Early research on the effects of viewing violence on television — especially among children — found a desensitizing effect and the potential for aggression. Is the same true for those who play violent video games? Psychological researchers are studying the question.
Television and Video Violence
Virtually since the dawn of television, parents, teachers, legislators and mental health professionals have wanted to understand the impact of television programs, particularly on children. Of special concern has been the portrayal of violence, particularly given psychologist Albert Bandura's work in the 1970s on social learning and the tendency of children to imitate what they see. As a result of 15 years of “consistently disturbing” findings about the violent content of children's programs, the Surgeon General's Scientific Advisory Committee on Television and Social Behavior was formed in 1969 to assess the impact of violence on the attitudes, values and behavior of viewers. The resulting report and a follow-up report in 1982 by the National Institute of Mental Health identified these major effects of seeing violence on television:
Other research has found that exposure to media violence can desensitize people to violence in the real world and that, for some people, watching violence in the media becomes enjoyable and does not result in the anxious arousal that would be expected from seeing such imagery.
Virtually since the dawn of television, parents, teachers, legislators and mental health professionals have wanted to understand the impact of television programs, particularly on children. Of special concern has been the portrayal of violence, particularly given psychologist Albert Bandura's work in the 1970s on social learning and the tendency of children to imitate what they see. As a result of 15 years of “consistently disturbing” findings about the violent content of children's programs, the Surgeon General's Scientific Advisory Committee on Television and Social Behavior was formed in 1969 to assess the impact of violence on the attitudes, values and behavior of viewers. The resulting report and a follow-up report in 1982 by the National Institute of Mental Health identified these major effects of seeing violence on television:
- Children may become less sensitive to the pain and suffering of others.
- Children may be more fearful of the world around them.
- Children may be more likely to behave in aggressive or harmful ways toward others.
Other research has found that exposure to media violence can desensitize people to violence in the real world and that, for some people, watching violence in the media becomes enjoyable and does not result in the anxious arousal that would be expected from seeing such imagery.
Video Game Violence
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. Ninety-seven percent 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. A Pew Research Center survey in 2008 found that half of all teens reported playing a video game “yesterday,” and those who played every day typically did so for an hour or more.
Many of the most popular video games, such as “Call of Duty” and “Grand Theft Auto,” are violent; however, as video game technology is relatively new, there are fewer empirical studies of video game violence than other forms of media violence. Still, several meta-analytic reviews have reported negative effects of exposure to violence in video games. A 2010 review by psychologist Craig A. Anderson and others concluded that “the evidence strongly suggests that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior.” Anderson’s earlier research showed that playing violent video games can increase a person's aggressive thoughts, feelings and behavior both in laboratory settings and in daily life. "One major conclusion from this and other research on violent entertainment media is that content matters," says Anderson.
Other researchers, including psychologist Christopher J. Ferguson, have challenged the position that video game violence harms children. While his own 2009 meta–analytic review reported results similar to Anderson’s, Ferguson contends that laboratory results have not translated into real world, meaningful effects. He also claims that much of the research into video game violence has failed to control for other variables such as mental health and family life, which may have impacted the results. His work has found that children who are already at risk may be more likely to choose to play violent video games. According to Ferguson, these other risk factors, as opposed to the games, cause aggressive and violent behavior.
The American Psychological Association launched an analysis in 2013 of peer-reviewed research on the impact of media violence and is reviewing its policy statements in the area. Both are expected to be completed in 2014.
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. Ninety-seven percent 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. A Pew Research Center survey in 2008 found that half of all teens reported playing a video game “yesterday,” and those who played every day typically did so for an hour or more.
Many of the most popular video games, such as “Call of Duty” and “Grand Theft Auto,” are violent; however, as video game technology is relatively new, there are fewer empirical studies of video game violence than other forms of media violence. Still, several meta-analytic reviews have reported negative effects of exposure to violence in video games. A 2010 review by psychologist Craig A. Anderson and others concluded that “the evidence strongly suggests that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior.” Anderson’s earlier research showed that playing violent video games can increase a person's aggressive thoughts, feelings and behavior both in laboratory settings and in daily life. "One major conclusion from this and other research on violent entertainment media is that content matters," says Anderson.
Other researchers, including psychologist Christopher J. Ferguson, have challenged the position that video game violence harms children. While his own 2009 meta–analytic review reported results similar to Anderson’s, Ferguson contends that laboratory results have not translated into real world, meaningful effects. He also claims that much of the research into video game violence has failed to control for other variables such as mental health and family life, which may have impacted the results. His work has found that children who are already at risk may be more likely to choose to play violent video games. According to Ferguson, these other risk factors, as opposed to the games, cause aggressive and violent behavior.
The American Psychological Association launched an analysis in 2013 of peer-reviewed research on the impact of media violence and is reviewing its policy statements in the area. Both are expected to be completed in 2014.
No comments:
Post a Comment