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Grand
theft summer vacation
Brad J. Bushman
Freep.com
June 29, 2008
Children around the
nation are looking forward to the end of the school
year, with summer vacation giving them the freedom to
play their favorite video games hour after hour. Instead
of rightfully worrying that these games have the
potential to hijack their children’s futures, parents
may be relying on a recently published book that claims
to tell “the surprising truth about video games.”
“Perhaps the biggest lesson we learned from our
research,” write Lawrence Kutner and Cheryl Olson in
Grand Theft Childhood,,“is that most parents should not
worry about violent...games having a profound effect on
their children’s behavior or values.” They advise
parents to focus instead on more important risk factors
for violence – deteriorating family relationships,
friendships and school achievement. “Violent video
games,” they write, “are pretty low on that list.”
Not according to a 2001 report by the U.S. Surgeon
General, ranking exposure to television violence
relatively high on the list of early risk factors for
youth violence, ahead of broken homes, abusive parents,
antisocial peers, and school achievement.
The Surgeon General’s report focused on TV rather than
video game violence. But there are at least three
reasons to believe that violent video games might be
worse. First, video game play is active whereas watching
TV is passive. People learn better when they are
actively involved. Suppose you wanted to teach a person
how to fly an airplane. What would be the best method to
use: read a book, watch a TV program, or use a video
game flight simulator?
Second, players of violent video games are more likely
to identify with a violent character. If the game is a
first person shooter, players have the same visual
perspective as the killer. If the game is third person,
the player controls the actions of the violent character
from a more distant visual perspective. In either case,
the player is linked to a violent character. In a
violent TV program, viewers might or might not identify
with this character.
Third, violent games directly reward violent behavior,
by awarding points or allowing players to advance to the
next game level. In some games, players are rewarded
through verbal praise, such as hearing the words “Nice
shot!” after killing an enemy. It is well known that
rewarding behavior increases its frequency. (Would you
go to work tomorrow if your boss said you would no
longer be paid?) In TV programs, reward is not directly
tied to the viewer’s behavior.
Kutner and Olson’s advice to parents is particulary
puzzling since their own data suggest that such games
are linked to aggressive behavior. In their study, 1,254
middle school students listed their five favorite video
games. The results showed that boys and girls who had
played at least one M-rated game – Mature, recommended
for players age 17 or older -- were much more likely to
get into physical fights and hit or beat someone up.
The authors correctly note that survey responses cannot
be use to establish a cause-effect relationship between
playing violent video games and aggression. Although
laboratory experiments can be used to establish
cause-effect relationships, they quickly dismiss most
lab studies as artificial and invalid.
I strongly disagree. Consider a laboratory experiment I
recently conducted with some Dutch colleagues. Boys
about 14 years old were randomly assigned to play a
violent or nonviolent video game for 20 minutes and
rated how much they identified with the video game
character. Next, they completed a noise blast task, with
the winner blasting the loser with a noise ranging from
about 60 decibels to about 105 – about the same level as
a fire alarm.
The boys were told that inflicting higher noise levels
could cause “permanent hearing damage” to their
partners. Of course, nobody actually got hearing damage.
But our results clearly show that violent game players
acted more aggressively than nonviolent game players,
especially if they identified with the game character.
These boys were even willing to give another boy noise
levels loud enough to cause permanent hearing damage.
One boy said, “I blasted him with level 10 noise because
he deserved it. I know he can get hearing damage, but I
don’t care!” Another boy said he liked the violent game
“because in this game you can kill people and shoot
people, and I want to do that too.” A third boy said, “I
like Grand Theft Auto a lot because you can shoot at
people and drive fast in cars. When I am older I can do
such things too. I would love to do all these things
right now!”
Violent video games are not the only risk factor for
aggression, or even the most important factor, but they
are definitely not a trivial factor. Parents should
carefully monitor what video games their children play
this summer, instead of being lulled into a false sense
of security about the effects these games can have now
and well into the future.
Brad J. Bushman is a Professor of Psychology and a
Professor of Communication Studies at the University of
Michigan. He has been conducting research on
media-related aggression for over 20 years. |
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