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Running Head: THE EFFECT OF VIOLENT VIDEO GAMES ON DECISION MAKING   1




                          The Effect of Violent Video Games
                                 On Decision Making
                                   Charles Vincent
                               University of North Texas
The Effect of Violent Video Games on Decision Making                                           2




                                              Abstract:
This paper examines the emerging debate over whether or not violent video games have a causal

effect on aggression in young people. It opens with an introduction and then moves forward to

examine the history of video game violence, and the fact that adolescents are regularly exposed

to this media. The paper then examines the debate surrounding this issue. It looks at several

different studies which show evidence both for and against a causal effect. While the current

research in this area is limited, this paper does attempt to thoroughly review the literature that is

available. And while larger long term studies are still needed to prove a correlation, it is

important that this issue continue to be debated and explored.
The Effect of Violent Video Games on Decision Making                                         3




                   The Effect of Violent Video Games on Decision Making




                                           Introduction


Video games have become a popular medium for play among children and adolescents. While

these games offer a source of fun and escapist entertainment, their rise in popularity has also

prompted concern in the popular press and culture as to the effect of violent video games on the

decision making processes of young adults. This debate has been fueled by a series of highly

televised school shootings over the past decade. This paper presents a brief history outlining the

rise of violence in video games and explores the exposure of children and adolescents to this

relatively new media. It also examines a proposed model which accounts for decision making

and cognitive processing of aggression in relation to video games. It will also examine other

supportive and opposing views to this model.




       A brief history of violent video games and the exposure of adolescents to them


Video games started to appear on in popular culture in the 1970s. Atari, Inc. released the first

arcade style game titled Pong in 1974. The game was a virtual simulation of a ping pong game

between two players. In its first year of release Pong sold more than ten thousand units at a little

more than a thousand dollars per unit (Gunter, 1998). In 1976 Atari entered the at-home video

game market with Pong. That same year more than twenty other competitors entered the market.
The Effect of Violent Video Games on Decision Making                                        4




In late 1976, Fairchild Camera and Instruments entered the market with the first fully

programmable video system. The system was programmed by inserting an electronic cartridge

into the game console. From this point on, fully programmable consoles dominated the market.

In fact, by the end of the 1980s video games dominated the game market to the extent that 16 out

of the 20 top games of the year where video games (Gunter, 1998). Starting in the late 1980s,

video game manufacturers began to experiment with what the market would accept in terms of

violence. It became clear that video games with a moderate level of violence sold better(Kent,

2001). One on one fighting games such as Street Fighter, Mortal Kombatand Double Dragon

became best sellers. Nintendo became the market leader in the late 1980s, and, like Atari before

them, had clear game standards including “No excessive blood and violence” and “No sex”

(Kent, 2001). Unfortunately for Nintendo the market seemed to be demanding blood and gore.

When Nintendo and Sega both released versions of Mortal Kombat for their competing consoles,

Nintendo released a version of the game with a reduced level of blood and violence. The Sega

version outsold the Nintendo version three to one(Anderson, Gentile, & Buckley, 2008). In 1992,

the first major “first person shooter” game was released titled Wolfenstein 3D. A first person

shooter allows the player to become more immersed in the experience by playing the game from

the perspective of the actor as opposed to viewing the action of the game in a removed way. The

game also featured other realistic touches. According to Kent (2001) “Part of Wolfenstien’s

popularity sprang from its shock value. In previous games, when players shot enemies, the

injured targets fell and disappeared. In Wolfenstein 3D, enemies fell and bled on the floor”. In

1993, the next major first person shooter titled Doom was released which featured more blood

and violence, and allowed the user to hunt other users in addition to computer generated
The Effect of Violent Video Games on Decision Making                                           5




characters. Another game worth mentioning is Soldier of Fortune which was released in 2000.

The game was designed with the help of an ex-army colonel and featured 26 different “kill

zones” on the body. The game also provided new levels of realism by causing realistic damage to

targets based on the part of the body hit, and the distance from which the shot was fired. This

level of immersive violence has been coupled with an increasing amount of exposure to children

and adolescents.


In the mid-1980s children and adolescents spent an average of four hours a day playing video

games. This time included home and arcade games. In the early 1990s the playing time of arcade

games had decreased and the play time for home video games had increased but the average

game play time had stayed relatively the same, two hours a week for girls and four hours a week

for boys. The amount of play has increased since that time. A 2002 study showed that boys

averaged 13 hours a week of game play a week while girls averaged five hours a week(Anderson

& Carnagey, 2009). Even though a correlation between the amount of time spent playing

between girls and boys exist, it appears that both males and females are spending an increased

amount of time engaging in video games. It is also interesting to note that amount of time

watching television has remained the same as time spent playing video games has

increased(Anderson, Gentile, & Buckley, 2008). It also appears that parents are not heavily

involved in filtering the video games in which their children are engaged. In a 2004 survey of

eighth and ninth graders only fifteen percent of students said that their parent “always” or

“often” checked the rating of video games before allowing their children to buy or rent them.

(Anderson, et al., 2010). It also appears that parents are not highly involved in the amount of

time that children spent playing video games. According to Walsh’s (2000) survey eighty-nine
The Effect of Violent Video Games on Decision Making                                         6




percent of the teens surveyed (Walsh, 2000) reported that their parents did not place time limits

on the amount of time they were allowed to play video games.




                                      Aggression and Debate


The discussion of how violent video games effect decision making and rationality revolves

around how they affect aggression in adolescents. While change in aggression and the behavior

that stems from it does serve as a good indicator for altered decision making, it is problematic as

used in studies. Aggression rates differ greatly across countries and cultures. “In general cultures

characterized by collectivistic values, high moral discipline, a high level of egalitarian

commitment, low uncertainty avoidance and which emphasized vales which are heavily

Confucian showed lower levels of aggression that their counter parts” (Anderson, et al.,

2010).Aggression in countries also varies by the measure used. The United States for example,

has higher homicide rates that its Asian and European counterparts, but it has similar or lower

rates for other types of violent crime such as assault. According to Anderson et al.(2010),there

are at least five reasons to expect smaller media violence effect sizes in Eastern societies than in

Western societies. The first reason may be contextual, that is, a smaller effect size may result

from the way violence is conceptualized in the United States in comparison to Japan. Whereas

action and sports games are the most popular in the U.S., Roleplaying style games are the most

popular in Japan. Role playing games often involve a greater level of strategy and cooperative

play against computer controlled players. Thus the context for violence becomes different.

Second, People in Japan are more likely to pay attention to situational context than people in
The Effect of Violent Video Games on Decision Making                                          7




Western cultures. A third reason is that different cultures dictate different processing of emotions

and their emotion-action linkages. “Whereas people in an independent contexts view emotional

situations mainly from their own perspectives… people in interdependent contexts assess the

emotional meaning from the perspective of other people or a generalized other.” (Anderson, et

al., 2010). Anderson et al. also points out that Eastern culture tend to foster socially engaging

emotions while Western Cultures tend to foster socially disengaging emotions. A fourth reason

that effect may be lessened in different cultures is the context in which the video game is played.

Anderson et al. cite unpublished studies to show that, in Eastern cultures, children are more

likely to have limited access to video games at home. This would imply that in Eastern cultures

children are more likely to play video games in public spaces in which their actions can be

monitored. The fifth difference in Eastern and Western cultures that may account for effect deals

with the fact that studies have shown in the Eastern culture that frequent and infrequent gamers

tended to have the same amount of friends. While in Western cultures, frequent gamers tended to

have fewer friends than their infrequent gamer counterparts.


Another difficulty that lies in using aggression as an indicator for the effect of video game

violence lies in the very definition of aggression itself. Authors sometimes use the same term to

describe different concepts. This has led to controversy over the issue of media violence.

According to Anderson et al.(2007),social scientists and psychologists have adopted an exact

definition for human aggression. They define aggression as “(a) a behavior that is intended to

harm another individual, (b) the behavior is expected by the perpetrator to have some chance of

actually harming that individual, and (c) the perpetrator believes that the target individual is

motivated to avoid the harm.” Because the 2007 Anderson et al. study serves as a focal point for
The Effect of Violent Video Games on Decision Making                                          8




the debate around the effect of video game violence, it is important to note the three sub types of

aggression which the study uses. The first sub type is that of physical aggression. This type of

aggression involves causing physical harm to a subject i.e. that of pinching, slapping, hitting,

stabbing, and shooting. The researchers state that the psychological community has converged

toward an agreement that this type of aggression exist in a continuum ranging from mild to

severe, and that violence, or violent behavior, refers to physical aggression in the severe rang of

this continuum. The second type of aggression is termed as verbal aggression. This type of

aggression involves verbal threats or insults that are intended to harm the target individual. These

can also include written expressions of aggression. The third type of aggression is relational

aggression. This type of aggression involves the intent to harm a target by damaging an existing

relationship, or to feelings of inclusion, group acceptance or friendship. Anderson et al. states

that males are more likely to engage in physical aggression, females are more likely to engage in

relational aggression, and both sexes are equally as likely to engage in verbal aggression.




                                 The General Aggression Model


Anderson et al.(2007) outlines a unified theoretical model for human aggression which they term

as the General Aggression Model. The general aggression model distinguishes between

processes which operate in a current situation or proximate causes and processes, and variables

and processes which occur in the long term, distal causes and processes. Basically, “distal risk

factors for aggression are those that facilitate proximate factors that directly increase aggression,

or that decrease normal inhibitions against aggression. For the most part, distal factors influence
The Effect of Violent Video Games on Decision Making                                          9




the individual’s personal preparedness to aggress, that is, aggressive personality.” The general

aggressive model relies on the assumption that human memory, processes and decision making

can be represented as a complex set of nodes. Nodes become linked through experience, and

nodes that are simultaneously activated gain associative strength with each other. Nodes with

similar meaning are also linked. Large clusters of linked nodes of concepts are known as

knowledge structures. The accessibility of a knowledge structure is dependent on how many

nodes to it and within it have been activated. When the knowledge structure has become

sufficiently activated above its threshold, the structure becomes activated and used. According to

Anderson et al. (2007)“This knowledge structure approach highlights the role of learning in the

development of aggressive (and non-aggressive) individuals. From this social-cognitive

approach, personality is the sum of a person’s knowledge structures.”


The processes by which knowledge structures become activated is cognitive but can over time

become automated and operate without awareness. Anderson et al. state that each life experience

can thusly be viewed as a learning trial. These ultimately lead to the automation of a variety of

knowledge structures. The importance of automation of knowledge structure in attaining

developmental stages is also underlined. According to the general aggressive model, aggressive

tendencies are most likely to surface in children who grow up in aggressive environments, with

aggressive role models, where aggression is rewarded and likely to achieve results. The acquired

aggression knowledge structures are likely to exhibit themselves as violent behavior when

situational factors both instigate and disinhibit aggression. Anderson et al. provide a list of

proximal and distal risk factors for aggression.
The Effect of Violent Video Games on Decision Making                                       10




Proximal Risk Factors                             Distal Risk Factors
      Situational Instigators                             Environmental modifiers
          o Provocation                                      o Family practices
          o Frustration                                      o Community Violence
          o Pain and Discomfort                              o Culture of violence/hate
          o Bad mood                                         o Media Violence
          o Social stress                                    o Extreme social environments
          o Aggressive Primes (media                      Biological modifiers
              violence)                                      o Low serotonin
      Personal Preparedness                                  o Low arousal
          o Inflated/unstable high self                      o Executive functioning deficits
              esteem                                         o ADHD
          o Pro-aggression beliefs                           o Other genetic factors
          o Pro-aggression attitudes
          o Hostile world schemas
          o Aggression scripts
          o Aggression-related goals


Anderson et al.(2007) provide three studies using the general aggression model to test

hypothesis. The first study examined four main questions and three supplementary questions.

The most important finding in this study was that a short term context increase in aggressive

behavior could be caused by short exposure to violent children’s game content. The aggression

producing content of the game did not appear to be mitigated by the fact that the violence was

cute and cartoonish or by the fact that the characters where non-human. The second finding was

that the effect was only marginally larger for younger children when compared to the effect on

older children. The third finding was that games with an ESRB T-rating produced slightly less

of an aggressive effect compared to that of the children’s game. The fourth finding was that

parental involvement tended to inhibit the effect of increased aggression. This held true for both

children and adolescents. The second study examined high school students and reinforced the

finding of previous studies which showed a correlation between violent video games and
The Effect of Violent Video Games on Decision Making                                         11




increased aggression. The study also showed a corresponding relationship between attraction and

exposure to violent video games in social circumstances where the norms condoning physical

aggression. This study also revealed positive associations between game violence and

downstream variables indicated by the general aggression theory model including hostility, anger

and positive attitudes toward violence. Three additional findings are also noted. The first being

that video game violence effects on aggression and violence are especially robust, which

Anderson et al. believes can rule out a number of important other alternative explanations.

Second, those large segments of the population are susceptible to video game violence. The third

important finding was that new media has a greater effect on aggressive behavior than old media.

That is, Video Games have a greater effect than music and videos. The authors also place a note

of caution with this finding as some studies which explore aggressive effect of old media do not

use the same mechanism as this study. The third study was the most interesting, and probably the

most relevant, of the three studies. It consisted of a longitudinal study of two to six months.

Though this study was short as compared to other longitudinal studies which deal with media

violence, it still produced several effects of repeated exposure to violent video games. These

included increases in hostility attribution bias, increase in verbal aggression, decrease in pro-

social behavior, and demonstrates a link between total screen time and school performance


The relationship between video game violence and later aggressive behavior was stronger for

physically aggressive behavior and weaker for relationally aggressive behavior. Anderson et al.

argue that this third study lends considerable support to the theoretical proposition that long term

exposure to violent content in video games leads to an increase in aggressive behavior. “It did so

directly; the correlation between Time 1 Video Game violence and Time 2 aggression remained
The Effect of Violent Video Games on Decision Making                                           12




significant even after Time 1 aggression was statistically controlled.” The authors believe that

while violent media in general reached a threshold some time ago to support strong causal

statements regarding the relationship between violence and aggression, they now believe that

there is enough evidence to support a strong casual statement in regard to video game violence

specifically.


The existence of a correlation between aggression and violent video games has been supported

through many articles(Anderson & Carnagey, 2009)(Anderson, Bushman, & Rothstein,

2010)(Anderson, Gentile, & Buckley, 2008) (Anderson, et al., 2010) (Carnagey & Anderson,

2005) (Gunter, 1998) (Huesmann, 2010), but it also has its detractors. One of the main debaters

on the subject is Christopher Ferguson.


Ferguson raises several concerns about current research on the issue of aggression caused by

violence in video games (Ferguson, Olson, Kutner, & Warner, 2010).Many aggression measures

used demonstrate poor validity. Ferguson et al. state that many measures used in video game

studies to represent aggression do not well model aggression in real life. They argue that many

studies fail to account for other variables which contribute to violence including genetics,

gender, family violence and so forth. Ferguson et al. also argue for a potential citation bias.

Scholars of the effect of media have a tendency to ignore work, even their own, which

contradicts their hypothesis. They also state that a publication bias exists. Studies with more

significant results have a higher likelihood of being published than those with null results. They

express further concern about small effect sizes. Estimates on the size of effect for violent video

games on aggressive behavior range from zero to four percent. It could be argued that these
The Effect of Violent Video Games on Decision Making                                         13




effects are too small to produce meaningful results. They also claim that there exists an

unstandardized use of aggression measures.


The researchers argue that these and other reasons point to a difficulty in establishing a true

relationship between aggressive behavior and video game violence. They present their own study

to test two main hypotheses:


   1. Any relationship between video game playing and delinquency will be moderated by

       other relevant third variables: potential risk and protective factors such as trait

       aggression, family environment, stress, participation in extracurricular activities, and

       perceived support from peers and family.

   2. Any relationship between video game playing and bullying behavior will be moderated

       by other relevant variables such as the above.


Seventh and eighth grade students in two middle schools in the mid-Atlantic region of the United

States where included in this study. 1,254 students completed the survey. 47% of the students

identified themselves as male, and 53% identified themselves as female. 53 % were from a

comparatively affluent suburban area and 47% were from a school located in a lower

socioeconomic area. 81% of students in the sample had at least some recent exposure to violent

video games. Preference for violent video games did not correlate to age. Ferguson et al. reached

the conclusion that current evidence does not suggest a significant correlation between violent

video games and youth violence and bullying.


Anderson et al (2010) respond to this with their own multivariate analysis. They conclude that

their social-cognitive model fits the current data, and that this has important implications for
The Effect of Violent Video Games on Decision Making                                           14




public policy debate. This particular meta-analytical review included more restrictive

methodological quality inclusion criteria than in past meta-analysis, cross cultural comparisons,

longitudinal studies for all outcomes except physiological arousal, conservative statistical

controls, multiple moderator analysis, and sensitivity analysis.


Anderson et al’ state that concerning basic theory additional research is needed, especially on the

impact of violent video games on empathy, desensitization, and pro-social behavior. Additional

studies with longer longitudinal periods are needed. Concerning public policy they believe that

there is enough evidence in existence to show that debate should move toward how to deal with

the damage of violent video games instead of centering around whether or not the problem

actually exists.They continue to reiterate that people learn and that content matters.


In the reply to this meta-analysis(Ferguson & Kilburn, 2010) criticize Anderson et al.’s use of

“biased,” unpublished studies. They also show that while the sale of violent games has risen the

incidence of youth violence has gone down. The correlation coefficient for this phenomenon

being r = -.95.They also criticize the size of the effect observed in Anderson et al.’s analysis as

being too small to suggest significance, and they believe that external factors being better

controlled could reduce the observed effect to near zero. Ferguson & Kilburn also suggest that

policy makers would do better to spend time addressing issues which contribute greater to

aggression like poverty, peer interaction, family violence and Generation X Environment

interactions.


Anderson et al. aggressively defend their study(Anderson, Bushman, & Rothstein, 2010). They

stated that they completed a study using “state-of-the-art meta-analysis” on violent video game
The Effect of Violent Video Games on Decision Making                                           15




effects that included more than ten times as many participants as the Ferguson et al. study. They

state that they created and tested strict inclusion criteria, and that their use of unpublished studies

was appropriate. They agree with Ferguson and his colleagues thatthe amount of magnitude of

effect observed could be conceived as trivial, but they believe it is not. Overall Anderson et al.

maintain their position that violent video game exposure is a causal risk factor for youth

aggression. Huesmann (2010) also supports the findings of Anderson et al. (2010) and states that

it is time to acknowledge that violent video games increase “risk” for aggressive behaviors.




                                             Conclusion


It appears that the debate over whether violent video games cause adverse effects in adolescents

is far from over. While it has been shown that violent media in general leads to more aggressive

behavior, and it stands to reason that video games as a more immersive form of media would be

more likely to create a deeper imprint of modeled behavior, It is still important that significant

long term studies are needed to demonstrate the lasting effects of violent video games. A more

concrete system of measuring aggressive behavior is also needed so that results can be more

easily observed and quantified. While the discussion has become heated at times, the import

thing is that the discussion continues in the interest of decreasing violence among young people.
The Effect of Violent Video Games on Decision Making                                    16




                                           Reference


Anderson, C. A., & Carnagey, N. L. (2009). Causal effects of violent sports video games on
      aggression: Is it competitiveness or violent content? Journal of Experimental Social
      Psychology, 731-739.

Anderson, C. A., Bushman, B. J., & Rothstein, H. R. (2010). Much Ado About Something:
      Violent Video Game Effects and a School of Red Hearing: Reply to Ferguson and
      Kilburn (2010). Psycological Bulletin.

Anderson, C. A., Gentile, D. A., & Buckley, K. E. (2007). Violent Video Game effects on
      children and adolescents: Theory, Research, and Public Policy. New York: Oxford
      University Press.

Anderson, C. A., Shibyua, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., et al.
      (2010). Violent Video Game Effects on Aggression, Empathy, and Prosocial Behavior in
      Eastern and Western Countries: A Meta Analytic Review. Psycological Bulletin, 151-
      173.

Burill, D. A. (2008). Die Tryin. New York: Peter Lang Publishing, Inc.

Carnagey, N. L., & Anderson, C. A. (2005). The Effects of Reward and Punishment in Violent
      Video Games on Aggressive Affect, Cognition, and Behavior . Psychological Science,
      882-889.

Ferguson, C. (2007). The Good, The Bad and the Ugly: A Meta-analytic Review of Positive and
       Negative Effects of Violent Video Games . Psyciatric Quarterly, 309-316.

Ferguson, C. J., & Kilburn, J. (2010). Much Ado About Nothing: The Misestimation and
       Overinterpretationof Violent Video Game Effects in Eastern and Western Nations:
       Comment on Anderson et al. (2010). Psycological Bulletin.

Ferguson, C. J., Olson, C. K., Kutner, L. A., & Warner, D. E. (2010). Violent Video Games,
       Catharsis Seeking, Bullying, and Delinquency: A Multivariate Analysis of Effects. Crime
       and Delinquency.

Gunter, B. (1998). The Effect of Video Games on Children: The Myth Unmasked. Sheffield:
       Sheffield Academic Press.

Huesmann, R. (2010). Nailing the Coffin Shut on Doubts That Violent Video Games Stimulate.
     Psychological Bulletin © 2010 American Psychological Association, 179-181.
The Effect of Violent Video Games on Decision Making                                     17




Ivory, J. D., & Kalyanaraman, S. (2007). The Effects of Technological Advancement and
        Violent Content in Video Games on Players' Feelings of Presence, Involvment,
        Physiological Arousal, and Aggression. Journal of Communication, 532-555.

Kent, S. (2001). The Ultimate History of Vdeo Games. Roseville: Prima Publishing.

Olson, C. K., Kutner, L. A., Warner, D. E., Almerigi, J. B., Baer, L. P., Nicholi, A. M., et al.
       (2007). Factors Correlated with Violent Video Game Use by Adolescent Boys and Girls.
       Journal of Adolescent Health, 77-83.

Przybylski, A. K., Ryan, R. M., & Rigby, C. S. (2009). The Motivating Role of Violence in
       Video Games . Personality and Social Psycology Bulletin, 243-259.

Sternberg, R. J. (2009). Cognitive Psycology. Belmont: Cengage Learning.

Walsh, D. (2000). Fifth annual video and computer game report card. Minneapolis: National
       Institute on Media and the Family.

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Violent Video Game Effect

  • 1. Running Head: THE EFFECT OF VIOLENT VIDEO GAMES ON DECISION MAKING 1 The Effect of Violent Video Games On Decision Making Charles Vincent University of North Texas
  • 2. The Effect of Violent Video Games on Decision Making 2 Abstract: This paper examines the emerging debate over whether or not violent video games have a causal effect on aggression in young people. It opens with an introduction and then moves forward to examine the history of video game violence, and the fact that adolescents are regularly exposed to this media. The paper then examines the debate surrounding this issue. It looks at several different studies which show evidence both for and against a causal effect. While the current research in this area is limited, this paper does attempt to thoroughly review the literature that is available. And while larger long term studies are still needed to prove a correlation, it is important that this issue continue to be debated and explored.
  • 3. The Effect of Violent Video Games on Decision Making 3 The Effect of Violent Video Games on Decision Making Introduction Video games have become a popular medium for play among children and adolescents. While these games offer a source of fun and escapist entertainment, their rise in popularity has also prompted concern in the popular press and culture as to the effect of violent video games on the decision making processes of young adults. This debate has been fueled by a series of highly televised school shootings over the past decade. This paper presents a brief history outlining the rise of violence in video games and explores the exposure of children and adolescents to this relatively new media. It also examines a proposed model which accounts for decision making and cognitive processing of aggression in relation to video games. It will also examine other supportive and opposing views to this model. A brief history of violent video games and the exposure of adolescents to them Video games started to appear on in popular culture in the 1970s. Atari, Inc. released the first arcade style game titled Pong in 1974. The game was a virtual simulation of a ping pong game between two players. In its first year of release Pong sold more than ten thousand units at a little more than a thousand dollars per unit (Gunter, 1998). In 1976 Atari entered the at-home video game market with Pong. That same year more than twenty other competitors entered the market.
  • 4. The Effect of Violent Video Games on Decision Making 4 In late 1976, Fairchild Camera and Instruments entered the market with the first fully programmable video system. The system was programmed by inserting an electronic cartridge into the game console. From this point on, fully programmable consoles dominated the market. In fact, by the end of the 1980s video games dominated the game market to the extent that 16 out of the 20 top games of the year where video games (Gunter, 1998). Starting in the late 1980s, video game manufacturers began to experiment with what the market would accept in terms of violence. It became clear that video games with a moderate level of violence sold better(Kent, 2001). One on one fighting games such as Street Fighter, Mortal Kombatand Double Dragon became best sellers. Nintendo became the market leader in the late 1980s, and, like Atari before them, had clear game standards including “No excessive blood and violence” and “No sex” (Kent, 2001). Unfortunately for Nintendo the market seemed to be demanding blood and gore. When Nintendo and Sega both released versions of Mortal Kombat for their competing consoles, Nintendo released a version of the game with a reduced level of blood and violence. The Sega version outsold the Nintendo version three to one(Anderson, Gentile, & Buckley, 2008). In 1992, the first major “first person shooter” game was released titled Wolfenstein 3D. A first person shooter allows the player to become more immersed in the experience by playing the game from the perspective of the actor as opposed to viewing the action of the game in a removed way. The game also featured other realistic touches. According to Kent (2001) “Part of Wolfenstien’s popularity sprang from its shock value. In previous games, when players shot enemies, the injured targets fell and disappeared. In Wolfenstein 3D, enemies fell and bled on the floor”. In 1993, the next major first person shooter titled Doom was released which featured more blood and violence, and allowed the user to hunt other users in addition to computer generated
  • 5. The Effect of Violent Video Games on Decision Making 5 characters. Another game worth mentioning is Soldier of Fortune which was released in 2000. The game was designed with the help of an ex-army colonel and featured 26 different “kill zones” on the body. The game also provided new levels of realism by causing realistic damage to targets based on the part of the body hit, and the distance from which the shot was fired. This level of immersive violence has been coupled with an increasing amount of exposure to children and adolescents. In the mid-1980s children and adolescents spent an average of four hours a day playing video games. This time included home and arcade games. In the early 1990s the playing time of arcade games had decreased and the play time for home video games had increased but the average game play time had stayed relatively the same, two hours a week for girls and four hours a week for boys. The amount of play has increased since that time. A 2002 study showed that boys averaged 13 hours a week of game play a week while girls averaged five hours a week(Anderson & Carnagey, 2009). Even though a correlation between the amount of time spent playing between girls and boys exist, it appears that both males and females are spending an increased amount of time engaging in video games. It is also interesting to note that amount of time watching television has remained the same as time spent playing video games has increased(Anderson, Gentile, & Buckley, 2008). It also appears that parents are not heavily involved in filtering the video games in which their children are engaged. In a 2004 survey of eighth and ninth graders only fifteen percent of students said that their parent “always” or “often” checked the rating of video games before allowing their children to buy or rent them. (Anderson, et al., 2010). It also appears that parents are not highly involved in the amount of time that children spent playing video games. According to Walsh’s (2000) survey eighty-nine
  • 6. The Effect of Violent Video Games on Decision Making 6 percent of the teens surveyed (Walsh, 2000) reported that their parents did not place time limits on the amount of time they were allowed to play video games. Aggression and Debate The discussion of how violent video games effect decision making and rationality revolves around how they affect aggression in adolescents. While change in aggression and the behavior that stems from it does serve as a good indicator for altered decision making, it is problematic as used in studies. Aggression rates differ greatly across countries and cultures. “In general cultures characterized by collectivistic values, high moral discipline, a high level of egalitarian commitment, low uncertainty avoidance and which emphasized vales which are heavily Confucian showed lower levels of aggression that their counter parts” (Anderson, et al., 2010).Aggression in countries also varies by the measure used. The United States for example, has higher homicide rates that its Asian and European counterparts, but it has similar or lower rates for other types of violent crime such as assault. According to Anderson et al.(2010),there are at least five reasons to expect smaller media violence effect sizes in Eastern societies than in Western societies. The first reason may be contextual, that is, a smaller effect size may result from the way violence is conceptualized in the United States in comparison to Japan. Whereas action and sports games are the most popular in the U.S., Roleplaying style games are the most popular in Japan. Role playing games often involve a greater level of strategy and cooperative play against computer controlled players. Thus the context for violence becomes different. Second, People in Japan are more likely to pay attention to situational context than people in
  • 7. The Effect of Violent Video Games on Decision Making 7 Western cultures. A third reason is that different cultures dictate different processing of emotions and their emotion-action linkages. “Whereas people in an independent contexts view emotional situations mainly from their own perspectives… people in interdependent contexts assess the emotional meaning from the perspective of other people or a generalized other.” (Anderson, et al., 2010). Anderson et al. also points out that Eastern culture tend to foster socially engaging emotions while Western Cultures tend to foster socially disengaging emotions. A fourth reason that effect may be lessened in different cultures is the context in which the video game is played. Anderson et al. cite unpublished studies to show that, in Eastern cultures, children are more likely to have limited access to video games at home. This would imply that in Eastern cultures children are more likely to play video games in public spaces in which their actions can be monitored. The fifth difference in Eastern and Western cultures that may account for effect deals with the fact that studies have shown in the Eastern culture that frequent and infrequent gamers tended to have the same amount of friends. While in Western cultures, frequent gamers tended to have fewer friends than their infrequent gamer counterparts. Another difficulty that lies in using aggression as an indicator for the effect of video game violence lies in the very definition of aggression itself. Authors sometimes use the same term to describe different concepts. This has led to controversy over the issue of media violence. According to Anderson et al.(2007),social scientists and psychologists have adopted an exact definition for human aggression. They define aggression as “(a) a behavior that is intended to harm another individual, (b) the behavior is expected by the perpetrator to have some chance of actually harming that individual, and (c) the perpetrator believes that the target individual is motivated to avoid the harm.” Because the 2007 Anderson et al. study serves as a focal point for
  • 8. The Effect of Violent Video Games on Decision Making 8 the debate around the effect of video game violence, it is important to note the three sub types of aggression which the study uses. The first sub type is that of physical aggression. This type of aggression involves causing physical harm to a subject i.e. that of pinching, slapping, hitting, stabbing, and shooting. The researchers state that the psychological community has converged toward an agreement that this type of aggression exist in a continuum ranging from mild to severe, and that violence, or violent behavior, refers to physical aggression in the severe rang of this continuum. The second type of aggression is termed as verbal aggression. This type of aggression involves verbal threats or insults that are intended to harm the target individual. These can also include written expressions of aggression. The third type of aggression is relational aggression. This type of aggression involves the intent to harm a target by damaging an existing relationship, or to feelings of inclusion, group acceptance or friendship. Anderson et al. states that males are more likely to engage in physical aggression, females are more likely to engage in relational aggression, and both sexes are equally as likely to engage in verbal aggression. The General Aggression Model Anderson et al.(2007) outlines a unified theoretical model for human aggression which they term as the General Aggression Model. The general aggression model distinguishes between processes which operate in a current situation or proximate causes and processes, and variables and processes which occur in the long term, distal causes and processes. Basically, “distal risk factors for aggression are those that facilitate proximate factors that directly increase aggression, or that decrease normal inhibitions against aggression. For the most part, distal factors influence
  • 9. The Effect of Violent Video Games on Decision Making 9 the individual’s personal preparedness to aggress, that is, aggressive personality.” The general aggressive model relies on the assumption that human memory, processes and decision making can be represented as a complex set of nodes. Nodes become linked through experience, and nodes that are simultaneously activated gain associative strength with each other. Nodes with similar meaning are also linked. Large clusters of linked nodes of concepts are known as knowledge structures. The accessibility of a knowledge structure is dependent on how many nodes to it and within it have been activated. When the knowledge structure has become sufficiently activated above its threshold, the structure becomes activated and used. According to Anderson et al. (2007)“This knowledge structure approach highlights the role of learning in the development of aggressive (and non-aggressive) individuals. From this social-cognitive approach, personality is the sum of a person’s knowledge structures.” The processes by which knowledge structures become activated is cognitive but can over time become automated and operate without awareness. Anderson et al. state that each life experience can thusly be viewed as a learning trial. These ultimately lead to the automation of a variety of knowledge structures. The importance of automation of knowledge structure in attaining developmental stages is also underlined. According to the general aggressive model, aggressive tendencies are most likely to surface in children who grow up in aggressive environments, with aggressive role models, where aggression is rewarded and likely to achieve results. The acquired aggression knowledge structures are likely to exhibit themselves as violent behavior when situational factors both instigate and disinhibit aggression. Anderson et al. provide a list of proximal and distal risk factors for aggression.
  • 10. The Effect of Violent Video Games on Decision Making 10 Proximal Risk Factors Distal Risk Factors Situational Instigators Environmental modifiers o Provocation o Family practices o Frustration o Community Violence o Pain and Discomfort o Culture of violence/hate o Bad mood o Media Violence o Social stress o Extreme social environments o Aggressive Primes (media Biological modifiers violence) o Low serotonin Personal Preparedness o Low arousal o Inflated/unstable high self o Executive functioning deficits esteem o ADHD o Pro-aggression beliefs o Other genetic factors o Pro-aggression attitudes o Hostile world schemas o Aggression scripts o Aggression-related goals Anderson et al.(2007) provide three studies using the general aggression model to test hypothesis. The first study examined four main questions and three supplementary questions. The most important finding in this study was that a short term context increase in aggressive behavior could be caused by short exposure to violent children’s game content. The aggression producing content of the game did not appear to be mitigated by the fact that the violence was cute and cartoonish or by the fact that the characters where non-human. The second finding was that the effect was only marginally larger for younger children when compared to the effect on older children. The third finding was that games with an ESRB T-rating produced slightly less of an aggressive effect compared to that of the children’s game. The fourth finding was that parental involvement tended to inhibit the effect of increased aggression. This held true for both children and adolescents. The second study examined high school students and reinforced the finding of previous studies which showed a correlation between violent video games and
  • 11. The Effect of Violent Video Games on Decision Making 11 increased aggression. The study also showed a corresponding relationship between attraction and exposure to violent video games in social circumstances where the norms condoning physical aggression. This study also revealed positive associations between game violence and downstream variables indicated by the general aggression theory model including hostility, anger and positive attitudes toward violence. Three additional findings are also noted. The first being that video game violence effects on aggression and violence are especially robust, which Anderson et al. believes can rule out a number of important other alternative explanations. Second, those large segments of the population are susceptible to video game violence. The third important finding was that new media has a greater effect on aggressive behavior than old media. That is, Video Games have a greater effect than music and videos. The authors also place a note of caution with this finding as some studies which explore aggressive effect of old media do not use the same mechanism as this study. The third study was the most interesting, and probably the most relevant, of the three studies. It consisted of a longitudinal study of two to six months. Though this study was short as compared to other longitudinal studies which deal with media violence, it still produced several effects of repeated exposure to violent video games. These included increases in hostility attribution bias, increase in verbal aggression, decrease in pro- social behavior, and demonstrates a link between total screen time and school performance The relationship between video game violence and later aggressive behavior was stronger for physically aggressive behavior and weaker for relationally aggressive behavior. Anderson et al. argue that this third study lends considerable support to the theoretical proposition that long term exposure to violent content in video games leads to an increase in aggressive behavior. “It did so directly; the correlation between Time 1 Video Game violence and Time 2 aggression remained
  • 12. The Effect of Violent Video Games on Decision Making 12 significant even after Time 1 aggression was statistically controlled.” The authors believe that while violent media in general reached a threshold some time ago to support strong causal statements regarding the relationship between violence and aggression, they now believe that there is enough evidence to support a strong casual statement in regard to video game violence specifically. The existence of a correlation between aggression and violent video games has been supported through many articles(Anderson & Carnagey, 2009)(Anderson, Bushman, & Rothstein, 2010)(Anderson, Gentile, & Buckley, 2008) (Anderson, et al., 2010) (Carnagey & Anderson, 2005) (Gunter, 1998) (Huesmann, 2010), but it also has its detractors. One of the main debaters on the subject is Christopher Ferguson. Ferguson raises several concerns about current research on the issue of aggression caused by violence in video games (Ferguson, Olson, Kutner, & Warner, 2010).Many aggression measures used demonstrate poor validity. Ferguson et al. state that many measures used in video game studies to represent aggression do not well model aggression in real life. They argue that many studies fail to account for other variables which contribute to violence including genetics, gender, family violence and so forth. Ferguson et al. also argue for a potential citation bias. Scholars of the effect of media have a tendency to ignore work, even their own, which contradicts their hypothesis. They also state that a publication bias exists. Studies with more significant results have a higher likelihood of being published than those with null results. They express further concern about small effect sizes. Estimates on the size of effect for violent video games on aggressive behavior range from zero to four percent. It could be argued that these
  • 13. The Effect of Violent Video Games on Decision Making 13 effects are too small to produce meaningful results. They also claim that there exists an unstandardized use of aggression measures. The researchers argue that these and other reasons point to a difficulty in establishing a true relationship between aggressive behavior and video game violence. They present their own study to test two main hypotheses: 1. Any relationship between video game playing and delinquency will be moderated by other relevant third variables: potential risk and protective factors such as trait aggression, family environment, stress, participation in extracurricular activities, and perceived support from peers and family. 2. Any relationship between video game playing and bullying behavior will be moderated by other relevant variables such as the above. Seventh and eighth grade students in two middle schools in the mid-Atlantic region of the United States where included in this study. 1,254 students completed the survey. 47% of the students identified themselves as male, and 53% identified themselves as female. 53 % were from a comparatively affluent suburban area and 47% were from a school located in a lower socioeconomic area. 81% of students in the sample had at least some recent exposure to violent video games. Preference for violent video games did not correlate to age. Ferguson et al. reached the conclusion that current evidence does not suggest a significant correlation between violent video games and youth violence and bullying. Anderson et al (2010) respond to this with their own multivariate analysis. They conclude that their social-cognitive model fits the current data, and that this has important implications for
  • 14. The Effect of Violent Video Games on Decision Making 14 public policy debate. This particular meta-analytical review included more restrictive methodological quality inclusion criteria than in past meta-analysis, cross cultural comparisons, longitudinal studies for all outcomes except physiological arousal, conservative statistical controls, multiple moderator analysis, and sensitivity analysis. Anderson et al’ state that concerning basic theory additional research is needed, especially on the impact of violent video games on empathy, desensitization, and pro-social behavior. Additional studies with longer longitudinal periods are needed. Concerning public policy they believe that there is enough evidence in existence to show that debate should move toward how to deal with the damage of violent video games instead of centering around whether or not the problem actually exists.They continue to reiterate that people learn and that content matters. In the reply to this meta-analysis(Ferguson & Kilburn, 2010) criticize Anderson et al.’s use of “biased,” unpublished studies. They also show that while the sale of violent games has risen the incidence of youth violence has gone down. The correlation coefficient for this phenomenon being r = -.95.They also criticize the size of the effect observed in Anderson et al.’s analysis as being too small to suggest significance, and they believe that external factors being better controlled could reduce the observed effect to near zero. Ferguson & Kilburn also suggest that policy makers would do better to spend time addressing issues which contribute greater to aggression like poverty, peer interaction, family violence and Generation X Environment interactions. Anderson et al. aggressively defend their study(Anderson, Bushman, & Rothstein, 2010). They stated that they completed a study using “state-of-the-art meta-analysis” on violent video game
  • 15. The Effect of Violent Video Games on Decision Making 15 effects that included more than ten times as many participants as the Ferguson et al. study. They state that they created and tested strict inclusion criteria, and that their use of unpublished studies was appropriate. They agree with Ferguson and his colleagues thatthe amount of magnitude of effect observed could be conceived as trivial, but they believe it is not. Overall Anderson et al. maintain their position that violent video game exposure is a causal risk factor for youth aggression. Huesmann (2010) also supports the findings of Anderson et al. (2010) and states that it is time to acknowledge that violent video games increase “risk” for aggressive behaviors. Conclusion It appears that the debate over whether violent video games cause adverse effects in adolescents is far from over. While it has been shown that violent media in general leads to more aggressive behavior, and it stands to reason that video games as a more immersive form of media would be more likely to create a deeper imprint of modeled behavior, It is still important that significant long term studies are needed to demonstrate the lasting effects of violent video games. A more concrete system of measuring aggressive behavior is also needed so that results can be more easily observed and quantified. While the discussion has become heated at times, the import thing is that the discussion continues in the interest of decreasing violence among young people.
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