By: Patricia Cartwright
The following blog discusses the breadth of research looking at violent media and aggression. I point out that the weight of evidence supports a consistently positive link between violent media (e.g., video games and TV) and aggression. However, while violent media may increase aggression, it is just one of several factors that reliably leads a person to active aggressively. In other words, individual differences also predict increases in aggression.
Controversy
Research on violent media has suggested that repeated exposure can result in a diminished response to violence and therefore increases in aggressive behaviors and related thoughts (Engelhardt et al. 2011). Although evidence for the link between violent video games and aggression has been mixed, the weight of evidence lies in the idea that violent video game play increases aggressive behavior. For instance, prolonged exposure to violent media has been linked to decreased empathy, diminished physiological arousal (Carnagey et al. 2007), decreased avoidance of violence, and neural desensitization to violence. I will review the theoretical support and effects of violent video games in turn.
Theoretical Frameworks
The theoretical focus of the violent video game play and aggression link has been extensive. Bandura’s social learning theory (1977) posits that children who play violent video games may imitate what they observe (Willoughby, Adachi, & Good, 2011). Moreover, other theories like the excitation transfer theory suggests that a portion of the physiological arousal one experiences during violent video game play can persist as a person moves from one situation to another. One of the most prominent theories supporting violent video game play and aggression is the general aggression model (GAM). The GAM posits that long-term, frequent exposure to violent media can influence aggressive behavior through the reinforcement of normative beliefs about aggression. In other words, sustained violent video game play may strengthen the idea that aggression is an appropriate way to express anger and conflict. Thus, particularly when frequent and sustained, violent video game play seems to increase aggressive behaviors and attitudes.
Sustained Violent Video Game Play
The research looking at video game play finds that 97% of children ages 12 to 17 play some form of video games with 21% playing 3 to 5 days each week and many of these games can be described as violent (Willoughby, Adachi, & Good, 2011). Sustained violent video game play has led researchers to wonder what impact play time may have on a child’s development. One longitudinal study found that more frequent and long-term violent video game play predicted higher levels of aggressive behavior across time. Additionally, there were steeper increases in aggressive behavior and diminished responses to violence found for participants who reported high versus low sustained violent video game play across time (Willoughby, Adachi, & Good, 2011).
Diminished Neural Responses to Violence
Engelhardt el al. (2011) suggested that participants who had low initial violent video game exposure and were assigned to play a violent game in the experiment showed less P3 activation, which reflects an evaluation of the emotional content of stimuli to violence, than did the control group. In the study, those who had previous violent game exposure in their lives had small P3 activation to violent images regardless of whether they played a violent game in the experimental manipulation condition. Another interesting finding was that aggressive behavior increases were found for the participants who had low and high violent video game play exposure. Therefore, individual differences (e.g., in gaming experience) may help explain why aggression increased in both conditions. Perhaps, then, media violence is only one pathway for increases in aggression and other risk factors like psychopathy (i.e., mental illness) and youth delinquency should be considered.
Violence & Youth Delinquency
Another pathway for increases in aggressive behavior is psychopathy. One study used a clinical sample of juvenile delinquents and found that playing violent video games and having a preference for such games was positively linked to delinquency and violence but not vice versa (DeLisi et al., 2012). The results of the DeLisi study point out that violent video game exposure is one of the risk factors for delinquency and violent behavior in addition to lower levels of aggressiveness. In sum, in agreement with the assessment of the DeLisi et al. (2012) study looking at the relationship between delinquency and violent video game play, I believe that violent video game play is one of several factors that can lead to aggressive behavior over time. Specifically, there is a positive long-term relationship between these behaviors.
Positives of Video Games
Although video games have been paired with increases in aggression, hostility, decreased empathy, and addiction, researchers such as Adachi & Willoughby (2012) find that video game use can facilitate the development of initiative in children. In fact, video games fit the criteria for initiative, similar to other activities designed to facilitate positive youth development (e.g., favorable self-concept, less risky friendship networks, and positive mental health). For instance, video games require intrinsic motivation, concentration, cognitive effort, and sustained effort over time to make achievements that can, in turn, improve cognitive functioning in youth development. Lastly, video games can be accessed by players world-wide, offering interaction opportunities with diverse groups. Given the evidence we have reviewed for both positive and negative outcomes that result from video game use, we have reached a conclusion.
Final Thoughts
The weight of evidence behind violent media and aggression suggests violent media increases aggressive behavior and thoughts, however, we cannot infer beyond the research findings by assuming violent media actually causes aggression. Rather, violent media exposure is one of the factors that can result in aggressive behaviors. Other variables such as individual differences in gaming experience (e.g., competitiveness, arousal, game difficulty, and frustration levels), prolonged exposure, psychopathy, personality, behavioral characteristics, and a conducive social context also contribute to the negative effects of violent video games. Therefore, my position is that violent video games can have a large influence on youth attitudes and can lead to diminished responses to violence and increases in aggressive behaviors and thoughts.
References
- Adachi, P. J. C., & Willoughby, T. (2012). Do video games promote positive youth development? Journal of Adolescent Research, 28, 155-162.
- Carnagey, N. L., Anderson, C. A., & Bushman, B. J. (2009). The effect of video game violence on physiological desensitization to real-life violence. Journal of Experimental Social Psychology, 43, 489-496.
- DeLisi, M., Vaughn, M. G., Gentile, D. A., Anderson, C. A., & Shook, J. J. (2012)
- Engelhardt, C. R., Bartholow, B. D., Kerr, G. T., & Bushman, B. J. (2011). This is your brain on violent video games: Neural desensitization to violence predicts increased aggression following violent video game exposure. Journal of Experimental Social Psychology, 47, 1033-1036.
- Elson, M. & Ferguson, C. J. (2014). Twenty-five years of research on violence in digital games on aggression: Empirical evidence, perspectives, and debate gone astray. European Psychologist, 19, 33-46.
- Willoughby, T. Adachi, P. J. C., & Good, M. (2012). A longitudinal study of the association between violent video game play and aggression among adolescents. Developmental Psychology, 48, 1044-1057.