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Do Video Games Influence Violent Behavior?

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By:  Roanna Cooper, MA and Marc Zimmerman, PhD, MI-YVPC Director

An op-ed article appeared recently in the The New York Times  discussing the Supreme Court’s decision to strike down California’s law barring the sale or rental of violent video games to people under 18.  The author, Dr. Cheryl Olson,   describes how the proposed law was based on the erroneous assumption that such games influence violent behavior in real life.

Dr. Olson suggests that the deliberately outrageous nature of violent games, though disturbing, makes them easily discernible from real life and suggests that the interactivity could potentially make such games less harmful.

She raises the question of how these two behaviors can be linked if youth violence has declined over the last several years while violent video game playing has increased significantly during the same period.

This analysis ignores the fact that such variation may be explained by factors other than the link between the two. A spurious variable–a third variable that explains the relationship between two other variables—may explain the negative correlation of video game playing and violent behavior. As one example, socioeconomic status may explain both a decline in violent behavior and an increase in video game playing. More affluent youth have the means and time to buy and play video games, which keeps them safely inside while avoiding potentially violent interactions on the street.  Dr. Olsen also cites several studies that have failed to show a connection between violent video game playing and violent behavior among youth.

This conclusion, however, may not be as clear cut as it appears.

Youth violence remains a significant public health issue

The decline of youth violence notwithstanding, it remains a significant public health issue that requires attention.Youth homicide remains the number one cause of death for African-American youth between 14 and 24 years old, and the number two cause for all children in this age group. Furthermore, the proportion of youth admitting to having committed various violent acts within the previous 12 months has remained steady or even increased somewhat in recent years ( http://pediatrics.aappublications.org/content/108/5/1222.full.pdf+html ).  Although the Columbine tragedy and others like it make the headlines, youth are killed everyday by the hands of another.  A more critical analysis of the link between video game playing and violence is necessary for fully understanding a complex problem like youth violent behavior that has many causes and correlates.

influence of video games on violent behavior essay

Studies support a link between violent video games and aggressive behavior

Researchers have reported experimental evidence linking violent video games to more aggressive behavior, particularly as it relates to children who are at more sensitive stages in their socialization.  These effects have been found to be particularly profound in the case of child-initiated virtual violence.

  • In one study, 161 9- to 12-year olds and 354 college students were randomly assigned to play either a violent or nonviolent video game.  The participants subsequently played another computer game in which they set punishment levels to be delivered to another person participating in the study (they were not actually administered).  Information was also gathered on each participant’s recent history of violent behavior; habitual video game, television, and move habits, and several other control variables.  The authors reported three main findings: 1) participants who played one of violent video games would choose to punish their opponents with significantly more high-noise blasts than those who played the nonviolent games; 2) habitual exposure to violent media was associated with higher levels of recent violent behavior; and 3) interactive forms of media violence were more strongly related to violent behavior than exposure to non-interactive media violence.
  • The second study was a cross-sectional correlational study of media habits, aggression-related individual difference variables, and aggressive behaviors of an adolescent population.  High school students (N=189) completed surveys about their violent TV, movie, and video game exposure, attitudes towards violence, and perceived norms about violent behavior and personality traits.  After statistically controlling for sex, total screen time and aggressive beliefs and attitudes, the authors found that playing violent video games predicted heightened physically aggressive behavior and violent behavior in the real world in a long-term context.
  • In a third study, Anderson et al. conducted a longitudinal study of elementary school students to examine if violent video game exposure resulted in increases in aggressive behavior over time.  Surveys were given to 430 third, fourth, and fifth graders, their peers, and their teachers at two times during a school year.  The survey assessed both media habits and their attitudes about violence.  Results indicated that children who played more violent video games early in a school year changed to see the world in a more aggressive way and also changed to become more verbally and physically aggressive later in the school year.  Changes in attitude were noticed by both peers and teachers.
  • Bushman and Huesmann, in a 2006 Pediatrics and Adolescent Medicine article , examined effect size estimates using meta-analysis to look at the short- and long-term effects of violent media on aggression in children and adults.  They reported a positive relationship between exposure to media violence and subsequent aggressive behavior, aggressive ideas, arousal, and anger across the studies they examined.  Consistent with the theory that long-term effects require the learning of beliefs and that young minds can easier encode new scripts via observational learning, they found that the long-term effects were greater for children.
  • In a more recent review, Anderson et al. (2010) also analyzed 136 studies representing 130,296 participants from several countries.  These included experimental laboratory work, cross-sectional surveys and longitudinal studies.  Overall, they found consistent associations between playing violent video games and many measures of aggression, including self, teacher and parent reports of aggressive behavior.  Although the correlations were not high (r=0.17-0.20), they are typical for psychological studies in general and comparable with other risk factors for youth violence suggested in the 2001 Surgeon General’s Report on youth violence .

Violent video games may increase precursors to violent behavior, such as bullying

Although playing violent video games may not necessarily determine violent or aggressive behavior, it may increase precursors to violent behavior.  In fact, Dr. Olson points out that violent video games may be related to bullying, which researchers have found to be a risk factor for more serious violent behavior. Therefore, video game playing may have an indirect effect on violent behavior by increasing risk factors for it.  Doug Gentile notes that the only way for violent video games to affect serious criminal violence statistics is if they were the primary predictor of crime, which they may not be.  Rather, they represent one risk factor among many for aggression ( http://www.apa.org/monitor/2010/12/virtual-violence.aspx ).

Should video games be regulated?

L. Rowell Huesmann (2010) points out that violent video game playing may be similar to other public health threats such as exposure to cigarette smoke and led based paint .  Despite not being guaranteed, the probability of lung cancer from smoking or intelligence deficits from lead exposure is increased.  Nevertheless, we have laws controlling cigarette sales to minors and the use of lead-based paint (and other lead-based products such as gasoline) because it is a risk factor for negative health outcomes.  Huesmann argues the same analysis could be applied to video game exposure.  Although exposure to violent video games is not the sole factor contributing to aggression and violence among children and adolescents, it is a contributing risk factor that is modifiable.

influence of video games on violent behavior essay

Violent behavior is determined by many factors

Finally, most researchers would agree that violent behavior is determined by many factors which may combine in different ways for different youth. These factors involve neighborhoods, families, peers, and individual traits and behaviors. Researchers, for example, have found that living in a violent neighborhood and experiencing violence as a victim or witness is associated with an increased risk for violent behavior among youth. Yet, this factor alone may not cause one to be violent and most people living in such a neighborhood do not become violent perpetrators. Similarly, researchers have found consistently that exposure to family violence (e.g., spousal and child abuse, fighting and conflict) increases the risk for youth violent behavior, but does not necessarily result in violent children. Likewise, researchers have found that first person killing video game playing is associated with increased risk for violent behavior, but not all the time. Yet, constant exposure to violence from multiple sources, including first person violent video games, in the absence of positive factors that help to buffer these negative exposures is likely to increase the probability that youth will engage in violent behavior.

Despite disagreements on the exact nature of the relationship between violent video game playing and violent or aggressive behavior, significant evidence exists linking video game playing with violent behavior and its correlates.  Although we are somewhat agnostic about the role of social controls like laws banning the sale of violent video games to minors, an argument against such social controls based on the conclusion  that the video games have no effect seems to oversimplify the issue. A more in-depth and critical analysis of the issue from multiple perspectives may both help more completely understand the causes and correlates of youth violence, and provide us with some direction for creative solutions to this persistent social problem.

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  • Published: 13 March 2018

Does playing violent video games cause aggression? A longitudinal intervention study

  • Simone Kühn 1 , 2 ,
  • Dimitrij Tycho Kugler 2 ,
  • Katharina Schmalen 1 ,
  • Markus Weichenberger 1 ,
  • Charlotte Witt 1 &
  • Jürgen Gallinat 2  

Molecular Psychiatry volume  24 ,  pages 1220–1234 ( 2019 ) Cite this article

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It is a widespread concern that violent video games promote aggression, reduce pro-social behaviour, increase impulsivity and interfere with cognition as well as mood in its players. Previous experimental studies have focussed on short-term effects of violent video gameplay on aggression, yet there are reasons to believe that these effects are mostly the result of priming. In contrast, the present study is the first to investigate the effects of long-term violent video gameplay using a large battery of tests spanning questionnaires, behavioural measures of aggression, sexist attitudes, empathy and interpersonal competencies, impulsivity-related constructs (such as sensation seeking, boredom proneness, risk taking, delay discounting), mental health (depressivity, anxiety) as well as executive control functions, before and after 2 months of gameplay. Our participants played the violent video game Grand Theft Auto V, the non-violent video game The Sims 3 or no game at all for 2 months on a daily basis. No significant changes were observed, neither when comparing the group playing a violent video game to a group playing a non-violent game, nor to a passive control group. Also, no effects were observed between baseline and posttest directly after the intervention, nor between baseline and a follow-up assessment 2 months after the intervention period had ended. The present results thus provide strong evidence against the frequently debated negative effects of playing violent video games in adults and will therefore help to communicate a more realistic scientific perspective on the effects of violent video gaming.

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Increasing prosocial behavior and decreasing selfishness in the lab and everyday life

The concern that violent video games may promote aggression or reduce empathy in its players is pervasive and given the popularity of these games their psychological impact is an urgent issue for society at large. Contrary to the custom, this topic has also been passionately debated in the scientific literature. One research camp has strongly argued that violent video games increase aggression in its players [ 1 , 2 ], whereas the other camp [ 3 , 4 ] repeatedly concluded that the effects are minimal at best, if not absent. Importantly, it appears that these fundamental inconsistencies cannot be attributed to differences in research methodology since even meta-analyses, with the goal to integrate the results of all prior studies on the topic of aggression caused by video games led to disparate conclusions [ 2 , 3 ]. These meta-analyses had a strong focus on children, and one of them [ 2 ] reported a marginal age effect suggesting that children might be even more susceptible to violent video game effects.

To unravel this topic of research, we designed a randomised controlled trial on adults to draw causal conclusions on the influence of video games on aggression. At present, almost all experimental studies targeting the effects of violent video games on aggression and/or empathy focussed on the effects of short-term video gameplay. In these studies the duration for which participants were instructed to play the games ranged from 4 min to maximally 2 h (mean = 22 min, median = 15 min, when considering all experimental studies reviewed in two of the recent major meta-analyses in the field [ 3 , 5 ]) and most frequently the effects of video gaming have been tested directly after gameplay.

It has been suggested that the effects of studies focussing on consequences of short-term video gameplay (mostly conducted on college student populations) are mainly the result of priming effects, meaning that exposure to violent content increases the accessibility of aggressive thoughts and affect when participants are in the immediate situation [ 6 ]. However, above and beyond this the General Aggression Model (GAM, [ 7 ]) assumes that repeatedly primed thoughts and feelings influence the perception of ongoing events and therewith elicits aggressive behaviour as a long-term effect. We think that priming effects are interesting and worthwhile exploring, but in contrast to the notion of the GAM our reading of the literature is that priming effects are short-lived (suggested to only last for <5 min and may potentially reverse after that time [ 8 ]). Priming effects should therefore only play a role in very close temporal proximity to gameplay. Moreover, there are a multitude of studies on college students that have failed to replicate priming effects [ 9 , 10 , 11 ] and associated predictions of the so-called GAM such as a desensitisation against violent content [ 12 , 13 , 14 ] in adolescents and college students or a decrease of empathy [ 15 ] and pro-social behaviour [ 16 , 17 ] as a result of playing violent video games.

However, in our view the question that society is actually interested in is not: “Are people more aggressive after having played violent video games for a few minutes? And are these people more aggressive minutes after gameplay ended?”, but rather “What are the effects of frequent, habitual violent video game playing? And for how long do these effects persist (not in the range of minutes but rather weeks and months)?” For this reason studies are needed in which participants are trained over longer periods of time, tested after a longer delay after acute playing and tested with broader batteries assessing aggression but also other relevant domains such as empathy as well as mood and cognition. Moreover, long-term follow-up assessments are needed to demonstrate long-term effects of frequent violent video gameplay. To fill this gap, we set out to expose adult participants to two different types of video games for a period of 2 months and investigate changes in measures of various constructs of interest at least one day after the last gaming session and test them once more 2 months after the end of the gameplay intervention. In contrast to the GAM, we hypothesised no increases of aggression or decreases in pro-social behaviour even after long-term exposure to a violent video game due to our reasoning that priming effects of violent video games are short-lived and should therefore not influence measures of aggression if they are not measured directly after acute gaming. In the present study, we assessed potential changes in the following domains: behavioural as well as questionnaire measures of aggression, empathy and interpersonal competencies, impulsivity-related constructs (such as sensation seeking, boredom proneness, risk taking, delay discounting), and depressivity and anxiety as well as executive control functions. As the effects on aggression and pro-social behaviour were the core targets of the present study, we implemented multiple tests for these domains. This broad range of domains with its wide coverage and the longitudinal nature of the study design enabled us to draw more general conclusions regarding the causal effects of violent video games.

Materials and methods

Participants.

Ninety healthy participants (mean age = 28 years, SD = 7.3, range: 18–45, 48 females) were recruited by means of flyers and internet advertisements. The sample consisted of college students as well as of participants from the general community. The advertisement mentioned that we were recruiting for a longitudinal study on video gaming, but did not mention that we would offer an intervention or that we were expecting training effects. Participants were randomly assigned to the three groups ruling out self-selection effects. The sample size was based on estimates from a previous study with a similar design [ 18 ]. After complete description of the study, the participants’ informed written consent was obtained. The local ethics committee of the Charité University Clinic, Germany, approved of the study. We included participants that reported little, preferably no video game usage in the past 6 months (none of the participants ever played the game Grand Theft Auto V (GTA) or Sims 3 in any of its versions before). We excluded participants with psychological or neurological problems. The participants received financial compensation for the testing sessions (200 Euros) and performance-dependent additional payment for two behavioural tasks detailed below, but received no money for the training itself.

Training procedure

The violent video game group (5 participants dropped out between pre- and posttest, resulting in a group of n  = 25, mean age = 26.6 years, SD = 6.0, 14 females) played the game Grand Theft Auto V on a Playstation 3 console over a period of 8 weeks. The active control group played the non-violent video game Sims 3 on the same console (6 participants dropped out, resulting in a group of n  = 24, mean age = 25.8 years, SD = 6.8, 12 females). The passive control group (2 participants dropped out, resulting in a group of n  = 28, mean age = 30.9 years, SD = 8.4, 12 females) was not given a gaming console and had no task but underwent the same testing procedure as the two other groups. The passive control group was not aware of the fact that they were part of a control group to prevent self-training attempts. The experimenters testing the participants were blind to group membership, but we were unable to prevent participants from talking about the game during testing, which in some cases lead to an unblinding of experimental condition. Both training groups were instructed to play the game for at least 30 min a day. Participants were only reimbursed for the sessions in which they came to the lab. Our previous research suggests that the perceived fun in gaming was positively associated with training outcome [ 18 ] and we speculated that enforcing training sessions through payment would impair motivation and thus diminish the potential effect of the intervention. Participants underwent a testing session before (baseline) and after the training period of 2 months (posttest 1) as well as a follow-up testing sessions 2 months after the training period (posttest 2).

Grand Theft Auto V (GTA)

GTA is an action-adventure video game situated in a fictional highly violent game world in which players are rewarded for their use of violence as a means to advance in the game. The single-player story follows three criminals and their efforts to commit heists while under pressure from a government agency. The gameplay focuses on an open world (sandbox game) where the player can choose between different behaviours. The game also allows the player to engage in various side activities, such as action-adventure, driving, third-person shooting, occasional role-playing, stealth and racing elements. The open world design lets players freely roam around the fictional world so that gamers could in principle decide not to commit violent acts.

The Sims 3 (Sims)

Sims is a life simulation game and also classified as a sandbox game because it lacks clearly defined goals. The player creates virtual individuals called “Sims”, and customises their appearance, their personalities and places them in a home, directs their moods, satisfies their desires and accompanies them in their daily activities and by becoming part of a social network. It offers opportunities, which the player may choose to pursue or to refuse, similar as GTA but is generally considered as a pro-social and clearly non-violent game.

Assessment battery

To assess aggression and associated constructs we used the following questionnaires: Buss–Perry Aggression Questionnaire [ 19 ], State Hostility Scale [ 20 ], Updated Illinois Rape Myth Acceptance Scale [ 21 , 22 ], Moral Disengagement Scale [ 23 , 24 ], the Rosenzweig Picture Frustration Test [ 25 , 26 ] and a so-called World View Measure [ 27 ]. All of these measures have previously been used in research investigating the effects of violent video gameplay, however, the first two most prominently. Additionally, behavioural measures of aggression were used: a Word Completion Task, a Lexical Decision Task [ 28 ] and the Delay frustration task [ 29 ] (an inter-correlation matrix is depicted in Supplementary Figure 1 1). From these behavioural measures, the first two were previously used in research on the effects of violent video gameplay. To assess variables that have been related to the construct of impulsivity, we used the Brief Sensation Seeking Scale [ 30 ] and the Boredom Propensity Scale [ 31 ] as well as tasks assessing risk taking and delay discounting behaviourally, namely the Balloon Analogue Risk Task [ 32 ] and a Delay-Discounting Task [ 33 ]. To quantify pro-social behaviour, we employed: Interpersonal Reactivity Index [ 34 ] (frequently used in research on the effects of violent video gameplay), Balanced Emotional Empathy Scale [ 35 ], Reading the Mind in the Eyes test [ 36 ], Interpersonal Competence Questionnaire [ 37 ] and Richardson Conflict Response Questionnaire [ 38 ]. To assess depressivity and anxiety, which has previously been associated with intense video game playing [ 39 ], we used Beck Depression Inventory [ 40 ] and State Trait Anxiety Inventory [ 41 ]. To characterise executive control function, we used a Stop Signal Task [ 42 ], a Multi-Source Interference Task [ 43 ] and a Task Switching Task [ 44 ] which have all been previously used to assess effects of video gameplay. More details on all instruments used can be found in the Supplementary Material.

Data analysis

On the basis of the research question whether violent video game playing enhances aggression and reduces empathy, the focus of the present analysis was on time by group interactions. We conducted these interaction analyses separately, comparing the violent video game group against the active control group (GTA vs. Sims) and separately against the passive control group (GTA vs. Controls) that did not receive any intervention and separately for the potential changes during the intervention period (baseline vs. posttest 1) and to test for potential long-term changes (baseline vs. posttest 2). We employed classical frequentist statistics running a repeated-measures ANOVA controlling for the covariates sex and age.

Since we collected 52 separate outcome variables and conduced four different tests with each (GTA vs. Sims, GTA vs. Controls, crossed with baseline vs. posttest 1, baseline vs. posttest 2), we had to conduct 52 × 4 = 208 frequentist statistical tests. Setting the alpha value to 0.05 means that by pure chance about 10.4 analyses should become significant. To account for this multiple testing problem and the associated alpha inflation, we conducted a Bonferroni correction. According to Bonferroni, the critical value for the entire set of n tests is set to an alpha value of 0.05 by taking alpha/ n  = 0.00024.

Since the Bonferroni correction has sometimes been criticised as overly conservative, we conducted false discovery rate (FDR) correction [ 45 ]. FDR correction also determines adjusted p -values for each test, however, it controls only for the number of false discoveries in those tests that result in a discovery (namely a significant result).

Moreover, we tested for group differences at the baseline assessment using independent t -tests, since those may hamper the interpretation of significant interactions between group and time that we were primarily interested in.

Since the frequentist framework does not enable to evaluate whether the observed null effect of the hypothesised interaction is indicative of the absence of a relation between violent video gaming and our dependent variables, the amount of evidence in favour of the null hypothesis has been tested using a Bayesian framework. Within the Bayesian framework both the evidence in favour of the null and the alternative hypothesis are directly computed based on the observed data, giving rise to the possibility of comparing the two. We conducted Bayesian repeated-measures ANOVAs comparing the model in favour of the null and the model in favour of the alternative hypothesis resulting in a Bayes factor (BF) using Bayesian Information criteria [ 46 ]. The BF 01 suggests how much more likely the data is to occur under the null hypothesis. All analyses were performed using the JASP software package ( https://jasp-stats.org ).

Sex distribution in the present study did not differ across the groups ( χ 2 p -value > 0.414). However, due to the fact that differences between males and females have been observed in terms of aggression and empathy [ 47 ], we present analyses controlling for sex. Since our random assignment to the three groups did result in significant age differences between groups, with the passive control group being significantly older than the GTA ( t (51) = −2.10, p  = 0.041) and the Sims group ( t (50) = −2.38, p  = 0.021), we also controlled for age.

The participants in the violent video game group played on average 35 h and the non-violent video game group 32 h spread out across the 8 weeks interval (with no significant group difference p  = 0.48).

To test whether participants assigned to the violent GTA game show emotional, cognitive and behavioural changes, we present the results of repeated-measure ANOVA time x group interaction analyses separately for GTA vs. Sims and GTA vs. Controls (Tables  1 – 3 ). Moreover, we split the analyses according to the time domain into effects from baseline assessment to posttest 1 (Table  2 ) and effects from baseline assessment to posttest 2 (Table  3 ) to capture more long-lasting or evolving effects. In addition to the statistical test values, we report partial omega squared ( ω 2 ) as an effect size measure. Next to the classical frequentist statistics, we report the results of a Bayesian statistical approach, namely BF 01 , the likelihood with which the data is to occur under the null hypothesis that there is no significant time × group interaction. In Table  2 , we report the presence of significant group differences at baseline in the right most column.

Since we conducted 208 separate frequentist tests we expected 10.4 significant effects simply by chance when setting the alpha value to 0.05. In fact we found only eight significant time × group interactions (these are marked with an asterisk in Tables  2 and 3 ).

When applying a conservative Bonferroni correction, none of those tests survive the corrected threshold of p  < 0.00024. Neither does any test survive the more lenient FDR correction. The arithmetic mean of the frequentist test statistics likewise shows that on average no significant effect was found (bottom rows in Tables  2 and 3 ).

In line with the findings from a frequentist approach, the harmonic mean of the Bayesian factor BF 01 is consistently above one but not very far from one. This likewise suggests that there is very likely no interaction between group × time and therewith no detrimental effects of the violent video game GTA in the domains tested. The evidence in favour of the null hypothesis based on the Bayes factor is not massive, but clearly above 1. Some of the harmonic means are above 1.6 and constitute substantial evidence [ 48 ]. However, the harmonic mean has been criticised as unstable. Owing to the fact that the sum is dominated by occasional small terms in the likelihood, one may underestimate the actual evidence in favour of the null hypothesis [ 49 ].

To test the sensitivity of the present study to detect relevant effects we computed the effect size that we would have been able to detect. The information we used consisted of alpha error probability = 0.05, power = 0.95, our sample size, number of groups and of measurement occasions and correlation between the repeated measures at posttest 1 and posttest 2 (average r  = 0.68). According to G*Power [ 50 ], we could detect small effect sizes of f  = 0.16 (equals η 2  = 0.025 and r  = 0.16) in each separate test. When accounting for the conservative Bonferroni-corrected p -value of 0.00024, still a medium effect size of f  = 0.23 (equals η 2  = 0.05 and r  = 0.22) would have been detectable. A meta-analysis by Anderson [ 2 ] reported an average effects size of r  = 0.18 for experimental studies testing for aggressive behaviour and another by Greitmeyer [ 5 ] reported average effect sizes of r  = 0.19, 0.25 and 0.17 for effects of violent games on aggressive behaviour, cognition and affect, all of which should have been detectable at least before multiple test correction.

Within the scope of the present study we tested the potential effects of playing the violent video game GTA V for 2 months against an active control group that played the non-violent, rather pro-social life simulation game The Sims 3 and a passive control group. Participants were tested before and after the long-term intervention and at a follow-up appointment 2 months later. Although we used a comprehensive test battery consisting of questionnaires and computerised behavioural tests assessing aggression, impulsivity-related constructs, mood, anxiety, empathy, interpersonal competencies and executive control functions, we did not find relevant negative effects in response to violent video game playing. In fact, only three tests of the 208 statistical tests performed showed a significant interaction pattern that would be in line with this hypothesis. Since at least ten significant effects would be expected purely by chance, we conclude that there were no detrimental effects of violent video gameplay.

This finding stands in contrast to some experimental studies, in which short-term effects of violent video game exposure have been investigated and where increases in aggressive thoughts and affect as well as decreases in helping behaviour have been observed [ 1 ]. However, these effects of violent video gaming on aggressiveness—if present at all (see above)—seem to be rather short-lived, potentially lasting <15 min [ 8 , 51 ]. In addition, these short-term effects of video gaming are far from consistent as multiple studies fail to demonstrate or replicate them [ 16 , 17 ]. This may in part be due to problems, that are very prominent in this field of research, namely that the outcome measures of aggression and pro-social behaviour, are poorly standardised, do not easily generalise to real-life behaviour and may have lead to selective reporting of the results [ 3 ]. We tried to address these concerns by including a large set of outcome measures that were mostly inspired by previous studies demonstrating effects of short-term violent video gameplay on aggressive behaviour and thoughts, that we report exhaustively.

Since effects observed only for a few minutes after short sessions of video gaming are not representative of what society at large is actually interested in, namely how habitual violent video gameplay affects behaviour on a more long-term basis, studies employing longer training intervals are highly relevant. Two previous studies have employed longer training intervals. In an online study, participants with a broad age range (14–68 years) have been trained in a violent video game for 4 weeks [ 52 ]. In comparison to a passive control group no changes were observed, neither in aggression-related beliefs, nor in aggressive social interactions assessed by means of two questions. In a more recent study, participants played a previous version of GTA for 12 h spread across 3 weeks [ 53 ]. Participants were compared to a passive control group using the Buss–Perry aggression questionnaire, a questionnaire assessing impulsive or reactive aggression, attitude towards violence, and empathy. The authors only report a limited increase in pro-violent attitude. Unfortunately, this study only assessed posttest measures, which precludes the assessment of actual changes caused by the game intervention.

The present study goes beyond these studies by showing that 2 months of violent video gameplay does neither lead to any significant negative effects in a broad assessment battery administered directly after the intervention nor at a follow-up assessment 2 months after the intervention. The fact that we assessed multiple domains, not finding an effect in any of them, makes the present study the most comprehensive in the field. Our battery included self-report instruments on aggression (Buss–Perry aggression questionnaire, State Hostility scale, Illinois Rape Myth Acceptance scale, Moral Disengagement scale, World View Measure and Rosenzweig Picture Frustration test) as well as computer-based tests measuring aggressive behaviour such as the delay frustration task and measuring the availability of aggressive words using the word completion test and a lexical decision task. Moreover, we assessed impulse-related concepts such as sensation seeking, boredom proneness and associated behavioural measures such as the computerised Balloon analogue risk task, and delay discounting. Four scales assessing empathy and interpersonal competence scales, including the reading the mind in the eyes test revealed no effects of violent video gameplay. Neither did we find any effects on depressivity (Becks depression inventory) nor anxiety measured as a state as well as a trait. This is an important point, since several studies reported higher rates of depressivity and anxiety in populations of habitual video gamers [ 54 , 55 ]. Last but not least, our results revealed also no substantial changes in executive control tasks performance, neither in the Stop signal task, the Multi-source interference task or a Task switching task. Previous studies have shown higher performance of habitual action video gamers in executive tasks such as task switching [ 56 , 57 , 58 ] and another study suggests that training with action video games improves task performance that relates to executive functions [ 59 ], however, these associations were not confirmed by a meta-analysis in the field [ 60 ]. The absence of changes in the stop signal task fits well with previous studies that likewise revealed no difference between in habitual action video gamers and controls in terms of action inhibition [ 61 , 62 ]. Although GTA does not qualify as a classical first-person shooter as most of the previously tested action video games, it is classified as an action-adventure game and shares multiple features with those action video games previously related to increases in executive function, including the need for hand–eye coordination and fast reaction times.

Taken together, the findings of the present study show that an extensive game intervention over the course of 2 months did not reveal any specific changes in aggression, empathy, interpersonal competencies, impulsivity-related constructs, depressivity, anxiety or executive control functions; neither in comparison to an active control group that played a non-violent video game nor to a passive control group. We observed no effects when comparing a baseline and a post-training assessment, nor when focussing on more long-term effects between baseline and a follow-up interval 2 months after the participants stopped training. To our knowledge, the present study employed the most comprehensive test battery spanning a multitude of domains in which changes due to violent video games may have been expected. Therefore the present results provide strong evidence against the frequently debated negative effects of playing violent video games. This debate has mostly been informed by studies showing short-term effects of violent video games when tests were administered immediately after a short playtime of a few minutes; effects that may in large be caused by short-lived priming effects that vanish after minutes. The presented results will therefore help to communicate a more realistic scientific perspective of the real-life effects of violent video gaming. However, future research is needed to demonstrate the absence of effects of violent video gameplay in children.

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SK has been funded by a Heisenberg grant from the German Science Foundation (DFG KU 3322/1-1, SFB 936/C7), the European Union (ERC-2016-StG-Self-Control-677804) and a Fellowship from the Jacobs Foundation (JRF 2016–2018).

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Kühn, S., Kugler, D., Schmalen, K. et al. Does playing violent video games cause aggression? A longitudinal intervention study. Mol Psychiatry 24 , 1220–1234 (2019). https://doi.org/10.1038/s41380-018-0031-7

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influence of video games on violent behavior essay

ORIGINAL RESEARCH article

The relation of violent video games to adolescent aggression: an examination of moderated mediation effect.

Rong Shao,

  • 1 Research Institute of Moral Education, College of Psychology, Nanjing Normal University, Nanjing, China
  • 2 The Lab of Mental Health and Social Adaptation, Faculty of Psychology, Research Center for Mental Health Education, Southwest University, Chongqing, China

To assess the moderated mediation effect of normative beliefs about aggression and family environment on exposure to violent video games and adolescent aggression, the subjects self-reported their exposure to violent video games, family environment, normative beliefs about aggression, and aggressive behavior. The results showed that there was a significant positive correlation between exposure to violent video games and adolescent aggression; normative beliefs about aggression had a mediation effect on exposure to violent video games and adolescent aggression, while family environment moderated the first part of the mediation process. For individuals with a good family environment, exposure to violent video games had only a direct effect on aggression; however, for those with poor family environment, it had both direct and indirect effects mediated by normative beliefs about aggression. This moderated mediation model includes some notions of General Aggression Model (GAM) and Catalyst Model (CM), which helps shed light on the complex mechanism of violent video games influencing adolescent aggression.

Introduction

Violent video games and aggression.

The relationship between violent video games and adolescent aggression has become a hot issue in psychological research ( Wiegman and Schie, 1998 ; Anderson and Bushman, 2001 ; Anderson et al., 2010 ; Ferguson et al., 2012 ; Greitemeyer, 2014 ; Yang et al., 2014 ; Boxer et al., 2015 ). Based on the General Aggression Model (GAM), Anderson et al. suggested that violent video games constitute an antecedent variable of aggressive behavior, i.e., the degree of exposure to violent video games directly leads to an increase of aggression ( Anderson and Bushman, 2001 ; Bushman and Anderson, 2002 ; Anderson, 2004 ; Anderson et al., 2004 ). Related longitudinal studies ( Anderson et al., 2008 ), meta-analyses ( Anderson et al., 2010 ; Greitemeyer and Mugge, 2014 ), event-related potential studies ( Bailey et al., 2011 ; Liu et al., 2015 ), and trials about juvenile delinquents ( DeLisi et al., 2013 ) showed that exposure to violent video games significantly predicts adolescent aggression.

Although Anderson et al. insisted on using the GAM to explain the effect of violent video games on aggression, other researchers have proposed alternative points of view. For example, a meta-analysis by Sherry (2001) suggested that violent video games have minor influence on adolescent aggression. Meanwhile, Ferguson (2007) proposed that publication bias (or file drawer effect) may have implications in the effect of violent video games on adolescent aggression. Publication bias means that compared with articles with negative results, those presenting positive results (such as statistical significance) are more likely to be published ( Rosenthal and Rosnow, 1991 ). A meta-analysis by Ferguson (2007) found that after publication bias adjustment, the related studies cannot support the hypothesis that violent video games are highly correlated with aggression. Then, Ferguson et al. proposed a Catalyst Model (CM), which is opposite to the GAM. According to this model, genetic predisposition can lead to an aggressive child temperament and aggressive adult personality. Individuals who have an aggressive temperament or an aggressive personality are more likely to produce violent behavior during times of environmental strain. Environmental factors act as catalysts for violent acts for an individual who have a violence-prone personality. This means that although the environment does not cause violent behavior, but it can moderate the causal influence of biology on violence. The CM model suggested that exposure to violent video games is not an antecedent variable of aggressive behavior, but only acts as a catalyst influencing its form ( Ferguson et al., 2008 ). Much of studies ( Ferguson et al., 2009 , 2012 ; Ferguson, 2013 , 2015 ; Furuya-Kanamori and Doi, 2016 ; Huesmann et al., 2017 ) found that adolescent aggression cannot be predicted by the exposure to violent video games, but it is closely related to antisocial personality traits, peer influence, and family violence.

Anderson and his collaborators ( Groves et al., 2014 ; Kepes et al., 2017 ) suggested there were major methodological shortcomings in the studies of Ferguson et al. and redeclared the validity of their own researches. Some researchers supported Anderson et al. and criticized Ferguson’s view ( Gentile, 2015 ; Rothstein and Bushman, 2015 ). However, Markey (2015) held a neutral position that extreme views should not be taken in the relationship between violent video games and aggression.

In fact, the relation of violent video games to aggression is complicated. Besides the controversy between the above two models about whether there is an influence, other studies explored the role of internal factors such as normative belief about aggression and external factors such as family environment in the relationship between violent video games and aggression.

Normative Beliefs About Aggression, Violence Video Games, and Aggression

Normative beliefs about aggression are one of the most important cognitive factors influencing adolescent aggression; they refer to an assessment of aggression acceptability by an individual ( Huesmann and Guerra, 1997 ). They can be divided into two types: general beliefs and retaliatory beliefs. The former means a general view about aggression, while the latter reflects aggressive beliefs in provocative situations. Normative beliefs about aggression reflect the degree acceptance of aggression, which affects the choice of aggressive behavior.

Studies found that normative beliefs about aggression are directly related to aggression. First, self-reported aggression is significantly correlated to normative beliefs about aggression ( Bailey and Ostrov, 2008 ; Li et al., 2015 ). General normative beliefs about aggression can predict young people’s physical, verbal, and indirect aggression ( Lim and Ang, 2009 ); retaliatory normative beliefs about aggression can anticipate adolescent retaliation behavior after 1 year ( Werner and Hill, 2010 ; Krahe and Busching, 2014 ). There is a longitudinal temporal association of normative beliefs about aggression with aggression ( Krahe and Busching, 2014 ). Normative beliefs about aggression are significantly positively related to online aggressive behavior ( Wright and Li, 2013 ), which is the most important determining factor of adolescent cyberbullying ( Kowalski et al., 2014 ). Teenagers with high normative beliefs about aggression are more likely to become bullies and victims of traditional bullying and cyberbullying ( Burton et al., 2013 ). Finally, normative beliefs about aggression can significantly predict the support and reinforcement of bystanders in offline bullying and cyberbullying ( Machackova and Pfetsch, 2016 ).

According to Bandura’s social cognitive theory ( Bandura, 1989 ), violent video games can initiate adolescents’ observational learning. In this situation, not only can they imitate the aggressive behavior of the model but also their understanding and acceptability about aggression may change. Therefore, normative beliefs about aggression can also be a mediator between violent video games and adolescent aggression ( Duan et al., 2014 ; Anderson et al., 2017 ; Huesmann et al., 2017 ). Studies have shown that the mediating role of normative beliefs about aggression is not influenced by factors such as gender, prior aggression, and parental monitoring ( Gentile et al., 2014 ).

Family Environment, Violence Video Games, and Aggression

Family violence, parenting style, and other family factors have major effects on adolescent aggression. On the one hand, family environment can influence directly on aggression by shaping adolescents’ cognition and setting up behavioral models. Many studies have found that family violence and other negative factors are positively related to adolescent aggression ( Ferguson et al., 2009 , 2012 ; Ferguson, 2013 ), while active family environment can reduce the aggressive behavior ( Batanova and Loukas, 2014 ).

On the other hand, family environment can act on adolescent aggression together with other factors, such as exposure to violent video games. Analysis of the interaction between family conflict and media violence (including violence on TV and in video games) to adolescent aggression showed that teenagers living in higher conflict families with more media violence exposure show more aggressive behavior ( Fikkers et al., 2013 ). Parental monitoring is significantly correlated with reduced media violence exposure and a reduction in aggressive behavior 6 months later ( Gentile et al., 2014 ). Parental mediation can moderate the relationship between media violence exposure and normative beliefs about aggression, i.e., for children with less parental mediation, predictability of violent media exposure on normative beliefs about aggression is stronger ( Linder and Werner, 2012 ). Parental mediation is closely linked to decreased aggression caused by violent media ( Nathanson, 1999 ; Rasmussen, 2014 ; Padilla-Walker et al., 2016 ). Further studies have shown that the autonomy-supportive restrictive mediation of parents is related to a reduction in current aggressive behavior by decreasing media violence exposure; conversely, inconsistent restrictive mediation is associated with an increase of current aggressive behavior by enhancing media violence exposure ( Fikkers et al., 2017 ).

The Current Study

Despite GAM and CM hold opposite views on the relationship between violent video games and aggression, both of the two models imply the same idea that aggression cannot be separated from internal and external factors. While emphasizing on negative effects of violent video games on adolescents’ behavior, the GAM uses internal factors to explain the influencing mechanism, including aggressive beliefs, aggressive behavior scripts, and aggressive personality ( Bushman and Anderson, 2002 ; Anderson and Carnagey, 2014 ). Although the CM considers that there is no significant relation between violent video games and aggression, it also acknowledges the role of external factors such as violent video games and family violence. Thus, these two models seem to be contradictory, but in fact, they reveal the mechanism of aggression from different points of view. It will be more helpful to explore the effect of violent video games on aggression from the perspective of combination of internal and external factors.

Although previous studies have investigated the roles of normative beliefs about aggression and family factors in the relationship between violent video games and adolescent aggression separately, the combined effect of these two factors remains unstudied. The purpose of this study was to analyze the combined effect of normative beliefs about aggression and family environment. This can not only confirm the effects of violent video games on adolescent aggression further but also can clarify the influencing mechanism from the integration of GAM and CM to a certain extent. Based on the above, the following three hypotheses were proposed:

Hypothesis 1: There is a significant positive correlation between exposure to violent video games and adolescent aggression.

Hypothesis 2: Normative beliefs about aggression are the mediator of exposure to violent video games and adolescent aggression.

Hypothesis 3: The family environment can moderate the mediation effects of normative beliefs about aggression in exposure to violent video games and adolescent aggression; exposure to violent video games, family environment, normative beliefs about aggression, and aggression constitute a moderated mediation model.

Materials and Methods

Participants.

All subjects gave informed written consent for participation in this investigation, and their parents signed parental written informed consent. The study was reviewed and approved by the Professor Committee of School of Psychology, Nanjing Normal University, which is the committee responsible for providing ethics approvals. A total of 648 Chinese middle school students participated in this study, including 339 boys and 309 girls; 419 students were from cities and towns, and 229 from the countryside. There were 277 and 371 junior and high school students, respectively. Ages ranged from 12 to 19 years, averaging 14.73 ( SD  = 1.60).

Video Game Questionnaire (VGQ)

The Video Game Questionnaire ( Anderson and Dill, 2000) required participants to list their favorite five video games and assess their use frequencies, the degree of violent content, and the degree of violent images on a 7-point scale (1, participants seldom play video games, with no violent content or image; 7, participants often play video games with many violent contents and images). Methods for calculating the score of exposure to violent video games: (score of violent content in the game + score of violent images in the game) × use frequency/5. Chen et al. (2012) found that the Chinese version of this questionnaire had high internal consistency reliability and good content validity. The Chinese version was used in this study, and the Cronbach’s α coefficient of the questionnaire was 0.88.

Aggression Questionnaire (AQ)

There were 29 items in AQ ( Buss and Perry, 1992 ), including four dimensions: physical aggression, verbal aggression, anger, and hostility. The scale used 5-point scoring criteria (1, very incongruent with my features; 5, very congruent with my features). Scores for each item were added to obtain the dimension score, and dimension scores were summed to obtain the total score. The Chinese version of AQ had good internal consistency reliability and construct validity ( Ying and Dai, 2008 ). In this study, the Chinese version was used and its Cronbach’s α coefficient was 0.83.

Family Environment Scale (FES)

The FES ( Moos, 1990 ) includes 90 true-false questions and is divided into 10 subscales, including cohesion, expressiveness, conflict, independence, achievement-orientation, intellectual-cultural orientation, active-recreational orientation, moral-religious emphasis, organization, and control. The Chinese version of FES was revised by Fei et al. (1991) and used in this study. Three subscales closely related to aggression were selected, including cohesion, conflict, and moral-religious emphasis, with 27 items in total. The family environment score was the sum of scores of these three subscales (the conflict subscale was first inverted). The Cronbach’s α coefficient of the questionnaire was 0.75.

Normative Beliefs About Aggression Scale (NOBAGS)

There are 20 items in the NOBAGS ( Huesmann and Guerra, 1997 ), which includes retaliation (12 items) and general (8 items) aggression belief. A 4-point Likert scale is used (1, absolutely wrong; 4, absolutely right). The subjects were asked to assess the accuracy of the behavior described in each item. High score means high level of normative beliefs about aggression. The revised Chinese version of NOBAGS consists of two factors: retaliation (nine items) and general (six items) aggression belief. Its internal consistency coefficient and test-retest reliability are 0.81 and 0.79. Confirmative factor analysis showed that this version has good construct validity: χ 2  = 280.09, df  = 89, χ 2 / df  = 3.15, RMSEA = 0.07, SRMR = 0.04, NFI = 0.95, NNFI = 0.96, and CFI = 0.96 ( Shao and Wang, 2017 ). In this study, the Cronbach’s α coefficient of the Chinese version was 0.88.

Group testing was performed in randomly selected classes of six middle schools. All subjects completed the above four questionnaires.

Data Analysis

IBM SPSS Statistics 22 was used to analysis the correlations among study variables, the mediating effect of normative beliefs about aggression on the relationship between exposure to violent video games and aggression, and the moderating role of family environment in the relationship between exposure to violent video games and normative beliefs about aggression. In order to validate the moderated mediation model, Mplus 7 was also used.

Correlation Analysis Among Study Variables

In this study, self-reported questionnaires were used to collect data, and results might be influenced by common method bias. Therefore, the Harman’s single-factor test was used to assess common method bias before data analysis. The results showed that eigenvalues of 34 unrotated factors were greater than 1, and the amount of variation explained by the first factor was 10.01%, which is much less than 40% of the critical value. Accordingly, common method bias was not significant in this study.

As described in Table 1 , the degree of exposure to violent video games showed significant positive correlations to normative beliefs about aggression and aggression; family environment was negatively correlated to normative beliefs about aggression and aggression; normative beliefs about aggression were significantly and positively related to aggression. The gender difference of exposure to violent video games ( t  = 7.93, p  < 0.001) and normative beliefs about aggression ( t  = 2.74, p  < 0.01) were significant, which boys scored significantly higher than girls.

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Table 1 . Means, standard deviations, and Pearson correlations among study variables.

Mediating Effect Analysis

To examine the mediation effect of normative beliefs about aggression on the relationship between exposure to violent video games and aggression, gender factor was controlled firstly. Stepwise regression analysis showed that the regression of aggression to violent video games ( c  = 0.28, t  = 6.96, p  < 0.001), the regression of normative beliefs about aggression to violent video games ( a  = 0.19, t  = 4.69, p  < 0.001), and the regression of aggression to violent video games ( c ′ = 0.22, t  = 5.69, p  < 0.001) and normative beliefs about aggression ( b  = 0.31, t  = 8.25, p  < 0.001) were all significant. Thus, normative beliefs about aggression played a partial mediating role in exposure to violent video games and aggression. The mediation effect value was 0.06, accounting for 21.43% (0.06/0.28) of the total effect.

Moderated Mediation Effect Analysis

After standardizing scores of exposure to violent videogames, normative beliefs about aggression, family environment, and aggression, two interaction terms were calculated, including family environment × exposure to violent video games and family environment × normative beliefs about aggression. Regression analysis was carried out after controlling gender factor ( Table 2 ).

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Table 2 . Moderated mediation effect analysis of the relationship between violent video exposure and aggression.

In the first step, a simple moderated model (Model 1) between exposure to violent video games and aggression was established. The result showed that exposure to violent video games had a significant effect on aggression ( c 1  = 0.24, t  = 6.13, p  < 0.001), while the effect of family environment × exposure to violent video games on aggression was not significant ( c 3  = 0.05, t  = −1.31, p  = 0.19), indicating that the relationship between exposure to violent video games and aggression was not moderated by family environment.

Next, a moderated model (Model 2) between exposure to violent video games and normative beliefs about aggression was established. The results showed that exposure to violent video games had a significant effect on normative beliefs about aggression ( a 1  = 0.13, t  = 3.42, p  < 0.001), and the effect of family environment × exposure to violent video games on normative beliefs about aggression was significant ( a 3  = −0.13, t  = −3.63, p  < 0.01).

In the third step, a moderated mediation model (Model 3) between exposure to violent video games and aggression was established. As shown in Table 2 , the effect of normative beliefs about aggression on aggression was significant ( b 1  = 0.24, t  = 6.15, p  < 0.001), and the effect of family environment × exposure to violent video games on normative beliefs about aggression was not significant ( b 2  = 0.02, t  = 0.40, p  = 0.69). Because both a 3 and b 1 were significant, exposure to violent video games, family environment, normative beliefs about aggression, and aggression constituted a moderated mediation model. Normative beliefs about aggression played a mediating role between exposure to violent video games and aggression, while family environment was a moderator between exposure to violent video games and normative beliefs about aggression. Mplus analysis proved that the moderated mediation model had good model fitting (χ 2 / df  = 1.54, CFI = 0.99, TLI = 0.98, RMSEA = 0.03, and SRMR = 0.01).

To further analyze the moderating effect of the family environment and exposure to violent video games on normative beliefs about aggression, the family environment was divided into the high and low groups, according to the principle of standard deviation, and a simple slope test was performed ( Figure 1 ). The results found that for individuals with high score of family environment, prediction of exposure to violent video games to normative beliefs about aggression was not significant ( b  = 0.08, SE  = 0.08, p  = 0.37). For individuals with low score of family environment, exposure to violent video games could significantly predict normative beliefs about aggression ( b  = 0.34, SE  = 0.09, p  < 0.001). Based on the overall findings, individuals with high scores of family environment showed a nonsignificant mediating effect of normative beliefs about aggression on the relation of exposure to violent video games and aggression; however, for individuals with low scores of family environment, normative beliefs about aggression played a partial mediating role in the effect of exposure to violent video games on aggression.

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Figure 1 . The moderating effect of the family environment on the relationship between violent video game exposure and normative beliefs about aggression.

Main Findings and Implications

This study found a significantly positive correlation between exposure to violent video games and adolescent aggression, corroborating existing studies ( Anderson, 2004 ; Anderson et al., 2010 ; DeLisi et al., 2013 ; Greitemeyer and Mugge, 2014 ). Anderson et al. (2017) assessed teenagers in Australia, China, Germany, the United States, and other three countries and found that exposure to violent media, including television, movies, and video games, is positively related to adolescent aggression, demonstrating cross-cultural consistency; 8% of variance in aggression could be independently explained by exposure to violent media. In this study, after controlling for gender and family environment, R 2 for exposure to violent video games in predicting adolescent aggression was 0.05, indicating that 5% of variation in adolescent aggression could be explained by exposure to violent media. These consistent findings confirm the effect of exposure to violent video games on adolescent aggression and can be explained by the GAM. According to the GAM ( Bushman and Anderson, 2002 ; Anderson and Carnagey, 2014 ), violent video games can make teenagers acquire, repeat, and reinforce aggression-related knowledge structures, including aggressive beliefs and attitude, aggressive perceptual schemata, aggressive expectation schemata, aggressive behavior scripts, and aggression desensitization. Therefore, aggressive personality is promoted, increasing the possibility of aggressive behavior. The Hypothesis 1 of this study was validated and provided evidence for the GAM.

As shown above, normative beliefs about aggression had a partial mediation effect on the relationship between exposure to violent video games and aggression. Exposure to violent video games, on the one hand, can predict adolescent aggression directly; on the other hand, it had an indirect effect on adolescent aggression via normative beliefs about aggression. According to the above results, when exposure to violent video games changes by 1 standard deviation, adolescent aggression varies by 0.28 standard deviation, with 0.22 standard deviation being a direct effect of exposure to violent video games on adolescent aggression and 0.06 standard deviation representing the effect through normative beliefs about aggression. Too much violence in video games makes it easy for individuals to become accustomed to violence and emotionally apathetic towards the harmful consequences of violence. Moreover, it can make individuals accept the idea that violence is a good way of problem solving, leading to an increase in normative beliefs about aggression; under certain situational cues, it is more likely to become violent or aggressive. This conclusion is supported by other studies ( Gentile et al., 2014 ; Anderson et al., 2017 ; Huesmann et al., 2017 ). Like Hypothesis 1, Hypothesis 2 was validated the GAM.

One of the main findings of this study was the validation of Hypothesis 3: a moderated mediation model was constructed involving exposure to violent video games, family environment, normative beliefs about aggression, and aggression. Family environment moderated the first half of the mediation process of violent video games, normative beliefs about aggression, and aggression. In this study, family environment encompassed three factors, including (1) cohesion reflecting the degree of mutual commitment, assistance, and support among family members; (2) conflict reflecting the extent of anger, aggression, and conflict among family members; and (3) moral-religious emphasis reflecting the degree of emphasis on ethics, religion, and values. Individuals with high scores of family environment often help each other; seldom show anger, attack, and contradiction openly; and pay more attention to morality and values. These positive aspects would help them understand violence in video games from the right perspective, reduce recognition and acceptance of violence or aggression, and diminish the effect of violent video games on normative beliefs about aggression. Hence, exposure to violent video games could not predict normative beliefs about aggression of these individuals. By contrast, individuals with low scores of family environment are less likely to help each other; they often openly show anger, attack, and contradiction and do not pay much attention to morality and values. These negative aspects would not decrease but increase their acceptance of violence and aggression. For these individuals, because of the lack of mitigation mechanisms, exposure to violent video games could predict normative beliefs about aggression significantly.

The moderated mediation model of the relationship between exposure to violent video games and aggression could not only help reveal that exposure to violent video games can affect aggression but also provide an elaboration of the influencing mechanism. According to this model, for individuals with high scores of family environment, exposure to violent video games had only direct effect on aggression. However, for those with low scores of family environment, there was not only a direct effect of exposure to violent video games on aggression but also an indirect effect mediated by normative beliefs about aggression. In short, exposure to violence video games affecting aggression through normative beliefs about aggression is more likely to happen to adolescents with poor family environment than those with good family environment. That is, generation of adolescent aggression is not only related to internal cognitive factors but also to external situations. As Piotrowski and Valkenburg ( Piotrowski and Valkenburg, 2015 ; Valkenburg, 2015 ) pointed out, the effect of violent video games/media on adolescents is a complex interaction of dispositional, developmental, and social factors, and individual differences in susceptibility to these three factors determine the nature and the extent of this influence. The proposed model incorporated some perspectives of GAM and CM: while confirming the effect of exposure to violent video games on aggression occurrence, the combined effect of individual and environmental factors was verified.

Compared with the simple mediation or moderation model, the present moderated mediation model provided deeper insights into the internal mechanism of the effect of violent video games on aggression, providing inspirations for preventing adolescent aggression. First, in view of the close relationship between exposure to violent video games and adolescent aggression, relevant government departments should continue to improve the grading system of video games; meanwhile, parents should appropriately monitor the types of video games used by teenagers as well as the time spent and reduce the degree of exposure to violent video games. Second, by allowing teenagers to objectively distinguish between violence in games and reality, the mediating role of normative beliefs about aggression could inspire people to identify rational ways to solve violence problems and to experience the hurtful consequences of aggression. This would help adolescents change normative beliefs about aggression, establish a correct view of right and wrong, and reduce the occurrence of aggression. Finally, the moderating effect of family environment on the mediation process suggests that more attention should be paid to the important role of family environment. On the one hand, family education is closely related to adolescent aggression. Then, parents should create a good family atmosphere, publicly show anger and aggression as little as possible, and advocate and practice positive moral values. Parents should adopt authoritative styles, abandoning autocratic and indulgent parenting styles ( Casas et al., 2006 ; Sandstrom, 2007 ; Underwood et al., 2009 ; Kawabata et al., 2011 ) to minimize the negative effect of exposure to violent video games. On the other hand, for teenagers with poor family environment, while reducing exposure to violent video games, it is particularly important to change their normative beliefs about aggression, no longer viewing aggression as an alternative way to solve problems.

Limitations

Limitations of the current study should be mentioned. First, only Chinese school students were assessed, in a relatively small number, which could affect sample representativeness. A large sample of teenagers from different countries and in different ages, also including juvenile offenders, would be more accurate in revealing the effect of violent video games on adolescent aggression. Second, this study only focused on violent video games, not involving violent media such as internet and television, daily life events, wars, and other major social events. Indeed, these factors also have important effects on adolescent aggression, and their influencing mechanisms and combined effect are worth investigating further. Third, this study mainly adopted the self-report method. Use of peer, parent, or teacher reports to assess exposure to violent video games and aggression would help improve the effectiveness of the study. Fourth, there might be other mediators, moderating variables and relational models. In addition to normative beliefs about aggression and family environment, individual emotions, personality characteristics, school climate, and companions may play mediating or moderating roles in the relationship between violent video games and aggression. This study developed a moderated mediation model between family environment and normative beliefs about aggression, but the possibility of multiple mediation and mediated moderation models cannot be ruled out.

The current study showed that exposure to violent video games is positively related to adolescent aggression; normative beliefs about aggression have a mediating effect on exposure to violent video games and adolescent aggression, while the family environment regulates the first part of the mediation process. For individuals with good family environment, exposure to violent video games only has a direct effect on aggression; however, for those with poor family environment, there is an indirect effect mediated by normative beliefs about aggression alongside a direct effect. This moderated mediation model incorporates some perspectives of GAM and CM, enriching studies of generative mechanism of adolescent aggression.

Author Contributions

YW and RS conceived the idea of the study. RS analyzed the data. YW and RS interpreted the results and wrote the paper. YW discussed the results and revised the manuscript.

This study was supported by a grant from the National Social Science Foundation of China (14CSH017) to YW.

Conflict of Interest Statement

The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.

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Keywords: violence video games, aggression, family environment, normative beliefs about aggression, moderated mediation effect

Citation: Shao R and Wang Y (2019) The Relation of Violent Video Games to Adolescent Aggression: An Examination of Moderated Mediation Effect. Front. Psychol . 10:384. doi: 10.3389/fpsyg.2019.00384

Received: 25 September 2017; Accepted: 07 February 2019; Published: 21 February 2019.

Reviewed by:

Copyright © 2019 Shao and Wang. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY) . The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

*Correspondence: Yunqiang Wang, [email protected] ; [email protected]

Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.

July 1, 2015

Do Video Games Inspire Violent Behavior?

Conventional wisdom suggests violent media is harming kids. But sometimes a game is just a game

By Greg Toppo

On the morning of August 12, 2013, nearly eight months after 20-year-old Adam Lanza shot his way into Sandy Hook Elementary School in Newtown, Conn., and killed 26 people, Michael Mudry, an investigator with the Connecticut State Police, drove to nearby Danbury to try to solve a little mystery. Police had found a Garmin GPS unit in Lanza's house, and its records showed that the gunman had driven to the same spot nine times in April, May and June 2012, arriving around midnight each time and staying for hours.

The GPS readout took Mudry to the vast parking lot of a suburban shopping center, about 14 miles west of Lanza's home. Workers at a movie theater there immediately recognized Lanza from a photograph. He was at the theater constantly, they told Mudry, but never to see movies. He came to the lobby to play an arcade game, the same one, over and over again, sometimes for eight to 10 hours a night. Witnesses said he would whip himself into a frenzy, and on occasion the theater manager had to unplug the game to get him to leave.

Police had been scouring Lanza's home since the shootings, and on his computer hard drive they found information on weapons magazine capacities, images of Columbine killers Eric Harris and Dylan Klebold, copies of the violent movies Bloody Wednesday and Rampage , and a list of ingredients for TNT. And like many teenaged boys, Lanza owned the typical first-person shooter, fighting and action games: Call of Duty, Dead or Alive, Grand Theft Auto.

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But those weren't the games that possessed Lanza at the movie theater. The title that so consumed the Sandy Hook shooter? Dance Dance Revolution—an arcade staple that has players dance on colored squares to the rhythm of Asian techno-pop. That discovery not only surprised investigators, it also was at odds with overheated speculation in the media and around dinner tables that violent video games had helped turn Lanza into a killer.

Yet no one knows how any of these games—Dance Dance Revolution included—might have affected a kid who was clearly struggling. The truth is that decades of research have turned up no reliable causal link between playing violent video games and perpetrating actual violence. This is not to say that games have no effect. They're built to have an effect. It's just not necessarily the one that most people think.

A tradition of worry The implicit connection between violent media and violent behavior is so old that, like a barnacle clinging to a hull, it's not easily dislodged. The notion dates at least to the Victorian era, when educators, tastemakers and clergymen began criticizing what was then a fairly raucous popular culture. Violent, sex-soaked dime novels and penny-dreadful magazines were immensely popular, and upstanding publications such as Harper's and the Atlantic Monthly took delight in denouncing them. Author and critic Harold Schechter, whose 2005 book Savage Pastimes lays out a social history of violent entertainment, notes that the trend divided the literati of the time. Ralph Waldo Emerson complained about his countrymen “reading all day murders & railroad accidents,” but Nathaniel Hawthorne loved the scandal sheets so much that he had a friend ship stacks of them to Liverpool, England, while he lived abroad as a U.S. consul. The belle of Amherst herself, Emily Dickinson, relished stories of “those funny accidents where railroads meet each other, and gentlemen in factories get their heads cut off quite informally.”

The 20th century saw criticism grow more robust. In 1936 Catholic scholar John K. Ryan laid out what he called the “mental food of American children,” as seen through the media they consumed. It was a long menu, one that included “sadism, cannibalism, bestiality. Crude eroticism. Torturing, killing, kidnapping.” He was talking about daily newspaper comic strips. In 1947 critic and actor John Houseman lodged similar complaints about cartoons on television. They “run red with horrible savagery,” he wrote.

Into this fray entered Stanford University psychologist Albert Bandura, now 89, whose experimental studies in the early 1960s established the theoretical basis for limiting kids' access to violent media. In a 1961 study, Bandura and his colleagues gathered 72 preschoolers. Laboratory assistants led the kids, one at a time, into a playroom, where they sat at a small table and received instruction on how to make potato-print pictures. Soon another adult entered the room and settled into the opposite corner with a Tinkertoy set, a mallet and a five-foot, inflated Bobo clown doll, the kind that rights itself if knocked over. The adult then either quietly assembled the Tinkertoys, ignoring Bobo, or turned to the doll and began “aggressing toward it”—punching it, sitting on it, kicking it around the room, all the while saying things such as “Sock him in the nose!” and “Pow!”

After 10 minutes, each child was led into another room and invited to play with some “relatively attractive toys,” such as a fire engine, a spinning top and a doll set. But after two minutes, a lab assistant announced that these were “her very best toys” and that she'd decided to reserve them for other children. The kids were swept into a third room that held more toys, both “aggressive and nonaggressive”: a tea set, crayons, dart guns, a mallet … and a three-foot Bobo doll. You see where this is going.

Faced with the frustration of having nice new toys suddenly snatched away, the preschoolers who had watched Bobo get mistreated were more likely than the others to take out their aggression on the mini Bobo. Bandura repeated the experiment in 1963, using film and cartoon depictions of Bobo's mistreatment, with similar results. The conclusions seemed clear: watching unchecked aggression in real life, on film or in cartoons makes us more aggressive because it provides us with “social scripts” to guide our behavior. Bandura's conclusions opened a floodgate of “media effects” research that continues today.

The problem is that many of the findings, especially when applied to children's media and play, are misleading at best. Critic Gerard Jones, whose 2003 book Killing Monsters makes a case for giving kids access to “make-believe violence,” writes: “There is no evidence to suggest that punching an inflatable clown has any connection to real-life violence.” In many cases, he and others say, researchers mistake natural competitiveness or the effects of discomfort for aggression or mislabel the subjects' temporary aggression as behavior that holds the potential for violence. In an often quoted 1976 study led by Brian Coates at Washington State University, researchers found that preschoolers who watched the famously mild Mister Rogers' Neighborhood were three times more aggressive afterward. Jones suggests that the experiment itself may have made kids anxious or even angry by compelling them to “sit in a hard plastic chair in a strange room” and watch TV on cue.

It was the 1999 Columbine High School shootings that got many Americans thinking about violent video games. After the attacks, victims' families sued more than two dozen game makers, saying titles such as Doom, a first-person shooter that the two teen gunmen played, desensitized them to violence. A judge dismissed the lawsuits, but the post-Columbine uproar led more researchers to begin dissecting games, much as Bandura did for TV, in search of the roots of aggression.

Deciphering the data A few studies tried to draw distinctions between good and bad games. In a 2010 experiment, Tobias Greitemeyer, then at the University of Sussex in England, and Silvia Osswald of Ludwig Maximilian University in Germany asked subjects to play one of three video games—either a “prosocial” game, an “aggressive” game or the “neutral” game Tetris. After eight minutes, an experimenter reached for a stack of questionnaires but “accidentally” knocked a cup of pencils off the table and onto the floor. Participants who had played the prosocial game were twice as likely to help pick up the pencils as those who played the neutral or aggressive game.

Others have tried to tease out the aftereffects of playing violent games. In a 2012 study, André Melzer of the University of Luxembourg, along with Mario Gollwitzer of Philipps University Marburg in Germany, found that inexperienced players felt a need to “cleanse” themselves after playing a violent video game (the so-called Macbeth effect: “Out, damned spot!”). Researchers asked subjects to play either a driving game or the mayhem-heavy Grand Theft Auto for 15 minutes, then pick gifts from an assortment, half “hygienic” (shower gel, deodorant, toothpaste) and half nonhygienic (gummy bears, Post-it notes, a box of tea). Inexperienced players who played Grand Theft Auto were more likely to pick out hygienic products than were experienced players or inexperienced players who had played the driving game.

But neither of those studies make the case that these games lead to real-word violence. Although drawing conclusions about small population subgroups—such as kids at risk of violence—from broad population trends can be dicey, it is still worth noting that as violent video games proliferated in recent years, the number of violent youthful offenders fell—by more than half between 1994 and 2010, according to the U.S. Department of Justice. This trend is not what you would expect if these games had the power to make good boys go bad. Indeed, in a 2011 analysis of game sales from 2004 to 2008, A. Scott Cunningham of Baylor University, Benjamin Engelstätter of the Center for European Economic Research in Mannheim, Germany, and Michael R. Ward of the University of Texas at Arlington found that higher rates of violent game sales actually coincided with a drop in crimes, especially violent crimes. They concluded that any negative behavioral effects playing violent games might have are more than offset because violent people are drawn to such games, and the more they play, the less time they have for crime.

Even if violent video games are not turning people into killers, we might still wonder if they are harming our kids in subtler ways. As psychologist Douglas A. Gentile of Iowa State University puts it, whatever we practice repeatedly affects the brain. If we practice aggressive ways of thinking, feeling and reacting, he writes, “then we will get better at those.” In a 2008 survey on the gaming habits of about 2,500 young people, Gentile and his father, psychologist J. Ronald Gentile, found that children and adolescents who played more violent games were likelier to report “aggressive cognitions and behaviors.” They concluded that violent video games “appear to be exemplary teachers of aggression.” They also found that eighth and ninth graders who played violent games more frequently displayed greater “hostile attribution bias” (being vigilant for enemies) and got into more arguments with teachers.

The greatest worry is the impact on children who are already at risk. “Media is most powerful in our lives when it reinforces our existing values,” media scholar Henry Jenkins, now at the University of Southern California, said in a 2003 episode of Religion & Ethics Newsweekly . Indeed, Jenkins argued in an essay for PBS, a child who responds to a video game the same way he or she does to a real-world trauma could be showing symptoms of an emotional disturbance. So used in the right setting, a violent game could actually serve as a diagnostic tool.

But beyond such special circumstances, media effects research, with its Bobo dolls as markers of real-world aggression, is problematic. The fighting kids do in physical games and video games alike is just a simulation. In other words, it is play. It looks like fighting, wrote Brian Sutton-Smith, the late renowned play theorist, in his book The Ambiguity of Play , “but it is also the opposite of fighting … carried on by those who are not enemies and who do not intend to harm each other.”

In a way, we are pointing fingers at the wrong people. When we worry that a violent game is going to turn our kids into killers, aren't we the ones who can't tell fantasy from reality? Kids already know the difference.

Adapted from The Game Believes in You: How Digital Play Can Make Our Kids Smarter , with permission from Palgrave Macmillan, a division of St. Martin's Press. Copyright © 2015.

SA Mind Vol 26 Issue 4

Why We Need to Return to the Question of the Effects of Violent Video Games

Player view of first-person shooter game

June 28, 2024

Troubling social phenomena—such as a spike in mass shootings —stem from a multitude of interrelated factors. Reality is complicated; humans are complicated. But in an effort to condense findings for a general audience, make headlines, or both, the scientific community sometimes issues authoritative-sounding statements that muddle, rather than clarify, public understanding. This is the case with potential links between video games and violence.

In 2020, the American Psychological Association (APA) released a statement declaring, “There is insufficient scientific evidence to support a causal link between violent video games and violent behavior.” The statement is reasonable when read carefully, with particular attention to the phrase “insufficient scientific evidence.” But mainstream news outlets and even some researchers and medical professionals have interpreted the statement as saying that there is no causal relationship between video games and violence. This is an incorrect interpretation because it adds certainty to the statement that is not actually there. Instead, the takeaway should be that it is unclear based on experimental research whether, or to what extent, violent games facilitate offline violence. As then-APA President Sandra L. Shullman highlighted in 2020, “Violence is a complex social problem that likely stems from many factors that warrant attention from researchers, policymakers and the public.” Still, one of these many factors could be participation in violent-themed video games, especially those in which racist and other hate-based rhetoric is endemic.

Research on multiplayer online games indicates that extremist statements and hate-based harassment are prevalent in many gaming communities. In a representative survey commissioned by our Center, 51% of multiplayer gamers reported that they had come across extremist narratives—statements like, “violence against women is justified” and “a particular ethnicity should be eliminated”—while playing multiplayer games during the previous year. Other researchers have suggested that the sustained prevalence of extremism in games has led to its normalization . Moreover, a pattern of real-world incidents involving mass shootings by young men who were also devoted gamers—and who used gaming aesthetics in their “ gamified ” acts of violence—suggests that, in some cases, participation in gaming communities contributes to radicalization. These findings and real-world observations ought to figure in the conversation about video games and violence.

The point is not to revive a moral panic around video games. The vast majority of the billions of people worldwide who play online games do not engage in mass violence. Moreover, given how widespread gaming is among young people—around 70% of US children under 18 play video games regularly—there is a high probability that the few young people committing violence would also be gamers.

The problem is also not with the medium itself. Video games come in many varieties, and some are designed to increase empathy and positive social behavior. The issue is that certain popular video games—and the communities surrounding them—have helped to normalize racist, misogynist, and other hate-based ideologies among gamers. Participation in such toxic online environments, when combined with preexisting vulnerabilities and access to firearms, can lead to offline violence. It is not a simple causal story but one that deserves careful examination and nuanced reporting.

influence of video games on violent behavior essay

A Welcome Shift in the Antitrust Climate for Digital Industries

Pavel Durov - CEO of Telegram on a panel

French Authorities’ Detention of Telegram CEO: Long Overdue Accountability or Dangerous Precedent?

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KOSA is Good Tech Policy, but the House Has an Opportunity to Make it Even Better

Andrew Fishman LCSW

Blame Game: Violent Video Games Do Not Cause Violence

What research shows us about the link between violent video games and behavior..

Updated June 9, 2024 | Reviewed by Matt Huston

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In February 2018, President Trump stated in response to the school shooting in Parkland, Florida that “the level of violence (in) video games is really shaping young people’s thoughts.” He’s far from the first to suggest that violent video games make children violent.

It certainly looks like they do. Jimmy Kimmel humorously pointed this out when he challenged parents to turn off their children’s TVs while they were playing the popular shooter game Fortnite and film the results. Unsurprisingly, many of the children lashed out, some cursing, others striking their parents.

The research

Decades of research seem to support this, too. Three common ways that researchers test levels of aggression in a laboratory are with a “hot sauce paradigm,” the “Competitive Reaction Time Test,” and with word or story completion tasks.

In the hot sauce paradigm , researchers instruct participants to prepare a cup of hot sauce for a taste tester. They inform them that the taste tester must consume all of the hot sauce in the cup and that the taste tester detests spicy food. The more hot sauce the participants put into the cup, the more “aggressive” the participants are said to be.

In the Competitive Reaction Time Test , participants compete with a person in the next room. They are told that both people must press a button as fast as possible when they see a light flash. Whoever presses the button first will get to “punish” the opponent with a blast of white noise. They are allowed to turn up the volume as loud and as long as they want. In reality, there is no participant in the next room; the test is designed to let people win exactly half of the games. The researchers are measuring how far they turned the dial and how long they held it for. In theory, people who punish their opponent more severely are more aggressive.

During a word or story completion task , participants are shown a word with missing letters or a story without an ending. Participants are asked to guess what word can be made from those letters or to predict what will happen next in a story. When participants choose “aggressive” words (such as assuming that “M _ _ _ E R” is “murder” instead of “mother”) or assuming that characters will hurt one another, they are considered more aggressive.

These tests have been used to examine whether violent games increase aggression. Several representative studies are summarized below. In each study, the participants assigned to play a violent game seemed more prone to acting or thinking aggressively than those who played a non-violent game for an equivalent amount of time.

  • 2000: Undergraduate psychology students played a video game for 30 minutes and were given the Competitive Reaction Time Test. Those who played Wolfenstein 3D (a violent game) turned the “ punishment ” dial for a longer period of time than those who played Myst (a non-violent game).
  • 2002: Participants played a video game for 20 minutes and were given a story completion task. Players who played Carmageddon , Duke Nukem , Mortal Kombat , or Future Cop (violent games) were more likely to predict that the characters in an ambiguous story would react to conflict aggressively than those who had played Glider Pro , 3D Pinball , Austin Powers , or Tetra Madness (non-violent games).
  • 2004: Participants played a video game for 20 minutes and were given a word-completion task. Players who played Dark Forces , Marathon 2 , Speed Demon , Street Fighter , and Wolfenstein 3D (violent games) were more likely to predict that word fragments were part of aggressive words than non-aggressive words than those who had played 3D Ultra Pinball , Glider Pro , Indy Car II , Jewel Box , and Myst (non-violent games).
  • 2004: Participants played a video game for 20 minutes and were given the Competitive Reaction Time Test. Those who played Marathon 2 (a violent game) turned the “noise punishment” dial to higher levels than those who had played Glider PRO (a non-violent game).
  • 2014: Participants played a video game for 30 minutes and were given the hot sauce test. People who played Call of Duty: Modern Warfare (a violent game) put more hot sauce into the cup than people who played LittleBigPlanet 2 (a non-violent game).

It is easy to conclude from this research that violent games make people more aggressive. In 2015, The American Psychiatric Association (APA) Task Force on Violent Media analyzed 31 similar studies published since 2009 and concluded that “violent video game use has an effect on... aggressive behavior, cognitions, and affect.”

Is this research valid?

However, experienced gamers would notice a critical problem with the studies’ construction.

Although Wolfenstein 3D , Call of Duty , and Duke Nukem are certainly more violent than Myst , LittleBigPlanet 2 , and Glider Pro , violence is far from the only variable.

For example, Wolfenstein 3D is an action-packed, exciting, and fast-paced shooting game, while Myst is a slow, methodical, exploration and puzzle game. To help illustrate this point, here is footage of people playing Wolfenstein and Myst .

Comparing the two and assuming that any differences in the level of aggression after playing must be due to the different levels of violence ignores all of these other variables.

If it’s not violence, what is it?

Some researchers have taken note of this criticism in recent years and begun exploring alternative hypotheses for the differences found, such as that the violent games chosen were also harder to master and that many people had aggressive thoughts simply because they lost . When they have conducted more nuanced studies to explore these other hypotheses, they have found that the violence was not the critical variable.

influence of video games on violent behavior essay

For example, one clever set of studies examined whether players acted out simply because some games “impeded competence.”

  • The first study demonstrated that two of the games in the previous studies differed significantly in how difficult the games were to master; Glider Pro 4 uses just two buttons, while Marathon 2 requires the mouse plus 20 different buttons. This additional variable they identified makes it inappropriate to compare the two and draw a scientifically credible conclusion.
  • The researchers then created two first-person-shooter games with differing levels of violence. In the violent game, characters who the players shot suffered horrific, bloody deaths. The other was a paintball game in which characters simply disappeared when shot. The two games were otherwise identical. When they tested the level of aggression afterward, they found no differences between the groups .
  • In two other studies, these researchers manipulated the game Tetris to be more complicated for half of the participants, either by making the controls complicated or by giving them pieces that could not fit into the grid easily. The groups playing complicated, frustrating versions of the game showed more aggression afterward.

In each of these studies, it was the level of difficulty— not the presence of violence—that predicted aggressive thoughts and actions afterward. When the games were better matched than the previous studies, violence did not appear to affect aggression after playing.

In other words, these researchers concluded that games can make people angry just by being difficult to win.

A clear example of how frustration alone can lead to aggression in a non-violent game can be seen on YouTube, on well-known streamer Markiplier’s first attempt to beat Getting Over It . The game is bizarre; players try to guide a shirtless man in a cauldron up a mountain using only a hammer. It is designed to be extraordinarily unforgiving; one minor misstep might undo an hour of progress. Here ’s a video of him throwing a chair when he slipped down the mountain.

Others have suggested that it is the level of competition present in many games which fosters aggressive thoughts and actions. This is easy to understand—how many of us have yelled at friends or overturned the board at the end of a tense game of Monopoly? One gaming writer quipped , “What makes you angrier: dying to a horde of violent aliens in Gears of War , or losing a close match to your taunting brother in the very non-violent Mario Kart ?”

Anecdotally, I have found these two hypotheses to be true for my clients. I frequently hear from them or their parents that they act aggressively while playing video games, e.g. breaking controllers or yelling at their parents or other players. When I ask my clients about the situation, they talk about feeling frustrated, usually because of difficult gameplay, opponents playing unfairly, losing, or having to stop playing at an inopportune time in the game. These outbursts happen for violent and non-violent games alike.

What if violence is the variable?

In order to understand the results of the experiments, it is important to understand the difference between “statistical significance” and “clinical significance.” Statistical significance is a way to assess whether the results of the study were due to a real difference between groups or whether the results might have been due to chance. Clinical significance is whether the results are important for individuals or the population as a whole.

For example, the 2000 study which found that, on average, players turned the “punishment” dial longer when they played Wolfenstein 3D than those who had played Myst did reach statistical significance.

However, the actual difference was between 6.81 and 6.65 seconds, a difference of 0.16 seconds. To put that number into context, blinking takes roughly 0.1 to 0.4 seconds . That is, subjects who played violent and non-violent games both chose to punish an imaginary opponent for roughly seven seconds. The difference between how long the groups held the dial was less than the blink of an eye .

A 2 percent difference in how long someone holds a dial in a laboratory is hardly cause for alarm. Further, studies have shown that this tiny increase in aggression fades quickly, lasting less than 10 minutes .

Despite this, the researchers linked violent video games to the school shooting at Columbine High School in the first paragraph of the paper.

The APA’s Society for Media Psychology and Technology has since firmly stated that this kind of comparison is inappropriate : “Journalists and policymakers do their constituencies a disservice where they link acts of real-world violence with the perpetrators’ exposure to violent video games...there’s little scientific evidence to support the connection...Discovering that a young crime perpetrator also happened to play violent video games is no more illustrative than discovering that he or she happened to wear sneakers or used to watch Sesame Street.”

In fact, the Secret Service’s report studying characteristics of school shooters showed that only 14 percent of school shooters enjoyed violent video games , compared to 70 percent of their peers.

What about long-term effects?

Some researchers who study aggression use the General Aggression Model (GAM) , a unified theory of aggression created by the researcher who authored many of the papers that found a link between aggression and violent video games. The theory explains that many things may increase aggression in the short-term, including being insulted, unpleasant noises, and the temperature of the room.

The GAM theory further suggests that repeatedly acting on aggressive impulses may push people toward becoming permanently more aggressive. For example, a normally peaceful person may act out when insulted. The more times the person acts out, the more “accessible” violent responses become and the more likely this person is to act violently in future situations.

This makes intuitive sense, and researchers sometimes state that even a tiny increase in aggression, like the aforementioned 2 percent, could be cumulative and lead to long-term aggressive tendencies.

However, it does not appear that this is true. Researchers recently surveyed more than 1,000 British teens ages 14-15 on how often they play games, independently examined how violent those games are, and asked their parents to report how aggressively their children acted over the past month. They examined whether each variable was connected and found no evidence of a correlation. Teens who played violent games many hours per week did not act more aggressively than those who played peaceful games or no games at all.

Should children play violent games?

Of course, I am not suggesting that it is appropriate for young children to play violent games. I would not recommend that young children play Call of Duty for the same reason that I would not recommend they watch Saving Private Ryan until they are mature enough to understand it.

Even though it is not likely to make peaceful people aggressive, media which contains graphic violence can be frightening and hard to understand, especially for young people. Parents should take reasonable steps to ensure that their children are playing age-appropriate games, in the same way that they should ensure their children are watching age-appropriate movies.

Some parents choose to play video games with their children, ask them to play in a common area, or sit with them while they play to help provide context to the content of the games. These are great ideas; they allow parents to teach their children the difference between violence in games and in real life, to have conversations about the actions their characters take, and to comfort children who become scared.

It also helps parents understand what their children are experiencing while playing games so they can help them learn to manage these feelings of frustration. Parents who are familiar with their children’s video games can determine whether they are age-appropriate, their children’s motivations for play, how their children are affected, and how to set appropriate limits.

Adachi, P.J.C. & Willoughby, T. (2011). The effect of video game competition and violence on aggressive behavior: Which characteristic has the greatest influence? Psychology of Violence, 1 (4). Retrieved from https://pdfs.semanticscholar.org/2cab/940f9292928a48d57c375259442c9dc7d…

Allen, J.J., Anderson, C.A., & Bushman, B.J. (2017). The General Aggression Model. Current Opinion in Psychology, 19 . Retrieved from https://www.researchgate.net/publication/316119742_The_General_Aggressi…

Anderson, C.A., Carnagey, N.L., & Eubanks, J. (2003). Exposure to violent media: The effects of songs with violent lyrics on aggressive thoughts and feelings. Journal of Personality and Social Psychology, 84 (5). Retrieved from http://www.craiganderson.org/wp-content/uploads/caa/abstracts/2000-2004…

Anderson, C.A. & Dill, K.E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78 (4). Retrieved from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.583.6828&rep=r…

APA Task Force on Violent Media (2015). Technical report on the review of the violent video game literature. Retrieved from https://www.apa.org/pi/families/review-video-games.pdf

Barlett, C., Branch, O., Rodeheffer, C., & Harris, R. (2009). How long do the short-term violent video game effects last? Aggressive Behavior, 35 . Retrieved from https://www.researchgate.net/publication/23996782_How_Long_Do_the_Short…

Breuer, J., Scharkow, M., & Quandt, T. (2013, December 23). Sore Losers? A Reexamination of the Frustration–Aggression Hypothesis for Colocated Video Game Play. Psychology of Popular Media Culture. Advance online publication. doi: 10.1037/ppm0000020 Retrieved from https://www.researchgate.net/publication/261794000_Sore_losers_A_reexam…

Bushman, B.J. & Anderson, C.A. (2002). Violent video games and hostile expectations: A test of the General Aggression Model. Personality and Social Psychology Bulletin. Retrieved from https://www.researchgate.net/publication/237308783_Violent_Video_Games_…

Chester, D.S. & Lasko, E. (2018). Validating a standardized approach to the Taylor Aggression Paradigm. Social Psychological and Personality Science. Retrieved from https://www.researchgate.net/publication/325749887_Validating_a_Standar…

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Ferguson, C.J. (2008). The school shooting/violent video game link: Causal relationship or moral panic? Journal of Investigative Psychology and Offender Profiling, 5. Retrieved from https://www.academia.edu/725227/The_school_shooting_violent_video_game_…

Ferguson, C. (2017, Spring/Summer). News Media, Public Education and Public Policy Committee: Societal violence and video games: Public statements of a link are problematic. The Amplifier Magazine . Retrieved from https://div46amplifier.com/2017/06/12/news-media-public-education-and-p…

Filardodesigns [filardodesigns]. (2008, September 8). MYST - Chapter 1 [Video file]. Retrieved from https://www.youtube.com/watch?v=e-8CFun3nEw

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Hollingdale, J. & Greitemeyer, T. (2014). The effect of online violent video games on levels of aggression. PLoS ONE 9 (11). Retrieved from https://journals.plos.org/plosone/article?id=10.1371/journal.pone.01117…

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Przybylski, A.K. & Weinstein, N. (2019). Violent video game engagement is not associated with adolescents’ aggressive behaviour: Evidence from a registered report. Royal Society Open Science, 6 (2). Retrieved from https://www.researchgate.net/publication/331409534_Violent_video_game_e…

Schreier, J. (2015, August 14). Why most video game “aggression” studies are nonsense. Retrieved from https://kotaku.com/why-most-video-game-aggression-studies-are-nonsense-…

Andrew Fishman LCSW

Andrew Fishman is a licensed social worker in Chicago, Illinois. He is also a lifelong gamer who works with clients to understand the impact video games have had on their mental health.

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Violent video games exposure and aggression: The role of moral disengagement, anger, hostility, and disinhibition

Mengyun yao.

1 Faculty of Psychology, Southwest University, Chongqing China

2 Key Laboratory of Cognition and Personality, Ministry of Education, Southwest University, Chongqing China

Yuhong Zhou

Associated data.

Based on the General Aggression Model (GAM), the current study investigated the interactive effect of personal factors (e.g., sensation‐seeking) and situational factors (e.g., violent video games exposure [VVGE]) on the trait aggressive behavior, and the mediating role of individual difference trait (e.g., moral disengagement, anger, and hostility). We recruited 547 undergraduates (48.45% male) from five Chinese universities. The results showed that VVGE was positively associated with moral disengagement, disinhibition, and the four aggressive traits (physical aggression, verbal aggression, anger, and hostility), which were positively associated with each other. Moral disengagement was positively associated with both the disinhibition and the four aggressive traits. Disinhibition was positively associated with the four aggressive traits as well. When controlled for gender, moral disengagement, anger, and hostility wholly mediated the relationship between VVGE and aggression, but the moderation effect of disinhibition was not significant. These findings support the framework of GAM and indicate that moral disengagement, anger, and hostility may be the factors that increase the risk of a higher level of aggression following repeated exposure to violent video games.

1. INTRODUCTION

Player Unknown's Battlegrounds (PUBG), a shooting game that Chinese players call “chicken dinner”, has recently become popular among young people, quickly overtaking Honor of Kings in terms of popularity. According to the China gaming industry report from January to June 2018, the top two games for sales in the mobile video games market were Action Role Playing Game (29.9%) and Multiplayer Online Battle Arena (MOBA; 17.4%), which accounted for nearly 50% of sales, and the proportion of Shooting Games has also increased significantly. Furthermore, the report showed that 35.9% of the game types were Shooting Games and 17.9% were MOBA in the Chinese client e‐sports game market (China Audio‐video & Digital Publishing Association Game Publishing Committee, 2018 ). Many games of such genres (e.g., PUBG) contain violent content (Teng, Li, & Liu, 2014 ), which explains to a certain extent the universality of violent video games.

Violent video games are those that depict intentional attempts by individuals (nonhuman cartoon characters, real persons, or anything in between) to inflict harm on others (Anderson & Bushman, 2001 ). The effects of violent video games have been a societal concern since the birth of the industry and have attracted much attention from researchers. A large body of research has found that violent video game exposure (VVGE) is associated with increased aggression among individuals at various ages (e.g., Gentile, Bender, & Anderson, 2017 ; Greitemeyer, 2018 ; Krahé, 2014 ; Teng et al., 2019 ; Velez, Greitemeyer, Whitaker, Ewoldsen, & Bushman, 2016 ). Also, some research has examined the pathways in the associations between VVGE and aggression; for instance, mediators such as hostile attribution bias, aggressive norms, and dehumanization (e.g., Anderson, Gentile, & Buckley, 2007 ; Gentile, Li, Khoo, Prot, & Anderson, 2014 ; Greitemeyer & McLatchie, 2011 ; Möller & Krahé, 2009 ), and moderators such as psychoticism, aggressive traits, neuroticism, and conscientiousness (e.g., Markey & Markey, 2010 ; Markey & Scherer, 2009 ). To the best of our knowledge, however, there have been few studies that have examined simultaneously the underlying mechanisms of the link between VVGE and aggression from the perspectives of social cognition (i.e., moral disengagement) and personality trait (i.e., sensation seeking, anger, hostility). Such a comprehensive study could help to develop interventions to reduce the relation between VVGE and aggressive behaviors from a theoretical perspective.

1.1. Violent video games exposure and aggression

Although some recent studies have not found a significant relationship between VVGE and aggression (Ferguson & Kilburn, 2010 ; McCarthy, Coley, Wagner, Zengel, & Basham, 2016 ; Pan, Gao, Shi, Liu, & Li, 2018 ), a relatively solid association has been established in experimental, cross‐sectional, and longitudinal studies in general. For example, most research in this area has found that violent video games increase aggressive thoughts, angry feelings, physiological arousal, and aggressive behaviors, and decrease empathic feelings and helping behaviors (e.g., Anderson et al., 2010 ; Gentile et al., 2017 ; Hasan, Bègue, & Bushman, 2012 ; Verheijen, Burk, Stoltz, Van, & Cillessen, 2018 ). In addition, some research in cognitive neuroscience has provided neuroimaging support for these effects (e.g., Gentile, Swing, Anderson, Rinker, & Thomas, 2016 ; Montag et al., 2012 ), and there are also meta‐analyses that have concluded that violent video games increase aggression (e.g., Bushman, 2016 ; Greitemeyer & Mügge, 2014 ).

How does VVGE affect individual aggression? The General Aggression Model (GAM), a general model to account for aggressive behavior, could answer this question. GAM consists of two major systems: personality development (distal processes) and social encounters (proximate processes). The proximate processes explain individual episodes of aggression using three stages, that is, personal and situational inputs influence internal states (cognition, affect, and arousal), which in turn affect appraisal and decision processes, which in turn influence aggressive and nonaggressive behavioral outcomes. Each cycle of the proximate processes serves as a learning trail that creates aggressive knowledge structures after many repetitions. Distal processes detail how biological and persistent environmental factors influence personality through changes in knowledge structures (aggressive beliefs and attitudes, aggressive perceptual schemata, aggressive expectation schemata, aggressive behavioral scripts, and aggression desensitization) and brain structure and function. The personality, in turn, influences personal and situational factors in a cyclical fashion (Allen, Anderson, & Bushman, 2018 ; Anderson & Bushman, 2002 ; Anderson & Bushman, 2018 ). VVGE has been assumed to be a situational input variable of proximal causal factors and an environmental factor of distal causal factors (Anderson & Bushman, 2018 ), that is, VVGE influences aggression through the two main systems of GAM.

Most violent video games primarily involve physical violence, and many of the multiplayer games also involve verbal violence (Adachi & Willoughby, 2016 ; Lemmens, Valkenburg, & Peter, 2011 ), therefore, we focused on self‐reported forms of physical aggression and verbal aggression in the current study.

1.2. Moral disengagement as a potential mediator

Moral disengagement is a cognitive predisposition that individuals reinterpret their immoral behaviors (Bandura, Barbaranelli, Caprara, & Pastorelli, 1996 ). In general, individuals have their own moral standards that inhibit them from engaging in immoral conduct (Bandura, 1990 ), but these standards can be deactivated selectively through eight moral disengagement mechanisms (Bandura, 1999 ). Thus, an individual's moral disengagement mechanisms may be exerted when they commit aggressive acts.

Previous research has supported the moral disengagement theory that moral disengagement mechanisms can make individuals reconstruct aggression cognitively; thus aggression is more likely to occur (Bandura et al., 1996 ). For instance, numerous cross‐sectional studies have found that moral disengagement is positively associated with various forms of aggressive behavior such as physical aggression, verbal aggression, and bullying (e.g., Bussey, Quinn, & Dobson, 2015 ; Gao, Weng, Zhou, & Yu, 2017 ; Obermann, 2011 ; Rubio‐Garay, Carrasco, & Amor, 2016 ). Also, this correlation was found to be significant in juvenile delinquent samples (Wang, Lei, Yang, Gao, & Zhao, 2016 ; Zapolski, Banks, Lau, & Aalsma, 2018 ). Moreover, longitudinal studies have found that initial moral disengagement can predict later aggression among adolescents (e.g., Barchia & Bussey, 2011 ; Hyde, Shaw, & Moilanen, 2010 ; Paciello, Fida, Tramontano, Lupinetti, & Caprara, 2008 ; Sticca & Perren, 2015 ). In addition, a recent meta‐analysis has reinforced this link (Gini, Pozzoli, & Hymel, 2014 ; Killer, Bussey, Hawes, & Hunt, 2019 ).

Moral disengagement is not only a powerful predictor of aggression but also a product of VVGE. Some longitudinal research has established a stable link between the two, indicating that frequent exposure to violent video games in early sessions can predict higher levels of moral disengagement in later sessions; however, this effect was not found to be significant when the position of these two variables was reversed (Teng, Nie, Pan, Liu, & Guo, 2017 ; Wang, Ryoo, Swearer, Turner, & Goldberg, 2017 ). In addition, some cross‐sectional studies have also found an association between VVGE and higher levels of moral disengagement (Gabbiadini, Andrighetto, & Volpato, 2012 ; Teng, Nie, Guo, & Liu, 2017 ).

As mentioned above, moral disengagement may be a potential mediator in the relationship between VVGE and aggression. Richmond and Wilson ( 2008 ) found that the relationship between violent media exposure frequency and aggression was mediated wholly by moral disengagement. As for violent video games in particular, research has found that dehumanization, one of the moral disengagement mechanisms, mediates the effect of VVGE on aggressive behavior (Greitemeyer & McLatchie, 2011 ). Teng et al. ( 2019 ) further demonstrated through a longitudinal study that moral disengagement mediates the link between VVGE and aggression, especially for early adolescents. However, as the research‐tested adolescents from the ages of 12–19 years, it is unclear whether the results can be generalized to adults.

Our research aimed to further test the role of moral disengagement in the relationship between VVGE and aggression among college students. Based on the literature reviewed above, it is reasonable to expect that moral disengagement would play a mediating role in the relationship. Thus we propose the following hypothesis:

H1 : Moral disengagement will play a mediating role in the relationship between VVGE and aggression.

1.3. Anger and hostility as potential mediators

Anger involves physiological arousal and preparation for aggression, representing the emotional or affective component of behavior, and hostility consists of feelings of ill will and injustice, representing the cognitive component of behavior (Buss & Perry, 1992 ). Research has explored the relationship between VVGE, anger, hostility, aggression, as follows. Anger moderated the relationship between VVGE and aggression (Engelhardt, Bartholow, & Saults, 2011 ; Giumetti & Markey, 2007 ), hostility mediated the relationship between VVGE and aggression (Adachi & Willoughby, 2016 ; Bartholow, Sestir, & Davis, 2005 ; Gentile, Lynch, Linder, & Walsh, 2004 ). But according to GAM, anger, and hostility may also be potential mediators.

According to the short‐term effects (proximal processes) of GAM, violent video gameplay, when combined with a provocation, may increase anger and hostility, thereby increasing the likelihood of subsequent aggressive behavior. The long‐term effects of GAM (distal processes) suggest that repeated exposure to violent video games changes aggressive knowledge structures, and finally contributing to enhanced aggressive personality (Anderson & Bushman, 2002 ; Anderson & Bushman, 2018 ). Rather trait anger and trait hostility are cognition correlated knowledge structures (Anderson & Bushman, 2001 ; Anderson et al., 2010 ). Therefore, according to GAM, anger, and hostility may be potential mediators. Thus, we propose the following hypothesis:

H2 : Anger and Hostility will play a mediating role in the relationship between VVGE and aggression.

1.4. Disinhibition as a potential moderator

Although VVGE has a significant effect on aggression, not all individuals are affected by VVGE in equal measure. Research has found that users with particular characteristics are more susceptible to VVGE effects than others (Exelmans, Custers, & Van den Bulck ( 2015 ); Markey & Markey, 2010 ; Markey & Scherer, 2009 ). According to the GAM, the interactive dynamics of personal and situational (i.e. VVGE) factors, of biological and environmental (i.e. VVGE) factors will influence an individual's aggressive behaviors. Based on this theory, users’ characteristics such as personality traits could moderate the association between VVGE and aggression.

Previous research has found that callous‐unemotional traits, psychoticism, aggressive traits, and empathy could moderate the relationship between VVGE and aggression (Gao et al., 2017 ; Krahé & Möller, 2010 ; Markey & Scherer, 2009 ; Rydell, 2016 ). As another form of personality trait, sensation‐seeking may also serve as a moderator between VVGE and aggression. Sensation seeking is defined by the seeking of varied, novel, complex and intense sensations and experiences, and the willingness to take physical, social, legal and financial risks for the sake of such experiences (Zuckerman, 1994 ). Sensation seeking has been identified as a moderator of the relationship between violent media content and aggression (Slater, Henry, Swaim, & Cardador, 2004 ). However, Bisch and Lee ( 2009 ) found that the interaction effect between violent video games and sensation seeking was not significant. Sensation seeking contains four subscales: thrills and adventure‐seeking; experience seeking; disinhibition; and boredom susceptibility. It may be that particular dimensions are the main factors in the effect of sensation seeking as a moderator.

The disinhibition dimension may be qualitatively different from the other three dimensions (Krcmar & Greene, 1999 ). Disinhibition represents the desire for social and sexual disinhibition as expressed in social drinking, partying, and variety in sexual partners (Zuckerman, 1994 ). It is the reverse of inhibition and describes how people reduce their public self‐awareness, have less concern about the judgment of others, and thus ignore conventional constraints (Lin & Tsai, 2002 ). Research has found that the disinhibition dimension and the experience‐seeking dimension are related to adolescents’ exposure to violent television positively and negatively, respectively (Krcmar & Greene, 1999 ). Additionally, Aluja‐Fabregat ( 2000 ) found a positive relation between disinhibition and exposure to violent films in 8th‐grade boys and girls. Moreover, a recent study that compared gamers (former and ongoing) with non‐gamers found an association between disinhibition and VVGE (Kimmig, Andringa, & Derntl, 2018 ). Consequently, it seems that disinhibition is the main factor in the moderation of the relationship between VVGE and aggression via sensation seeking.

However, although research has identified sensation seeking as a moderator in the relationship between violent media use and aggression, some studies have not found this effect with regard to VVGE. Given the findings cited above, it is reasonable to deduce that the disinhibition dimension may play a different role in the relationship between VVGE and aggression. Thus we propose the following hypothesis:

H3 : Disinhibition will moderate the relationship between violent video games exposure and aggression.

1.5. The present study

The aims of the present study were twofold: first, we aimed to examine the mediating effect of moral disengagement, anger, and hostility in the relationship between VVGE and aggression among college students. Second, we aimed to examine whether disinhibition dimension of sensation seeking plays a role as a moderator between VVGE and aggression. These two questions can address the mechanisms of both mediation (i.e., how does VVGE increase aggression), and moderation (i.e., when and for whom is the effect most potent) of the relationship between VVGE and aggression.

2. METHOD AND MATERIALS

2.1. participants.

The present study used convenient cluster sampling technology to recruit 855 college students from five universities in China as participants, based on the accessibility. We recovered 757 surveys, and among them were 547 valid responses (excluding incomplete surveys and false answers). The final sample included 265 males and 282 females. The participants’ ages ranged from 16 to 26 years ( M  =   19.34; standard deviation  =   1.01).

2.2. Measures

2.2.1. video game questionnaire.

To measure VVGE, we used the video game questionnaire adapted by Gentile et al. ( 2004 ) from Anderson and Dill ( 2000 ). Participants were asked to list their three favorite video games, including any games played on computers, video game consoles, hand‐held devices, or in video arcades. They were also asked to record the frequency of their play on a 7‐point scale for each game (1   =   “rarely”, 7   =   “often”). They then rated the extent of the violence of each game's content and graphics on a 7‐point scale (1   =   “little or no violence”, 7   =   “extremely violent”). The average rating of the video games was used as the overall index of the VVGE. The index was calculated as: ∑[(the content rating + the graphics rating) × (the weekday frequency × 5 + the weekend frequency × 2)] ÷ the number of games. And participants who never played video games were given a VVGE score of one. The higher the score is, the higher the level of VVGE will be. In the present study, Cronbach's α for the scale is 0.83.

2.2.2. Moral disengagement scale (MDS)

The MDS was used to measure moral disengagement (Bandura et al., 1996 ). The Chinese version has been demonstrated to be a reliable and valid measurement (Yang & Wang, 2012 ). The scale includes 32 items divided into eight mechanisms: moral justification, euphemistic language, advantageous comparison, displacement of responsibility, diffusion of responsibility, distorting consequences, attribution of blame, and dehumanization. All items use a 5‐point scale (1   =   “strongly disagree”, 5   =   “strongly agree”), and higher total scores indicate higher levels of moral disengagement. In the present study, Cronbach's α for the scale is 0.94.

2.2.3. Buss–Perry aggression questionnaire (BPAQ)

The BPAQ consists of 29 items, divided into four dimensions: physical aggression, verbal aggression, anger, and hostility (Buss & Perry, 1992 ). All items use a 5‐point scale (1 = “strongly disagree”, 5 = “strongly agree”). The Chinese version of BPAQ has high validity and reliability (Wang et al., 2016 ). In the present study, Cronbach's α for the scale is 0.91.

The present study used the physical aggression and verbal aggression subscales to assess the trait aggressive behavior, and anger and hostility subscales to access the trait anger and trait hostility. Higher scores indicate higher aggression trait, respectively. In the present study, Cronbach's α for the physical aggression subscale is 0.81, verbal aggression subscale is 0.74, anger subscale is 0.83; hostility subscale is 0.80.

2.2.4. Sensation‐seeking scale (SSS‐V)

The SSS‐V (Zuckerman, Eysenck, & Eysenck, 1978 ) consists of 40 items based on forced choice. Participants choose one statement from two options that best describes them and receive one point for each choice that corresponds to sensation seeking. The Chinese version of the SSS‐V (Wang et al., 2000 ) shows good validity and reliability and has been widely used. In the present study, Cronbach's α for the sensation‐seeking scale is 0.61. The study used the disinhibition subscale to measure disinhibition; higher disinhibition scores represent higher disinhibition tendencies. Cronbach's α for the disinhibition subscale is 0.52, higher disinhibition scores represent higher disinhibition tendencies.

2.3. Procedure and data analysis

The study was approved by the researchers’ University Ethics Committee. Before the investigation, all participants were told that the study was being conducted anonymously and that their information would remain confidential. We then obtained informed consent and participants completed the questionnaires, guided by trained researchers. All the participants were voluntary and they were free to withdraw from the study at any time.

Descriptive statistics, gender differences, correlation analysis, and regression analysis of main variables were conducted using SPSS 22.0. The mediation and moderation analysis was carried out using PROCESS macro (Hayes, 2013 ). The bootstrapping method (Hayes, 2013 ; Preacher & Hayes, 2004 ), which can attain robust standard errors for parameter estimation, was used to test the significance of the mediating effect and moderating effect. We set 5,000 bootstrapping samples and 95% bias‐corrected confidence intervals (CI). Cl containing zero indicated significant effects.

3.1. Preliminary analyses

The study used a self‐report design to collect data, which meant that common method variance may have existed. We used Harman's single‐factor test to test the common method bias. The test showed that there were 36 factors with eigenvalues greater than one, which together explained 65.24% of the total variance, with the largest single factor explaining 14.23% of the variance, which is less than the judgment standards of 40% (Podsakoff, Mackenzie, Lee, & Podsakoff, 2003 ). Therefore, the common method bias was not problematic in this study.

Table ​ Table1 1 shows the correlations between the main variables with gender dummy coded. VVGE was positively associated with moral disengagement, disinhibition, and the four aggressive traits, which were positively correlated with each other. Moral disengagement was positively associated with both the disinhibition and the four aggressive traits. Disinhibition was positively associated with the four aggressive traits. Gender, as a covariate in subsequent analyses, was positively associated with every variable except trait anger.

Correlations and means of study variables

12345678
1 VVGE74.9564.371
2 Physical aggression18.516.100.30 1
3 Verbal aggression12.853.710.22 0.54 1
4 Anger15.935.340.19 0.61 0.53 1
5 Hostility19.295.570.16 0.52 0.47 0.63 1
6 Moral disengagement67.4120.540.29 0.51 0.36 0.31 0.41 1
7 Disinhibition3.531.890.19 0.31 0.10 0.11 0.14 0.31 1
8 Gender0.39 0.35 0.16 0.030.10 0.43 0.33 1

Abbreviation: VVGE, violent video games exposure.

3.2. The mediating effect of moral disengagement, anger, and hostility

To test Hypothesis 1 and Hypothesis 2 that moral disengagement, anger, and hostility would mediate the relationship between VVGE and aggression, we conducted the PROCESS macro Model 4 of SPSS (Hayes, 2013 ) with all data standardized. In the model, VVGE was entered as the predictor, moral disengagement, anger, and hostility as the mediators, aggressive behavior (the composite of physical aggression and verbal aggression) as the outcome variable, and gender was included as a covariate. The mediation effects of moral disengagement (0.03), anger (0.10), and hostility (0.02) were significant (see Table ​ Table2, 2 , Table ​ Table3, 3 , and Figure ​ Figure1). 1 ). Moral disengagement, anger, and hostility accounted for 14.29, 47.62, and 9.52% of the total effect, respectively. When controlling for moral disengagement, anger, and hostility, the direct effect of VVGE on aggression was not significant ( β  = 0.06; standard error  = 0.03; 95% CI = [−0.001, 0.12]). Moral disengagement, anger, and hostility wholly mediated the relationship between VVGE and aggression with 71.43% of the total effect.

Testing the mediation effect of violent video games exposure on aggression (standardized coefficient)

Predictors 95% CI
Model 1VVGE0.2067.94 0.143.46 (0.06, 0.23)
(Moral disengagement)Gender0.748.90 (0.58, 0.91)
Model 2VVGE0.0410.58 0.214.55 (0.12, 0.30)
(Anger)Gender−0.10−1.12(−0.28, 0.08)
Model 3VVGE0.037.87 0.143.11 (0.05, 0.23)
(Hostility)Gender0.101.05(−0.08, 0.28)
Model 4VVGE0.57145.30 0.061.95(−0.001, 0.12)
(Aggressive behavior)Moral disengagement0.216.24 (0.15, 0.28)
Anger0.4612.69 (0.39, 0.54)
Hostility0.164.36 (0.09, 0.24)
Gender0.324.91 (0.19, 0.45)

Abbreviation: CI, confidence interval; VVGE, violent video games exposure.

The direct effect and the mediation effect of moral disengagement, anger, and hostility

95% CI
Mediation effect 1 (moral disengagement)0.030.01(0.01, 0.06)
Mediation effect 2 (anger)0.100.03(0.05, 0.15)
Mediation effect 3 (hostility)0.020.01(0.01, 0.05)
Total indirect effect0.150.03(0.08, 0.22)
Direct effect0.060.03(−0.001, 0.12)

Abbreviation: CI, confidence interval; ab, the mediation effect.

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The relationship between VVGE, moral disengagement, anger, hostility, and aggressive behavior. VVGE, violent video games exposure

3.3. The moderating effect of disinhibition

To test Hypothesis 3 that disinhibition would moderate the relationship between VVGE and aggression, we conducted the PROCESS macro Model 1 of SPSS with disinhibition as a moderator, VVGE as the predictor, aggressive behavior as the outcome variable, gender as a covariate (Hayes, 2013 ). The results showed that the moderation effect of disinhibition was not significant ( β  = −0.04, t  = −0.90, 95% CI = [−0.12, 0.04]), see Table ​ Table4 4 .

Testing the moderation effect of violent video games on aggression (standardized coefficient)

OutcomePredictors 95% CI
Aggressive behaviorVVGE0.1625.41 0.214.75 (0.12, 0.30)
Disinhibition0.163.85 (0.08, 0.24)
VVGE × disinhibition−0.04−0.90(−0.12, 0.04)
Gender0.353.94 (0.18, 0.53)

4. DISCUSSION

Consistent with H1, our study found that moral disengagement played a mediating role in the relationship between VVGE and aggression, suggesting that college students with high levels of VVGE are more likely to use moral disengagement mechanisms, further resulting in enhanced aggressive behavior trait. This finding is consistent with the research of Teng et al. ( 2019 ), indicating that the mediation effect of moral disengagement can be generalized to adult college students. The result also adds support for the GAM by the indication that VVGE influences an individual's internal state of cognition—specifically, the cognitive predisposition of moral disengagement (Bandura et al., 1996 )—and ultimately an individual's level of aggression (Anderson, & Bushman, 2002 ; Anderson, & Bushman, 2018 ).

Each of the separate links in the mediation model is noteworthy. VVGE was positively associated with moral disengagement, the first stage of the mediation process, and this result is consistent with previous research (e.g., Gabbiadini et al., 2012 ; Greitemeyer & McLatchie, 2011 ). Teng et al. ( 2017 ) explained this result by the use of Bandura's social cognitive theory; that is, VVGE as a contextual variable influences an individual's moral values and cognition, including moral disengagement (Bandura, 2001 ). Moral disengagement was positively associated with aggressive tendencies, the second stage of the mediation process, and this adds support for previous research (e.g., Paciello et al., 2008 ; Wang et al., 2016 ). Bandura's moral disengagement theory proposes that the eight moral disengagement mechanisms can encourage individuals to reconstruct aggression cognitively (e.g., by making the outcome of their behavior appear less harmful; by minimizing their role in the outcome; and by reducing their recognition for the victim), thus aggression is more likely to occur (Bandura et al., 1996 ). Shu, Gino, and Bazerman ( 2011 ) suggest that moral disengagement influences anticipatory guilt reactions, prosocial tendencies, and cognitive and affective reactions; effects that are conducive to immoral or antisocial behavior, such as aggression.

Consistent with H2, our study found that anger and hostility mediated the relationship between VVGE and aggression, suggesting that high level of VVGE is associated with increased anger and hostility in college students, which finally resulted in enhanced aggressive behavior trait. This is in line with the findings from some previous work (Adachi & Willoughby, 2016 ; Bartholow et al., 2005 ; Gentile et al., 2004 ). The result supports the long‐term effects (distal processes) of GAM (Anderson & Bushman, 2002 ; Anderson, & Bushman, 2018 ), that repeated VVGE over longer periods of time leads to elevations in more stable aggressive traits (trait anger, trait hostility), and such traits are part of aggression‐related knowledge structures. Finally, the reinforced knowledge structures contribute to the enhancement of aggressive personality, which further influence individuals’ decision together with situational variables.

With regard to H3, our study found that the moderation role of disinhibition, a dimension of sensation seeking, between VVGE and aggression was not significant. Disinhibition represents stimulation seeking through experiences with other individuals, using substances to feel disinhibited, and living a “hedonistic lifestyle” (Wilson & Scarpa, 2014 ). The characteristics of violent video games provide users with an opportunity for obtaining such experiences above. First, many violent video games are now large online multirole cooperative games, making them a kind of collective activity. Then, violent video games are full of violent and bloody content with immediate reinforcement (Teng et al., 2014 ) whilst a player can be anonymous; characteristics that make playing such games an unrestricted activity. Players of violent video games can do anything they want and perform acts that they cannot do in real life. And in this process, players are in an excited state with increased physiological arousal (Anderson et al., 2010 ); that is, through violent video gameplay, players can feel disinhibited and live a hedonistic lifestyle. These considerations help to explain the strong association between violent video games and disinhibition, but our results suggest that disinhibition is not the main factor in sensation seeking to moderate the relationship between VVGE and aggression. It may be due to the low reliability of sensation seeking scales and the disinhibition subscales. Actually, a few college students said they could not make a decision between some forced choices, because they never experienced some activities on the scale. Besides, some activities are forbidden (such as drugs) and some activities are not suitable to be discussed in public (such as sex) in China. So some items may not adapt to Chinese society situation and should be localized first. Or other materials to measure sensation seeking and inhibition should be considered.

The present study expands previous research by generalizing the mediation effect of moral disengagement to adult college students and exploring trait anger and trait hostility as the mediators in the relationship between VVGE and aggression. The results also add support for the social cognitive theory and the GAM to a certain extent. Reducing exposure to violent video games and the probability of moral standards being deactivated (Teng et al., 2019 ) may be an effective intervention to reduce aggression.

However, the study has several limitations. First, the datasets were collected through cross‐sectional methods, and this limits the inference of causal relationships. Longitudinal research should be conducted in the future. Second, we used self‐report questionnaires to gather the data. Although the common method bias was not problematic, as shown in the preliminary analysis, social desirability bias may exist. Moreover, players with higher levels of moral disengagement or aggression may evaluate the violence level of games lower than their counterparts. Future research could collect data from multiple informants and explore mediation and moderation effects through experimental research. Third, the research methods and sample (using only five universities in southwest China) may have influenced the size of the effects; selecting a more representative sample or improving the research methods may help to increase the size of the effects.

CONFLICTS OF INTEREST

The authors declare that they have no conflict of interest.

Supporting information

ACKNOWLEDGMENTS

This research was supported by the National Social Science Foundation of China (grant no. 14XSH013, Grant No. 19BSH112), Chongqing Research Program of Basic Research and Frontier Technology (cstc2018jcyjAX0480), and the Fundamental Research Funds for the Central Universities (grant no. SWU1909226).

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Home — Essay Samples — Social Issues — Violence in Video Games — Does Video Games Cause Violence: Entertainment and Behavior

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Does Video Games Cause Violence: Entertainment and Behavior

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The influence of violent video games, the role of desensitization, individual differences and vulnerabilities, the importance of regulatory measures, the broader societal context, in conclusion.

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The Video Games Your Child Plays Has an Effect on Their Behavior

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The Video Games Your Child Plays Has an Effect on Their Behavior

More and more research is emerging with evidence of the negative effects violent video games have on children. The most popular video games are also some of the most violent, and pediatrician Dr. Cindy Gellner speaks about the numerous effects they have on kids. If you notice behavioral problems and other issues with your child, video games with violence and other adult themes may be to blame. Listen to learn about the research and more.

Episode Transcript

With in-person activities for kids on hold a lot during the past year, video games have taken the place of ways for kids to connect while being socially distanced. Is this a good thing? Well, that depends.

Video gaming has become a popular activity for people of all ages since the 1980s. Many kids spend large amounts of time playing them, although the American Academy of Pediatrics recommends kids have more than two hours total of screen time a day. Video gaming is a multi-billion dollar industry, and video games have become very sophisticated and realistic. There are multi-player games, which allow kids to play with their friends across different platforms. However, there's always the possibility that kids can connect with not-so-friendly people out there, too.

While some games have educational content, many of the most popular games emphasize negative themes. They promote the killings in war-like scenarios, sometimes criminal behavior, disrespect for the law and other authority figures, sexual exploitation or violence towards women, racial, sexual and gender stereotypes, and foul language and obscene gestures. Examples of video games not acceptable for children because they have these themes include Grand Theft Auto, Call of Duty, and Mortal Kombat.

There is growing research on the effects of video games on children. Studies of children exposed to violence have shown that they can become immune or numb to violence, imitate the violence they see and show more aggressive behavior with greater exposure to violence. Studies have also shown that the more realistic and repeated the exposure to violence, the greater the impact on children. Kids can become overly involved and even obsessed with video games, which I've been seeing a lot lately, especially in kids who are doing only online learning.

I have parents often asking me how to get their kids off of video games and back onto their classwork. Unfortunately, I don't have any special tricks. But the best thing is to have them do their classwork where you can see them and know what they are doing. Also, check their grades frequently. And if you see a lot of missing assignments, then it's time to limit the video games until school is caught up. Too much video game can lead to poor social skills, time away from family, school work and other hobbies, lower grades, reading less, exercising less, becoming overweight, and having aggressive thoughts and behaviors. I can say that I have definitely seen and heard from parents that decrease grades and increase weight have been directly correlated to kids staying inside and playing video games over the past year.

So how can you, as a parent, protect your child against these types of video games? First, you can check the Entertainment Software Rating Board ratings to learn about the game's content. Every video game will actually have a label on the front to tell you what type of game it is. If it says M for mature, it's not for your child. Our kids have their system set up so they can't purchase a game, even if it's free, without me getting a notification. They're usually pretty good about saying, "Hey Mom, can I get this game so I can play with my friends?" And if it's not one I approve of, they know it's a hard no. We also have it set up in the living room so I know exactly how much time they're playing, what they're playing, and who they're playing with if it's on a group chat.

You can also play the video games with your child to experience the game's content and know exactly what your child is playing. Set clear rules about the game's content for both playing time in and outside of your home. Like if they go to a friend's house. Strongly warn your children about the potential serious dangers of Internet contacts and relationships while playing online. It's sad, but there are a lot of online predators that will look for children specifically playing video games and can lead them into them meeting in real life. Finally, remember that you are a role model for your child. Make sure the video games you play as an adult are ones you would be okay with your child playing.

If you are concerned as a parent that your child is spending too much time playing video games or your child starts becoming obsessed with aggressive or violent video games, make sure you set some limits. Expect some push back because you're going to get it. But kids actually need and want boundaries, and if you set them, eventually they'll surprise you and they'll appreciate that you do monitor them and that you do set limits. I was floored when both of my boys told me that at different times over the past year, that they approved the limits and the monitoring because they know that it's because of what we prioritize in our house and what our family expectations are.

By being aware of what games are out there, who your child is playing with, and what they care playing, and how long they are playing, you can help your child make appropriate decisions about gaming. Video games are a great outlet for some kids, and it helps them connect with their friends when they can't always play in person or when they're older and play dates aren't cool anymore. Most important thing as a parent is to be aware of what your child is doing while gaming and help reinforce positive behaviors and socialization without giving in to excessive gaming time and inappropriate content.

updated: August 9, 2021 originally published: April 6, 2016

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APA Reaffirms Position on Violent Video Games and Violent Behavior

  • Physical Abuse and Violence
  • Video Games

Cautions against oversimplification of complex issue

WASHINGTON — There is insufficient scientific evidence to support a causal link between violent video games and violent behavior, according to an updated resolution (PDF, 60KB) adopted by the American Psychological Association. 

APA’s governing Council of Representatives seated a task force to review its August 2015 resolution in light of many occasions in which members of the media or policymakers have cited that resolution as evidence that violent video games are the cause of violent behavior, including mass shootings.

“Violence is a complex social problem that likely stems from many factors that warrant attention from researchers, policymakers and the public,” said APA President Sandra L. Shullman, PhD. “Attributing violence to video gaming is not scientifically sound and draws attention away from other factors, such as a history of violence, which we know from the research is a major predictor of future violence.”

The 2015 resolution was updated by the Council of Representatives on March 1 with this caution. Based on a review of the current literature, the new task force report (PDF, 285KB) reaffirms that there is a small, reliable association between violent video game use and aggressive outcomes, such as yelling and pushing. However, these research findings are difficult to extend to more violent outcomes. These findings mirror those of an APA literature review (PDF, 413KB) conducted in 2015. 

APA has worked for years to study the effects of video games and other media on children while encouraging the industry to design video games with adequate parental controls. It has also pushed to refine the video game rating system to reflect the levels and characteristics of violence in these games.

APA will continue to work closely with school officials and community leaders to raise awareness about the issue, the resolution said.

Kim I. Mills

(202) 336-6048

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COMMENTS

  1. Do Video Games Influence Violent Behavior?

    By: Roanna Cooper, MA and Marc Zimmerman, PhD, MI-YVPC Director. An op-ed article appeared recently in the The New York Times discussing the Supreme Court's decision to strike down California's law barring the sale or rental of violent video games to people under 18. The author, Dr. Cheryl Olson, describes how the proposed law was based on the erroneous assumption that such games influence ...

  2. Does playing violent video games cause aggression? A longitudinal

    The concern that violent video games may promote aggression or reduce empathy in its players is pervasive and given the popularity of these games their psychological impact is an urgent issue for ...

  3. The contagious impact of playing violent video games on aggression

    1.1. Theoretical perspective. When explaining the effects of playing violent video games, researchers often refer to the General Aggression Model (GAM) proposed by Anderson & Bushman ().According to this theoretical model, person and situation variables (sometimes interactively) may affect a person's internal state, consisting of cognition, affect, and arousal.

  4. Do Violent Video Games Trigger Aggression?

    conducted by the American Psychological Association, which concluded violent video games worsen aggressive behavior in older children, adolescents and young adults. Together, Hull's meta ...

  5. Frontiers

    In the first step, a simple moderated model (Model 1) between exposure to violent video games and aggression was established. The result showed that exposure to violent video games had a significant effect on aggression (c 1 = 0.24, t = 6.13, p < 0.001), while the effect of family environment × exposure to violent video games on aggression was not significant (c 3 = 0.05, t = −1.31, p = 0. ...

  6. Violent Video Game Exposure and Problem Behaviors among Children and

    Violent video games and peers are critical environmental factors that affect children's and adolescents' PBs. ... For example, studies have found that the tendency of individual behavior to be susceptible to peer influence seems to appear in early adolescence and reaches its peak at approximately 14 years of age . This study focuses on the ...

  7. Do Video Games Inspire Violent Behavior?

    They concluded that violent video games "appear to be exemplary teachers of aggression.". They also found that eighth and ninth graders who played violent games more frequently displayed ...

  8. The dark and bright side of video game consumption: Effects of violent

    Whereas violent video games increase aggression and decrease prosocial behavior, prosocial video games lead to the opposite effects. Similar to the effects on behavior, research has shown that violent video game consumption is related to increased aggressive cognition and affect and decreased prosocial cognition and affect (with the opposite ...

  9. Metaanalysis of the relationship between violent video game play and

    To clarify and quantify the influence of video game violence (VGV) on aggressive behavior, we conducted a metaanalysis of all prospective studies to date that assessed the relation between exposure to VGV and subsequent overt physical aggression.

  10. Why We Need to Return to the Question of the Effects of Violent Video Games

    This is the case with potential links between video games and violence. In 2020, the American Psychological Association (APA) released a statement declaring, "There is insufficient scientific evidence to support a causal link between violent video games and violent behavior." The statement is reasonable when read carefully, with particular ...

  11. PDF Violent Video Games and Aggressive Behavior: What, If Any, Is the

    age is the only factor that relates to the influence of video games. This is one of the significant findings that states video game play has a positive impact on aggressive behavior. Besides the major findings, it is essential for us to learn about other studies that discuss how different types of video games affect people's behaviors ...

  12. The effects of violent video games on adolescents: The overlooked

    Research suggests that violent video games influence aggressive behavior, aggressive affect, aggressive cognition, and physiological arousal. Anderson and Bushman [Annu. Rev. Psychol. 53 (2002) 27.] have posited a General Aggression Model (GAM) to explain the mechanism behind the link between violent video games and aggressive behavior.

  13. The Impact of Video Games on Violence

    This trend suggests that video games are not a primary driver of violent behavior and that other factors, such as improved social programs and law enforcement, may be contributing to the decline in violence. Cross-cultural research further undermines the claim that video games cause violence. Countries such as South Korea and Japan, which have ...

  14. The Relation of Violent Video Games to Adolescent Aggression: An

    The result showed that exposure to violent video games had a significant effect on aggression (c 1 = 0.24, t = 6.13, p < 0.001), while the effect of family environment × exposure to violent video games on aggression was not significant (c 3 = 0.05, t = −1.31, p = 0.19), indicating that the relationship between exposure to violent video games ...

  15. Violence in the media: Psychologists study potential harmful effects

    The advent of video games raised new questions about the potential impact of media violence, since the video game player is an active participant rather than merely a viewer. 97% of adolescents age 12-17 play video games—on a computer, on consoles such as the Wii, Playstation, and Xbox, or on portable devices such as Gameboys, smartphones, and tablets.

  16. Blame Game: Violent Video Games Do Not Cause Violence

    However, the actual difference was between 6.81 and 6.65 seconds, a difference of 0.16 seconds. To put that number into context, blinking takes roughly 0.1 to 0.4 seconds. That is, subjects who ...

  17. The Effects of Violence in Video Games on Individual Levels of

    violent actions in video games had on their players, relative to aggressive affect, aggressive cognition, and aggressive behavior, found that with all three aspects of. aggression, rewarding actions deemed violent resulted in a higher tendency to feel. hostile, experience more aggressive thoughts, and act aggressively.

  18. Violent video games exposure and aggression: The role of moral

    Based on the General Aggression Model (GAM), the current study investigated the interactive effect of personal factors (e.g., sensation‐seeking) and situational factors (e.g., violent video games exposure [VVGE]) on the trait aggressive behavior, and the mediating role of individual difference trait (e.g., moral disengagement, anger, and hostility).

  19. Does Video Games Cause Violence: Entertainment and Behavior

    The debate surrounding the influence of video games on real-life violence has sparked intense discussions among researchers, policymakers, and the general public. In this essay, we delve into the intricate relationship between video games and aggression, examining the available evidence, potential contributing factors, and the broader context that shapes this contentious issue.

  20. Impact of Violent Video Games on Adolescent Aggression

    Introduction. The current research study looks at the impact of violent video games on adolescent aggression, with the assumption that higher consumption rates of violent video game media is a predictor of aggressive behavior in adolescents. This field of research has been a global concern since the 1920s, due to the introduction of regularly ...

  21. The Video Games Your Child Plays Has an Effect on Their Behavior

    There is growing research on the effects of video games on children. Studies of children exposed to violence have shown that they can become immune or numb to violence, imitate the violence they see and show more aggressive behavior with greater exposure to violence. Studies have also shown that the more realistic and repeated the exposure to ...

  22. APA reaffirms position on violent video games and violent behavior

    APA's governing Council of Representatives seated a task force to review its August 2015 resolution in light of many occasions in which members of the media or policymakers have cited that resolution as evidence that violent video games are the cause of violent behavior, including mass shootings. "Violence is a complex social problem that ...