrier: dying to a horde of violent aliens in Gears of War , or losing a close match to your taunting brother in the very non-violent Mario Kart ?”
Anecdotally, I have found these two hypotheses to be true for my clients. I frequently hear from them or their parents that they act aggressively while playing video games, e.g. breaking controllers or yelling at their parents or other players. When I ask my clients about the situation, they talk about feeling frustrated, usually because of difficult gameplay, opponents playing unfairly, losing, or having to stop playing at an inopportune time in the game. These outbursts happen for violent and non-violent games alike.
What if violence is the variable?
In order to understand the results of the experiments, it is important to understand the difference between “statistical significance” and “clinical significance.” Statistical significance is a way to assess whether the results of the study were due to a real difference between groups or whether the results might have been due to chance. Clinical significance is whether the results are important for individuals or the population as a whole.
For example, the 2000 study which found that, on average, players turned the “punishment” dial longer when they played Wolfenstein 3D than those who had played Myst did reach statistical significance.
However, the actual difference was between 6.81 and 6.65 seconds, a difference of 0.16 seconds. To put that number into context, blinking takes roughly 0.1 to 0.4 seconds . That is, subjects who played violent and non-violent games both chose to punish an imaginary opponent for roughly seven seconds. The difference between how long the groups held the dial was less than the blink of an eye .
A 2 percent difference in how long someone holds a dial in a laboratory is hardly cause for alarm. Further, studies have shown that this tiny increase in aggression fades quickly, lasting less than 10 minutes .
Despite this, the researchers linked violent video games to the school shooting at Columbine High School in the first paragraph of the paper.
The APA’s Society for Media Psychology and Technology has since firmly stated that this kind of comparison is inappropriate : “Journalists and policymakers do their constituencies a disservice where they link acts of real-world violence with the perpetrators’ exposure to violent video games...there’s little scientific evidence to support the connection...Discovering that a young crime perpetrator also happened to play violent video games is no more illustrative than discovering that he or she happened to wear sneakers or used to watch Sesame Street.”
In fact, the Secret Service’s report studying characteristics of school shooters showed that only 14 percent of school shooters enjoyed violent video games , compared to 70 percent of their peers.
What about long-term effects?
Some researchers who study aggression use the General Aggression Model (GAM) , a unified theory of aggression created by the researcher who authored many of the papers that found a link between aggression and violent video games. The theory explains that many things may increase aggression in the short-term, including being insulted, unpleasant noises, and the temperature of the room.
The GAM theory further suggests that repeatedly acting on aggressive impulses may push people toward becoming permanently more aggressive. For example, a normally peaceful person may act out when insulted. The more times the person acts out, the more “accessible” violent responses become and the more likely this person is to act violently in future situations.
This makes intuitive sense, and researchers sometimes state that even a tiny increase in aggression, like the aforementioned 2 percent, could be cumulative and lead to long-term aggressive tendencies.
However, it does not appear that this is true. Researchers recently surveyed more than 1,000 British teens ages 14-15 on how often they play games, independently examined how violent those games are, and asked their parents to report how aggressively their children acted over the past month. They examined whether each variable was connected and found no evidence of a correlation. Teens who played violent games many hours per week did not act more aggressively than those who played peaceful games or no games at all.
Should children play violent games?
Of course, I am not suggesting that it is appropriate for young children to play violent games. I would not recommend that young children play Call of Duty for the same reason that I would not recommend they watch Saving Private Ryan until they are mature enough to understand it.
Even though it is not likely to make peaceful people aggressive, media which contains graphic violence can be frightening and hard to understand, especially for young people. Parents should take reasonable steps to ensure that their children are playing age-appropriate games, in the same way that they should ensure their children are watching age-appropriate movies.
Some parents choose to play video games with their children, ask them to play in a common area, or sit with them while they play to help provide context to the content of the games. These are great ideas; they allow parents to teach their children the difference between violence in games and in real life, to have conversations about the actions their characters take, and to comfort children who become scared.
It also helps parents understand what their children are experiencing while playing games so they can help them learn to manage these feelings of frustration. Parents who are familiar with their children’s video games can determine whether they are age-appropriate, their children’s motivations for play, how their children are affected, and how to set appropriate limits.
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When we fall prey to perfectionism, we think we’re honorably aspiring to be our very best, but often we’re really just setting ourselves up for failure, as perfection is impossible and its pursuit inevitably backfires.
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Why We Need to Return to the Question of the Effects of Violent Video Games
June 28, 2024
Troubling social phenomena—such as a spike in mass shootings —stem from a multitude of interrelated factors. Reality is complicated; humans are complicated. But in an effort to condense findings for a general audience, make headlines, or both, the scientific community sometimes issues authoritative-sounding statements that muddle, rather than clarify, public understanding. This is the case with potential links between video games and violence.
In 2020, the American Psychological Association (APA) released a statement declaring, “There is insufficient scientific evidence to support a causal link between violent video games and violent behavior.” The statement is reasonable when read carefully, with particular attention to the phrase “insufficient scientific evidence.” But mainstream news outlets and even some researchers and medical professionals have interpreted the statement as saying that there is no causal relationship between video games and violence. This is an incorrect interpretation because it adds certainty to the statement that is not actually there. Instead, the takeaway should be that it is unclear based on experimental research whether, or to what extent, violent games facilitate offline violence. As then-APA President Sandra L. Shullman highlighted in 2020, “Violence is a complex social problem that likely stems from many factors that warrant attention from researchers, policymakers and the public.” Still, one of these many factors could be participation in violent-themed video games, especially those in which racist and other hate-based rhetoric is endemic.
Research on multiplayer online games indicates that extremist statements and hate-based harassment are prevalent in many gaming communities. In a representative survey commissioned by our Center, 51% of multiplayer gamers reported that they had come across extremist narratives—statements like, “violence against women is justified” and “a particular ethnicity should be eliminated”—while playing multiplayer games during the previous year. Other researchers have suggested that the sustained prevalence of extremism in games has led to its normalization . Moreover, a pattern of real-world incidents involving mass shootings by young men who were also devoted gamers—and who used gaming aesthetics in their “ gamified ” acts of violence—suggests that, in some cases, participation in gaming communities contributes to radicalization. These findings and real-world observations ought to figure in the conversation about video games and violence.
The point is not to revive a moral panic around video games. The vast majority of the billions of people worldwide who play online games do not engage in mass violence. Moreover, given how widespread gaming is among young people—around 70% of US children under 18 play video games regularly—there is a high probability that the few young people committing violence would also be gamers.
The problem is also not with the medium itself. Video games come in many varieties, and some are designed to increase empathy and positive social behavior. The issue is that certain popular video games—and the communities surrounding them—have helped to normalize racist, misogynist, and other hate-based ideologies among gamers. Participation in such toxic online environments, when combined with preexisting vulnerabilities and access to firearms, can lead to offline violence. It is not a simple causal story but one that deserves careful examination and nuanced reporting.
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