Violent Video Game and link to More Aggressive Kids
Iowa State University Distinguished Professor of Psychology Craig Anderson has made much of the work of his life studying how to play violent video games affect young people’s behavior. And he says a new study led the analysis of 130 research reports on over 130,000 individuals worldwide, demonstrates conclusively that exposure to violent video games become more aggressive, less caring for children – regardless of age, sex or culture.
The study was published in the March 2010 issue of Psychological Bulletin, a journal of the American Psychological Association. It is reported that exposure to violent video games is a causal risk factor of increased aggressive thoughts and behaviors and decreased empathy and prosocial behavior in young people.
“Now we can say with absolute confidence that, whatever the research method – that is experimental, correlational, and longitudinal – and regardless of the cultures tested in this study [East and West] returns the same effects,” said Anderson, who also director of the Iowa State Center for the Study of Violence. “And the effects that exposure to violent video games increases the likelihood of aggressive behavior in both short term and long term contexts. This exposure also increases aggressive thoughts, aggressive affects and decreases prosocial behavior.
The study was conducted by a team of eight researchers, including graduate students in psychology DAA Edward Swing Munib Saleem, and Brad Bushman, a former professor of psychology at Iowa State, now on the faculty at the University of Michigan. Also on the team were the investigators Top video games from Japan – Akiko Shibuya Keio University and Nobuko Ihori Ochanomizu University – and Hannah Rothstein, a meta-analytic scholar at the University of New York City.
Meta-analytical procedure used in research
The team of metadata used analytical procedures – the statistical methods used to analyze and combine the results of previous studies related – to test the effects of videogame violence on behavior, thoughts and feelings of people, ranging from primary school children to university students.
The investigation also includes new longitudinal data provide further confirmation that playing violent video games is a causal risk factor for adverse long-term results.
“These are not huge effects – not in order of joining a gang in front of not joining a gang,” said Anderson. “However, these effects are not trivial in size also. It is a risk factor for future aggression and other negative results. And it is a risk factor that is easy for an individual parent to deal with – at least easier than changing the majority of known risk factors for aggression and violence, such as poverty or own genetic structure. ”
The analysis found that the effects of violent video game are significant in both Eastern and Western cultures, men and women and in all age groups. Although there are good theoretical reasons to expect that the long-term adverse effects to be greater in the young, young pre-teen, there was only weak evidence of the effects of that age.
It’s time to refocus the public policy debate
The researchers conclude that the study has important implications for public policy debates, including the development and testing of potential intervention strategies to reduce the harmful effects of violent video games.
“From a standpoint of public policy, it’s time to get the question,” Are there any real and serious? That has been answered and answered repeatedly, “Anderson said.” Now is the time to move to a more constructive questions like, ‘How do we make it easier for parents – within the limits of culture, society and the law – to provide a healthy childhood for your children? ”
But Anderson knows it will take time for the creation and implementation of effective policies again. And until then, there’s plenty parents can do to protect their children at home.
“As your child’s diet and the foods you have available to eat at home, you should be able to control the content of video games that are available to play at home,” he said. And you should be able to explain why certain types of games are not allowed in the house – to transmit their own values. You must convey the message that you should always seek more constructive solutions to disagreements and conflicts. ”
Anderson says the new study may be his last meta-analysis of violent video games because of his conclusions. Largely because of his extensive work on effects of violent video games, Anderson was chosen as one of three 2010 American Psychological Association Distinguished Teacher Scientist. He will give a conference in October in New England Psychological Association (NEPA), held in Colchester, Vt.
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