Social scientists have been studying and debating the effects of media
violence on behaviour since the 1950s, and video games in particular since the
1980s. The issue is especially relevant today, because the games are more
realistic and bloodier than ever, and because most boys play them at some
point. Girls play at lower rates and are significantly less likely to play
violent games.
A burst of new research has begun to clarify what can and cannot be said
about the effects of violent gaming. Playing the games can and does stir
hostile urges and mildly aggressive behaviour in the short term. Moreover,
youngsters who develop a gaming habit can become slightly more aggressive — as
measured by clashes with peers, for instance — at least over a period of a year
or two.
Yet it is not at all clear whether, over longer periods, such a habit
increases the likelihood that a person will commit a violent crime, like
murder, rape, or assault, much less a Newtown-like massacre. (Such calculated
rampages are too rare to study in any rigorous way, researchers agree.)
“I don’t know that a psychological study can ever answer that question
definitively,” said Michael R. Ward, an economist at the University of Texas,
Arlington. “We are left to glean what we can from the data and research on
video game use that we have.”
The research falls into three categories: short-term laboratory
experiments; longer-term studies, often based in schools; and correlation
studies — between playing time and aggression, for instance, or between video
game sales and trends in violent crime.
Lab experiments confirm what any gamer knows in his gut: playing games
like “Call of Duty,” “Killzone 3” or “Battlefield 3” stirs the blood. In one
recent study, Christopher Barlett, a psychologist at Iowa State University, led
a research team that had 47 undergraduates play “Mortal Kombat: Deadly
Alliance” for 15 minutes. Afterward, the
team took various measures of arousal, both physical and psychological. It also
tested whether the students would behave more aggressively, by having them dole
out hot sauce to a fellow student who, they were told, did not like spicy food
but had to swallow the sauce.
Sure enough, compared with a group who had played a nonviolent video
game, those who had been engaged in “Mortal Kombat” were more aggressive across
the board. They gave their fellow students significantly bigger portions of the
hot sauce.
Many similar studies have found the same thing: A dose of violent gaming
makes people act a little more rudely than they would otherwise, at least for a
few minutes after playing.
It is far harder to determine whether cumulative exposure leads to
real-world hostility over the long term. Some studies in schools have found
that over time digital warriors get into increasing numbers of scrapes with
peers — fights in the schoolyard, for example. In a report published last
summer, psychologists at Brock University in Ontario found that longer periods
of violent video game playing among high school students predicted a slightly
higher number of such incidents over time.
“None of these extreme acts, like a school shooting, occurs because of
only one risk factor; there are many factors, including feeling socially
isolated, being bullied, and so on,” said Craig A. Anderson, a psychologist at
Iowa State University. “But if you look at the literature, I think it’s clear
that violent media is one factor; it’s not the largest factor, but it’s also
not the smallest.”
Most researchers in the field agree with Dr. Anderson, but not all of
them. Some studies done in schools or elsewhere have found that it is
aggressive children who are the most likely to be drawn to violent video games
in the first place; they are self-selected to be in more schoolyard conflicts.
And some studies are not able to control for outside factors, like family
situation or mood problems.
“This is a pool of research that, so far, has not been very well done,”
said Christopher J. Ferguson, associate professor of psychology and criminal
justice at Texas A&M International University and a critic of the field
whose own research has found no link. “I look at it and I can’t say what it
means.”
Many psychologists argue that violent video games “socialise” children
over time, prompting them to imitate the behaviour of the game’s characters,
the cartoonish machismo, the hair-trigger rage, the dismissive brutality.
Children also imitate flesh and blood people in their lives, of course —
parents, friends, teachers, siblings — and one question that researchers have
not yet answered is when, exactly, a habit is so consuming that its influence
trumps the socialising effects of other major figures in a child’s life.
That is, what constitutes a bad habit? In surveys about 80 percent of
high school-age boys say they play video games, most of which are thought to be
violent, and perhaps a third to a half of those players have had a habit of 10
hours a week or more.
The proliferation of violent video games has not coincided with spikes
in youth violent crime. The number of violent youth offenders fell by more than
half between 1994 and 2010, to 224 per 100,000 population, according to
government statistics, while video game sales have more than doubled since
1996.
In a working paper now available online, Dr. Ward and two colleagues
examined week-by-week sales data for violent video games, across a wide range
of communities. Violence rates are seasonal, generally higher in summer than in
winter; so are video game sales, which peak during the holidays. The
researchers controlled for those trends and analysed crime rates in the month
or so after surges in sales, in communities with a high concentrations of young
people, like college towns.
“We found that higher rates of violent video game sales related to a
decrease in crimes, and especially violent crimes,” said Dr. Ward, whose
co-authors were A. Scott Cunningham of Baylor University and Benjamin
Engelstätter of the Centre for European Economic Research in Mannheim, Germany.
No one knows for sure what these findings mean. It may be that playing
video games for hours every day keeps people off the streets who would
otherwise be getting into trouble. It could be that the games provide “an
outlet” that satisfies violent urges in some players — a theory that many
psychologists dismiss but that many players believe.
Or the two trends may be entirely unrelated.
“At the very least, parents should be aware of what’s in the games their
kids are playing,” Dr. Anderson said, “and think of it from a socialisation
point of view: what kind of values, behavioural skills, and social scripts is
the child learning?”
Weight
for me tomorrow. Paul
Paul Lambis is the author of “Where is Home?” – A journey of hilarious contrasts.
For more information on Paul Lambis, and to order his book online,
visit www.paul-lambis.com
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