Finally we have a bit of reason from the academic community regarding video games. Peter Kierkegaard of the University of Essex wrote a piece for the International Journal of Liability and Scientific Enquiry claiming that, according to his review of the literature, there's no direct evidence of real life violence being caused by video games:
Kierkegaard has studied a range of such research papers several of which have concluded since the early 1980s that video games can lead to juvenile delinquency, fighting at school and during free play periods and violent criminal behaviour such as assault and robbery. Evidence from brain scans carried out while gamers play also seem to support a connection between playing video games and activation of regions of the brain associated with aggression.However, Kierkegaard explains, there is no obvious link between real-world violence statistics and the advent of video games.
The overarching claims that video games breed RL violence have always seemed a bit silly to me, especially the research that has been done involving deceptively pointed and contextualized measurements of blood pressure, heart rate and other physiological factors before and after playing games. The conclusions made in these experiments are that video games produce all of the biological signs of aggression or desensitization or addiction. The media takes an additional step, claiming that the research shows that video games are destroying the minds of our children and making people more violent. I'm glad Kierkegaard is challenging this conclusion.
I would like a survey of the researchers that conduct these studies. How many of them play video games regularly? Do they know what it's really like? Did they grow up playing these games with friends? Are they familiar with them as a cultural element? From the studies that I see, probably most would answer no to these questions. How can I tell? Because they're asking the wrong questions. The factors they consider display their ignorance to gaming in general, and it's troublesome to see such a generational bias.
The research itself is simplistic and silly. Measuring a physiological response to any stimulus will get you a response, but what does the response tell you exactly? We are told that video games stimulate aggression. Why exactly do they stimulate aggression? What is the cause? Is it the animated violence in the game (blood, gore, etc.) or is it the vicarious problem solving within the game's structure? We are presented with puzzles/challenges within the game and will be rewarded in some way (by becoming more powerful, or attaining new content) if we figure out how to solve/overcome. This is the common thread in all games, and it can be incredibly frustrating when you fail. Even if it is "just a game".
Let's take one of the most frustrating instances in any game that I know of: a Warsong Gulch battleground in World of Warcraft. For those that don't know, these battlegrounds are where players can duke it out to achieve certain objectives. You are rewarded with a form of currency at the end of the battle in order to buy more gear to make your character more potent. The winning team receives more currency than the losers. Ten players from each faction are thrown semi-randomly in an area, and must capture the other team's flag. First one to three captures wins.
I play Alliance, so I lose more than win. When people don't work together in this situation to concentrate on the goal - running the flag to the base and protecting the flag carrier along the way, while trying to disrupt their carrier - you will lose.
Giant orcs and trolls swing huge axes at my head. I shoot them repeatedly with arrows. My pet claws and bites my opponents. Blood splatters. We are directing the characters that we control to kill members of the other team. They die, and are resurrected to fight some more. It's the essence of brutality and violence, a Norse hero's dream of heaven, but what is actually on the player's mind? First and foremost for me is to get that damn flag. If killing another player's toon is the way to accomplish that goal and win the game, then that's what needs to be done. The challenge is not to kill, but to work together as a team and out-maneuver the opponent.
Sound familiar? This is what "violent" sports like hockey and football are all about, aren't they? We glorify the violence of these games, relishing in the combat, but the actual game is about strategy and learning to work together and accomplish goals as a team. When that strategy fails and mistakes are made, it makes people agitated and aggressive as hell. I don't think it has as much to do with the actual physical violence of the sport.
When I get my ass handed to me in a battleground or my teammates are more concerned about themselves and we lose the game because of stupid mistakes, then it's very frustrating. I'm sure my heart rate and blood pressure go through the roof.
They're boiling things down to one factor among hundreds at any given time during a person's life. In these studies, is the subject's social or family life considered? Job? Sex? Financial status? Can we get a study of how our brains react when our laptops freeze in the middle of editing a lengthy, unsaved document? I can see the headline now: "Windows contributes to long term violent behavior in desk jockeys".
The bottom line is that the "violent" video game distinction is irrelevant when determining aggressiveness. It's not the violence depicted in the game that make players aggressive, it's the competition, with each other or with the program.
If researchers can answer this question, then I will start giving these studies credence: Is the increase in aggressiveness after playing a video game due to the imaginary violence within the game or the challenge of completing a task that bears some sort of reward? Does that aggressiveness have sustainability? Does it impact the brain in such a way to produce long term affects? I'd be willing to bet money on the latter.
If anyone says otherwise, I'll kick their ass.
Jeremy Bruno is a tech writer who blogs about ecology, evolution, conservation and culture at The Voltage Gate. Visit the 






Comments
We can also ask, does the physical changes (heightened pulse, etc) actually mean increased aggression? There's plenty of games I play where I feel my pulse race and the other signs they claim show aggression, yet I feel no competition with the AI and there are no other players. Instead what I do feel may be excitement at the breathtaking graphics in a part of the game (I did some CG classes back in high school and really enjoy seeing some good CG), or maybe I am recovering from a surprising event that didn't require me to do anything (such as a cut scene where a monster jumps through a wall then gets shot down by a supporting cast member), or even one of many different plot twists I love to see in a game and get me excited to play it and see what happens.
There's a big difference between all these and aggression, but I notice their physical changes measured happen in me in all of the events.
Posted by: Felstatsu | May 15, 2008 1:39 PM
It sounds like you're saying that frustration is what really causes aggression. While frustration is definitely a part of the equation, it is only a small part. You are right that research so far is weak on the subject, and that many people jump to conclusions about the effects. There are theoretical explanations for the possible effects of video game violence, and parts of these theories have been substantiated. The current best theory is called the General Aggression Model. Here's the Wikipedia entry (http://en.wikipedia.org/wiki/Video_game_effects#General_Aggression_Model). The video game violence question is one of serious debate within the media effects community, and you're right that there needs to be more research. You're take on what causes aggression, however, is overly simplistic. And the answers to your questions at the end are: both, yes, and we're working on it.
Posted by: Chris G. | May 15, 2008 1:45 PM
Chris:
It would be far more useful if you linked some research that supports those answers instead of a 100-word Wikipedia entry. It's not very convincing. If it's substantiated (which I sincerely doubt considering the complexity of the issue), show me where.
My take on what causes aggression is an example. Did you miss this:
If it is "overly simplistic" (a phrase that implies an acceptable level of simplism in defining the term, interesting...), it's for the sake of argument.
I wasn't clear on my definition of "aggression", that's true. I'm sure any competitor would heartily disagree with the idea that "frustration" is the root of their competitive spirit and ability to play the game/solve the puzzle, but it's part of it, a negative part, at least in the immediate sense. The "aggressiveness" that researchers are seeing is most likely the excitement of the game experience, as Fel is saying, a mix of problem solving, frustration and competition.
Posted by: Jeremy Bruno | May 15, 2008 2:20 PM
Interesting journal that article appeared in, edited by Sylvia Kierkegaard, with two articles by Peter Kierkegaard.
Posted by: Dave Munger | May 15, 2008 2:25 PM
/shrug
Kierkegaard's point that the evidence is scant and overemphasized is well taken, no matter where it was published. It would be an opinion piece in any journal, would it not? The important thing is that it gave me something to blog about. :-)
His idea that video games are decreasing violence is as tenuous as the idea that they cause violence, however. I'm not hailing the man as a genius, just agreeing with him on this point.
Posted by: Jeremy Bruno | May 15, 2008 2:38 PM
Here's an article working from the framework of the GAM finding increases in aggressive behavior and aggression-related constructs.
http://archpedi.ama-assn.org/cgi/content/full/160/4/348
I strongly question Kierkegaard's practice of basing his conclusions on rates of violence. There are too many confounding factors. The way to control for these factors is by testing the hypotheses in a lab, or in the real world but with extremely stringent controls. That is what authors like Anderson, Bushman and Heusmann have done. No scientists are arguing that video games have had a direct impact on rates of violence. The research does support the notion that video games are a risk factor for aggression, accounting for around 10 - 20% of the variance.
No one should be making claims that video games are poisoning our kids, but no one should be making claims that they have no effects at all when reputable research has showed otherwise. Unless, of course, you can substantiate claims that all of the studies showing effects have fatal flaws. I don't see him doing this.
Posted by: Chris G. | May 15, 2008 5:44 PM
Kierkegaard is arguing from a position of authority with claims like "scant scientific evidence." But we have no evidence of his authority when he's publishing in a journal whose review process appears to be sketchy.
I've seen some evidence that video games aren't as bad as Anderson et al. suggest, but Kierkegaard doesn't seem to be aware of it.
Posted by: Dave Munger | May 16, 2008 7:26 AM
At least Anderson acknowledges the need for parents to play a primary role in regulating their children's intake of media, instead of making broad generalizations and asking for public policy to remedy the problem. With video games being a part of your culture growing up, you can't help but wonder if there is some generational bias in the conclusions drawn by these studies. The proposed public policies that stems from these studies stink of censorship, quite honestly, along the lines of the rock and roll, heavy metal and hip hop research that has been done in the past 50 or so years.
I agree with Chris wholeheartedly; the research needs to be done, and people should know what potential dangers are associated with playing video games. But responsible gamers shouldn't have to suffer penalties and prejudice just because people cannot control their children's activities.
Posted by: Jeremy Bruno | May 16, 2008 9:18 AM
What's needed, too, are some comparable studies for sports events such as football, NASCAR, boxing, etc., and some for other activities - such as dancing at a nightclub (or even ballet, for that matter).
Looking at this one thing and making extravagant claims for it seems to me to be more of a promotion than a scientific study.
Posted by: Ian | May 16, 2008 11:03 AM
And would they pause to consider why they reflexively conflate "blood pressure, heart rate and other physiological factors" - physiological signs of excitement - with "aggression?"
Posted by: Azkyroth | May 16, 2008 12:30 PM
Recently on CBC Radio's _Search Engine_, they reported on a US DOJ study that recently came out, and it did show that it was possible to link certain types of video game playing to children/teens who had discipline problems. The indicators of probable problems, (including, but not limited to, violence) were:
Playing nothing but violent games and playing them for more than 15 hours a week.
Boys who did not play video games at all.
Any other pattern of play was not indicative.
Posted by: Rick Pikul | May 16, 2008 12:48 PM
PS: I don't know if you've seen this, but I find it as compelling and decisive now as a parent as I did 8 years ago as a 15 year old gamer. That's probably saying something.
Posted by: Azkyroth | May 17, 2008 3:03 AM
I'm not willing to believe that ultraviolent, realistic videogame playing has *no* effect on how we think about aggression and violence. Research on televised violence and its impact on children go back decades. There is a long history of research on violent pornography that has shown to have an effect on how people behave towards the opposite sex afterwards. An entire branch of psychology has focused on how we learn by watching the behavior of others. We model good and bad behavior to others, including children, all the time, and they learn from it. Hang out at an elementary school during recess, and they act out what they are watching and playing. The entire advertising industry is based on the idea that they can change your behavior based on what they expose you to. Yet somehow, video games get a free ride from this.
Arguing about violence in American society is useless. It's such a part of our culture that we can't even question it.
Posted by: Darrell | May 17, 2008 8:52 AM
The other problem is trying to infer that short-term changes in physiological arousal can lead to long-term changes in agressive behaviour. Even if games make someone agressive in the short term (due to frustration or imitation or what not), it's an unjustified leap of logic to then claim that this causes more violent behaviour in the long term.
Posted by: Physis | May 17, 2008 10:00 AM