The article
Violent Video Games: The Effects on
Youth, and Public Policy Implications, by Douglas A. Gentile and Craig A.
Anderson, is about how violence seen in media, video games, movies, and even in
person has a negative affect on aggressive behavior seen in children. As video
games became more and more violent, Senators Joseph Lieberman and Herbert Kohl
open Congressional hearings to look at the marketing of violent games. The
hearings were looking at if violent and ‘R-rated’ video games were being sold
to children. As a result to the hearings, video games now feature a rating
system. With a rating system now in place, Lieberman and Kohl thought that the
violence in video games would decrease, but they only rose due to the rating
system, they didn’t have to appeal to a general audience.
There were three different types of
studies that were used to in the study: experimental, correlational, and
longitudinal. For the experimental studies, over a dozen experiments and been
done, all of which shared 4 similar key characteristics: a sample size of 200
people or more, violent and nonviolent games rated on difficulty, violent game
and nonviolent games that are truly violent and nonviolent, and a clear
measure or aggression and
aggression-related variables for the participant. The major study, overseen by Anderson and Dill in
2000, that was experimental was a study that randomly assigned college students
to play either a violent or a nonviolent game. The games were organized by
their stimulation and frustration levels. The results showed that playing a
violent game increased both aggressive behavior and aggressive cognition.
For the correlational studies,
several studies were done, and they all shared the characteristics of at least
200 people in each study, a good measure of exposure to violent video games,
and a measure of aggressive cognition. The major study, overseen by Krahé and
Möller in 2004, that was correlational was a study that sampled eighth graders
in Germany.
They reported that there was a specific correlation to between physical
aggression and violence, for those that played violent video games.
For the longitudinal studies, two
took the main focus. The first one, overseen by Ihori, Sakamoto, Kobayashi, and
Kimura in 2003, studied 807 Japanese fifth graders and sixth graders twice
during a singly school year. They found that the amount the children were
playing video games, although weak results, was related to physical aggression
later on. But there were two problems with the first study that doesn’t make it
as reliable as the second study. The second study, overseen by Anderson,
Gentile, and Buckley, assessed 430 third, fourth, and fifth graders. Like the
first study, the students were also surveyed at two points in the same school
year. The results of the study was that students who played more violent games
had a more violent and aggressive outlook on the world. The children who were
more exposed to violent video games changed to become more physically and
verbally aggressive. It increased violent behavior, but at the same time also
decreases compassionately helpful behavior.
In conclusion, there has been too
little attention to how much violent video games, and any violence in movies
and media as well, can affect children’s behavior into making them have a more
violent and aggressive themselves.