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New Study Finds No Link Between Violent Video Games and Behavior (dailydot.com)

An anonymous reader quotes a report from The Daily Dot: Scientists have been investigating the impact of violent video games on behavior for more than two decades, and the results are still being debated. In a 2015 resolution on games, the American Psychological Association reported that multiple studies found a link between violent game exposure and aggressive behavior, though critics at the time questioned the findings. Now, a new study published by researchers at the University of York in the journal Computers in Human Behavior further challenges the connection.

It has long been theorized that exposure to in-game concepts like violence has a "priming" effect on players that ultimately impacts behavior, leading scientists to believe that a player exposed to in-game violence will be more susceptible to displaying such violence in real life. The new study found the exact opposite to be true in some instances. In a series of experiments with a little over 3,000 participants (more than any past study to date), university researchers found that exposure to video game concepts like violence won't necessarily impact behavior. It also found that increasing the realism of violent video games does mean aggressive behavior in gamers will increase.

6 of 200 comments (clear)

  1. Re:I'm Skeptical of This Particular Study by clovis · · Score: 5, Interesting

    I did see a study done back in the 1990's sort of like what you're describing.
    They observed some groups of the kids for some time before bringing in games, and the kids were graded on how many times they acted aggressively (toy-stealing, shoving, hitting, etc). Kids are people. Most are decent and some are jerks.

    Then some groups got non-violent video games and some got violent video games.
    In the places that got non-violent games, the individual kids aggression levels remained much the same before and after.
    In the groups that got violent games, what they observed is that the non-aggressive kids remained the same, but the aggressive kids got worse, and some much worse.

    This sort of thing has been born out in other studies in various populations and situations.
    It looks to me like healthy people aren't affected by exposure to violent shows, porn, criminal caper TV shows or whatever. People who aren't mentally healthy get worse. I suspect those people whose lives get devoted to playing Everquest, CoD, Warcraft or whatever, would get "addicted" to something else, perhaps poker playing, perhaps collecting Hummel figurines, if the games did not exist.

    I read many studies on the topic of media-induced behavior changes, and I am very sure that the people who have an agenda know this about the differing reactions of healthy and non-healthy people and design their studies in such a way to take advantage of this phenomenon.

    For example, suppose that the people who did the study I described above chose to not differentiate ( not publish those measurements) between the known violent and non-violent kids, but just published the group's number e.g. "before violent games, the group had 5 assaults per hours, and after there were 10 assaults per hour". If you didn't know that only one kid in the group was doing all the assaults, you would get a different conclusion that if you did know that fact.

  2. My own experience by raymorris · · Score: 3, Interesting

    Here's my experience.

    When some of my friends were frequently talking about their twice-weekly poker game, I heard them several times and starting thinking about if I might like to play poker. I ended up playing poker with them, twice a week.

    Later, was flying home from a business trip in Vegas and wanted something to read on the flight. I ended up with three poker books. Later I put them in my reading room (bathroom). I was always reading *something*, and that month I read about poker. While driving or whatever, I'd think about what I read - think about poker. I ended up writing a poker- playing bot, spending quite a bit of time analyzing poker as I created software that played poker.

    I doubt I would have spent thousands of hours on poker had I never starting hearing about it from my friends. I wouldn't have written poker software if I had read model airplane books.

    Whatever book I get, I spend several hours reading about it, and several more hours thinking about it. Whichever TV series I'm into, that's what's in my head.

    As a teenager, I was into heavy metal music. I constantly had heavy metal themes pumped into my head, so a lot of my thoughts were around topics in the lyrics.
    Later, I started listening to Christian music. I find that when I hear a song about forgiveness, I tend to think about forgiveness. When I'm thinking about forgiveness, I'm more likely to forgive. I'm also more likely to be grateful for the forgiveness I've received, if that's what I'm thinking about because that's what I'm hearing on my way to work.

    From my experience, it seems obvious that whatever I'm exposed to a lot affects what I think about. What I think about a lot tends to affect what I do.

    Does that mean that if I hear you say the words "eat cheese" I'm going to immediately run to go eat cheese? Of course not? But if people are constantly offering me different kinds of cheeses, talking about which cheese goes well with what, I just might try some cheese every so often.

    If my mind is on violence several hours per day, sure whatever I think about a lot is going to tend effect what I'm more likely to do.

    1. Re:My own experience by Kiuas · · Score: 4, Interesting

      From my experience, it seems obvious that whatever I'm exposed to a lot affects what I think about. What I think about a lot tends to affect what I do.

      This is correct obviously, but there are 2 important distinctions that you left out that make a huge impact on the discussion about games/media and violence,

      Firstly, as an avid gamer since my teens I've played a lot of violent games, and I find myself often thinking about them when I'm not playing, but those thoughts are not violent in nature. That's because I don't think of shooting a virtual enemy as an act of violence anymore so than I think about capturing a pawn on a chess board as an act of violence. I find myself thinking about stuff like level layouts, how to improve my use of cover, etc stuff that relates to my goal, which is completing the game. I don't play the games because they're violent, I play them because I enjoy puzzles and challenges, and games offer that. Some of them with a violence as a mechanic, some of them without it. I've never had violent thoughts towards real people as a result of playing a lot of games, because my mind is perfectly capable of discerning between actual violence, and a a virtual character on screen being 'shot' at.

      Secondly, even if one's thinking about violence, that does not automatically mean one will become more likely to be violent. Here as an example I'll use my brother who in his teens was actually quite aggressive and short tempered as many young males especially are and often got into fights. Then he started kickboxing, which is an extremely violent sport by all metrics. Now, is he thinking more about violence these days than in his teens? Very likely so, he watches matches, practices a lot and teaches techniques etc. But he's not gotten into fights outside the ring since he became an adult because he's now found himself a 'game' in the real world that has given him an avenue to deal with violence in a manner that's more sensible, and also more rewarding as it is a competition. He's learned a lot about respecting other people via the sport. So for him not only thinking but actively engaging in more violence in a controlled setting has actually made him less likely to be a risk for others in the world. He's much more in tune with his emotional responses to situations now, and while he still gets angry and loud easily, he doesn't transition from yelling to actually punching someone but has instead learned to walk away from the situations before they spiral out of control. That self-control is entirely the rest of a combat sport (and good coaches) teaching him discipline.

      The primary question with regards to games and media of a violent nature is therefore not 'does the media make people think about violence more?' because even if it does that's not necessarily a bad thing, but 'does the media lessen people's impulse control and/or dehumanize other individuals so that they're more likely to use violence in the real word?'. To me there's no evidence that this is the case. Violent crime has gone down and is going down in pretty much all advanced societies, even though the amount of violent media in different and more graphical forms (think Game of Thrones cutting of limbs and dicks and burning people alive, murdering children etc) has exploded.

      Now it's also obvious that people with pre-existing violent tendencies still likely gravitate towards violent entertainment, but as is the case with my brother, I remain unconvinced that that is necessarily a bad thing, because these are precisely the people who in fact need to think about violence and their own relation to it more in order to attain control over their own impulses and behavior towards others, and it's far better for them to do it via something like a game or sport rather than actually getting themselves into violent situations.

      --
      "It is the business of the future to be dangerous" -Alfred North Whitehead
  3. Re:I'm Skeptical of This Particular Study by mentil · · Score: 3, Interesting

    That's interesting that it was shown that only the kids with violent tendencies tended to be more violent when exposed to violent video games... but also pretty obvious. I've heard it suggested several times on Slashdot before (although that's different from proof, maybe they read the same study.)
    However, politicians will say that there's no way to prevent ONLY the violent kids from accessing these violent materials, and thus they ruin it for everybody and it has to be restricted to adults only. Media that contains violence/aggression is so ubiquitous that even with a ban that somehow wasn't struck down by SCOTUS, again, these kids would essentially have to be kept in quarantine to ensure they don't see/hear it, and the value of doing so is questionable. A more sane idea is to redirect the effort of doing these violent media studies, and figure out a way to treat these violent kids to be, you know, less violent.

    --
    Corruption is convincing someone that the selfless ideal is the same as their selfish ideal.
  4. What about other links? by houghi · · Score: 3, Interesting

    OK, if there is no link between violent games and violence. How come we are not allowed to see female nipples on tv? Or cursing?
    Is that different somehow? And if it is not, how come ads are effective?

    People will be influenced by what they pick up. I am sure that violent games will not cause violence, but it might raise the bar a little bit on a much wider scale,

    We think rape in prison is funny. Many believe that police violence is just a way to best solve things.

    So what it might do is change the norm about violence.

    --
    Don't fight for your country, if your country does not fight for you.
  5. Half truths ... by johnlcallaway · · Score: 3, Interesting

    I remember the first time I watched Smokey and the Bandit at the movies. When I got in my car, I wanted to speed all over the place.

    But I didn't ... because I'm not stupid and know I could crash, kill someone or me, or at least get a ticket.

    I'm sure violent video games can make violent people more likely to be violent.

    That doesn't mean the other 99% (made up statistic) of society should be kept from playing them.

    --
    I rarely read replies, it's my opinion and if you thought about your opinion a little more, I'm OK with that.