Videogames Really Are Linked to Violence
ahoehn writes "Amanda Schaffer has written a refreshingly balanced piece about the connection between video games and violence. Instead of regurgitating the typical reactionary voices in this debate, she looks at what scientific studies suggest about the issue. From the article: 'Pathological acts of course have multiple, complex causes and are terribly hard to predict. And clearly, millions of people play Counter-Strike, Halo, and Doom and never commit crimes. But the subtler question is whether exposure to video-game violence is one risk factor for increased aggression: Is it associated with shifts in attitudes or responses that may predispose kids to act out? A large body of evidence suggests that this may be so ... Given this, it makes sense to be specific about which games may be linked to harmful effects and which to neutral or good ones. Better research is also needed to understand whether some kids are more vulnerable to video-game violence, and how exposure interacts with other risk factors for aggression like poverty, psychological disorders, and a history of abuse.'"
We've known from past studies that gaming is one of many, many factors influencing aggressive behavior. The extremely limited extent of this effect, and the fact that it's far more subdued in the vast majority of the population makes it a non-issue.
A decent ratings policy, combined with enforcement for some of the more mature games w/ younger children should suffice...
Anyhow, today I did two things apart from study: play counter-strike, and play tennis. I have to say, I was *far* more ready for a throwdown after playing in 15-30mph wind for a few minutes. Stressors happen. So do idiots who blame them for everything.
The study in TFA basically compares the way players of Myst and Wolf 3-D treat each other. Amazing! In a game that deliberately increases adrenaline through various means (play Wolf 3D if you haven't, you'll jump out of your skin in some places even though the graphics are really low-tech), players show aggressive behaviour toward one another. I bet we'd see this effect in other competitions that are heavy on the adrenaline, such as football or hockey.
Myst, on the other hand, does not involve anything of the sort, focusing instead on intellectual puzzles. There's no real time pressure except for the other players. An RL analogue I suppose would be Chess. Not surprisingly, highly intellectual activities where the players are not directly competing with each other leads to a more patient sort of competitive behaviour. Less adrenaline means more reasonable discourse.
The question, of course, is whether activities that cause high adrenaline actually do cause violence. I'd say yes, though in many cases the violence is contained to a particular activity, say sacking the quarterback. I'd say I'm a violent, aggressive person. However, I'd also add that I try to keep those tendencies away from places where it's not appropriate. I love a good adrenaline rush, and I'd rather not take cocaine or meth to get one. Just because WoW and football bring out my overly dominant tendancies doesn't mean that WoW and football are bad, nor WoW players and football players.
For some real news, try finding a causal link between people who have high-adrenaline outlets (don't forget competitive sports!) and violent criminals (as determined by conviction rate). I doubt that we'll find anything significant there.
"Please describe the scientific nature of the 'whammy'" - Agent Scully
Two of the studies use kids - who the entire video game industry agrees shouldn't play violent games, and to that extent has developed a rating system to help *parents* control this.
The third study simply says that the college undergrads were more aggressive after engaging in a mentally stimulating activity. People tend to be more aggressive right after watching sports too. We've known this for years.
So, what we have here is two studies that have very low validity because they have nothing to do with reality and one that's deliberately designed to come to the conclusion 'video-games make people aggressive'.
Can we have some real science now, please?
Given that violent crime dropped dramatically from the mid-90s on (during the same time period in which the first generation to grow up with violent videogames came of age) the burden of proof for this lies on the side that proposes a link between videogames and violence. Unless there is really clear proof that violent crime would be even lower than it already is, I don't see much of a positive correlation between the two in the real world.
I wanted to Parent as insightful but I'd like him to consider the fact that it is a very similar
aggression that allows people to see an injustice and actually do something about it rather than
sit on the sidelines. Also if it wasn't for this kind of aggression do you think we'd of had a civil
rights movement? Some times the only way to make things 'right' is by aggression. I'm not saying that
every one should as aggressive as they are in a video game. I'm just saying that you can't totally
decry this part of our humanity(or is that instinct?) because it is very vital to your own personal
continued existence when it comes to actual injustice. The problem as I see it is that no one taught these
kind of people what to expect from life. And there is the rub, because not many video games teach you how
to loose graciously, where life sometimes demands it.
Money is the root of all evil?
I think we should probably be careful about hanging our hats on the argument that video games are completely innocuous, because I think there's going to be a mounting accumulation of evidence linking games to violent behavior.
Here's what we know from a neuropsych framework:
1) Impulsivity and aggression are linked to activation of the sympathetic nervous system (SNS) (the "fight or flight" part, if you remember your basic psych). The more the sympathetic system is activated, the more likely we are to make rash, impulsive decisions. The racing-heart/sweaty/stressed feeling you get when you lose your temper? That's the sympathetic nervous system talking, hopping you up on adrenaline. (And noradrenaline, et cetera) Think of how much more likely people are to make stupid, impulsive decisions when they've lost their temper than when they're thinking "rationally". (e.g., road rage or bar fights)
2) Video games, exciting movies, gambling, and the Mighty Morphin' Power Rangers (if you're five) all activate the SNS. We know this from measuring galvanic skin response, looking at pupillary reflexes, or simply measuring the level of cortisol in the bloodstream.
3) It could be inferred, then, that video games are likely to increase your arousal which will then make you more likely to cut that guy off when you're driving home from the LAN match or escalate the trash talk into something physical. AS COULD ANYTHING ELSE EXCITING. We've seen this, somewhat less conclusively, from behavioral observations. Five-year olds are more likely to karate-chop the dog after some Power Ranger action. People are more likely to drive recklessly after playing a lot of Gran Turismo or watching Oceans Twelve.
In short, video games *do* change the brain... and that's why we like them. We crave excitement and novelty. We like being surprised; we like scary movies; we like jumping out of planes; we like gibbing people in Quake. We *like* jacking up our SNS.
I think we, as gamers, are setting a trap for ourselves when we say that video games have no impact on our cognition. Of course it does. Everything does. Claiming there's no mental impact of gaming is a foolish position, and when you lose this argument, it makes it that much harder to win the subsequent arguments. A more interesting question is whether games go behind the simple modulation of arousal levels. Are games fundamentally different than sky-diving, for example? I don't think so, but honestly, the jury is out. I can see the other side, too. We tend to play games for nine straight hours, when it's a rare person who sky-dives that much. When we're gaming, we actually envision ourselves in the role of Kratos, God of War, while we don't usually have that involvement with action movies. Maybe games *are* different.
Of course, the *real* question is how much this matters. Even if there were a well-controlled, randomized study showing that the amount of game time played directly correlated with the likelihood of a violent crime, is that enough cause to ban games? I think not, but, then again, I prefer not living in a nanny-state.
Anyway, just some thoughts... (and yes, I am a neuroscientist. And a gamer.)
I hate replying to ACs, but...
There is another and more logical reason for the army to have it's soldiers practice shooting at targets and that is to become better at hitting their targets. I'm guessing that is why it is called "target practice" and not "desensitisation drill".
Frankly the idea that violent people like violent things makes a lot more sense than being brain washed by computer games.
Here is my "Asinine comparison". Opening umbrellas causes rain as there is a strong correlation between rain and the people opening their umbrellas. Well, maybe I can not prove it "causes" rain but I think I can get away with saying that it is a contributing factor.
Then again, I could be wrong.
First, I want to establish something: I am not in favor of censorship in this area, ever. In fact, I'm not in favor of pretty much any kind of censorship, even kiddie pr0n -- go after the psycho who made it, not the pervert with a stack of DVDs.
No matter what the effect of a piece of information, it is the effect that should be policed, not the information. In other words, if violent video games cause people to be violent, then police those people, not the violent games themselves. A game can't make you violent unless you let it.
With that out of the way...
Videogames have not made me more violent, measured in acts of violence. I'm actually not that aggressive. But violent games, anime, and movies probably have given me more of a capacity for violence.
For example: I am completely desensitized to the games I play: Counter-Strike: Source, Quake 3, etc. CS:S, for example: I can shoot a fairly realistic-looking human in the face, watch them crumple to the ground, blood splattered on the wall behind them, and feel nothing at all. I can do this all day -- in general, games, especially multiplayer ones, do not give me any kind of adrenaline rush.
I've also been to the arcade, so in a basic sense (Time Crisis 2, House of the Dead), I know how to pick up a gun, aim, and fire.
I do occasionally listen to the news, and oddly, I felt worse for certain characters who die in certain movies (Serenity, spoiler alert, etc) than I did when I heard about the Virginia shooting. I'm talking purely on a feeling level here -- the movie almost brought me to tears, but the news simply made me go "meh" or "wtf". Intellectually, I understand that one is real and the other isn't, but I think I would have to know the kids who died to be able to mourn for them.
Still, I can't say that it's fundamentally changed me. If I was the kind of person who would solve problems by punching someone, well, I now know how to point and shoot, and clean up after. But I'm not that kind of person -- sure, it does occur to me that it might be easier if I could just spray an Uzi across the room, but I choose not to.
So it comes back to, guns don't kill, people do. The videogames and guns may have enabled that student, but they weren't the root cause. Certainly, we could react by tightening gun laws, or tightening security at schools, but we should also be trying to create a world where, given the choice, people won't choose to kill each other. On an individual level, especially -- were that kid's parents there for him? Anyone in his dorm?
Stupidly idealistic, I know. But it's a start, I hope.
Don't thank God, thank a doctor!