
Does Violent Video
Games Lead to Aggression?
One emphasis in this course has
been to introduce different approaches to experimental design, such as the
discussion on the pros and cons of cross-sectional and longitudinal design in
chapter 10, and teaching us to evaluate them critically. All of the articles used for discussion last
week had problems in their experimental designs and in the conclusions drawn
from them, but in particular the two discussing
the connection that playing violent
video games causes aggressive behavior both short and long term, http://www.psychologytoday.com/blog/ulterior-motives/201003/the-broad-view-research-video-games-and-aggression
and http://www.sciencedaily.com/releases/2011/05/110525151059.htm
,were seriously flawed.
The first article discusses the use
of Meta-Analysis to show us that video games cause aggression in players. They discussed both correlational studies and
longitudinal studies concluding that people who play violent video games become
more aggressive. While Meta-Analysis may
be an improvement on other statistical approaches used to present an overview
of the literature, the best criticism I found of it was "garbage in ... garbage
out" www.stat-help.com/meta.pdf
. Combining badly controlled studies
with poorly defined variables only
amplifies their inaccurate conclusions.
For instance, what defines a violent video game? Does it need to contain blood; gore, killing
etc. or does it just need to contain harm to a subject. Does it need to involve realistic human
characters or do fanciful abstract characters qualify. Also, the definition of aggression is varied
and vague while what constitutes an appropriate control need to be reevaluated. Possibly a more appropriate control for
"violent" video games would be any other competitive sport such as hockey,
football etc. instead of the often used non-violent video game. The topic of whether violent video games are
beneficial or harmful is difficult to obtain a conclusive answer to when many
of the studies are small with such varied set ups and read outs.
The variety of video games is larger than
people may realize. Depending on what
you define as violent, you could say a lot of video games or very few are
violent. For example, games like Halo,
F.E.A.R., Left4Dead are all very violent games in anyone's eyes, but they all
contain characters that aren't real (ex. aliens and zombies) that most people
are able to tell the difference from humans.
However, games like Grand Theft Auto, Max Payne, and the Getaway are
very violent games that contain blood and gore and involve realistic looking
human people, while some games contain mild violence, such as World of
Warcraft, Starcraft and Tekken.
Depending on how you define violence, it may be difficult to decide what
games should be in the research designs discussed in the article. Yet,
often they are lumped together in a study as if World of Warcraft is comparable
to Grand Theft Auto; trust me they're not.
Another thing to keep in mind is that people choose video games based on
their personality, people who are aggressive may tend to play violent video
games. Therefore, recruiting the people
for these experiments needs to be very carefully controlled for.
The
second article is a good example of the care that needs to be taken in what your
read out is for a study, what you are measuring. The researchers make the observation that
people are desensitized to photos of violence as a result of video game playing
and try to extrapolate this meaningless finding to a response to real life
violent situation. This gives people
very little credit for being able to distinguish fantasy from reality. People who love to watch horror movies hardly
ever turn into psychotic killers as a result viewing them. Much more thought should be put into the
design of these experiments and they should be weighed carefully against the
numerous benefits video games have to offer as both entertainment and
education. Quite frankly killing off
Bambi's mother is probably more traumatizing to children than most video games.


