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Violent Video Games and Other Media Violence, Part II

By Craig A. Anderson, PhD

(The first part of this article ap- research on the psychological and published a study in which
peared in volume 26, numbers 1-2 motivations that underlie judg- they gathered new data to test
of Pediatrics for Parents.) ments about which games are the scientific hypotheses about po-
most fun and worthy of repeat tential media violence effects. In
Marketing Violence business. Scholars at the Univer- other words, they are not truly
Clearly, violence sells, at least in sity of Rochester conducted six experts on media violence re-
the video game market. But it is studies on game players’ ratings search. To get at the truth, one
not clear whether the dominance of game enjoyment, value, and must distinguish between actual
of violent video games is due to an desire for future play. They found versus self-proclaimed (and often
inherent desire for such games, or that games that give the player a industry-backed) experts.
whether this is merely the result lot of autonomy (lots of choices
of the fact that most marketing within the game) and feelings of Interestingly, a number of profes-
dollars are spent on promoting competence (for example, suc- sional organizations have asked
violent games instead of nonvio- cess in overcoming difficulties with their own experts to evaluate the
lent ones. practice) were rated much more media violence research literature.
positively than games without One of the most recent products
One great irony in all of this is that these characteristics, regardless of of such an evaluation was a “Joint
the industry belief that violence is whether or not the games included Statement on the Impact of En-
necessary in their product in order violence. In other words, violent tertainment Violence on Children,”
to make a profit may be hurting games are so popular mainly be- issued by six medical and public
their overall sales by failing to cause such games tend to satisfy health professional organizations
satisfy the market for nonvio- both autonomy needs and com- at a Congressional Public Health
lent games. Another unfortunate petence needs, not because they Summit on July 26, 2000. This
consequence of the extreme contain violence. statement noted that “...enter-
marketing emphasis on violence tainment violence can lead to
is that the media industries have Media Violence “Experts” increases in aggressive attitudes,
convinced many people in the U.S. The media industries seek out, values, and behavior, particularly
that they like only violent media promote, and support “experts” in children.” The statement also
products. But nonviolent and low- who make claims that there is no noted that the research points “...
violent products can be exciting, valid scientific evidence that links overwhelmingly to a causal con-
fun, and sell well. media violence to aggression. nection between media violence
There are several such “experts” and aggressive behavior in some
Myst is a good example of an early who have made their careers by children.” The six signatory organi-
nonviolent video game that sold bashing legitimate research. Ex- zations were: American Academy
extremely well for quite some amining their credentials is quite of Pediatrics, American Academy
time. More recent examples in- revealing. of Child & Adolescent Psychiatry,
clude The Sims, many sports and American Medical Association,
racing games, and many simula- Many do not have any research American Psychological Associa-
tion games. In some of our studies training in an appropriate dis- tion, American Academy of Fam-
college students are required to cipline. Of those who do have ily Physicians, and the American
play nonviolent video games. In- advanced degrees in an appro- Psychiatric Association.
terestingly, some of the these stu- priate discipline (for example,
dents report that they have never social psychology), almost none Along the same line, several re-
played nonviolent games, and are of them have ever conducted and ports by the U.S. Surgeon General
surprised to learn that they like published original media violence have concluded that exposure to
some of the nonviolent ones as research in a top-quality peer- media violence is a significant risk
much as their violent games. reviewed scientific journal; they factor for later aggression and
have never designed, carried out, Continued on page22
Even more intriguing is recent

Volume 26, Numbers 3 & 4 Pediatrics for Parents Page 21


Violence—Continued from page 21 that there might be harmful effects dinal studies of violent video game
of repeated exposure to media effects on youth. In such studies,
violence. Both the American Acad- violence. the research team gathers infor-
emy of Pediatrics and the American mation about a child’s video game
Psychological Association have The tobacco industry certainly had habits and his typical level of ag-
specifically addressed the violent some influence on the media be- gressiveness at two separate points
video game issue; both concluded cause of their advertising revenues, in time. The two time points may be
that playing violent video games is but the violent media industries separated by months or years.
a causal risk factor for later aggres- are essentially a part of the same
sion against others, and called for companies that own and control the Sophisticated statistical techniques
a reduction in exposure of youth to news media. Thus, it is likely to be are used to answer a simple ques-
this risk factor. much more difficult for the general tion: Do those who played lots of
public to get an accurate portrayal violent video games at the first
Public’s Perception of Causal of the scientific state of knowledge time measurement show larger
about media violence effects than increases in aggression over time
Effect it was to get an accurate portrayal than those who played few violent
Some people claim the media
of the tobacco/lung cancer state of video games? Such longitudinal
violence/aggression issue today
scientific knowledge. studies from North America, Eu-
is very similar to the tobacco/lung
rope, and Japan have all found the
cancer issue of 30 years ago. The Given that it took 30-some years same answer: Yes.
tobacco industry was quite effec- for the public to learn and accept
tive at keeping the public confused the tobacco/lung cancer findings, it In addition, my colleagues and I
regarding the true causal effect of seems unlikely that we’ll see a ma- have done several meta-analyses
tobacco on lung cancer, and there jor shift in the public’s understand- of all of the video game studies. It
are still sizable numbers of smokers ing of media violence effects in the is even clearer today than it was
who don’t really believe this scien- near future. Indeed, a study that in 2000 that violent video games
tific fact. Among other tactics, the my colleague Brad Bushman and should be of concern to the general
tobacco lobby promoted “experts” I published in 2001 suggests that public. That is, even stronger state-
who claimed that the research was the media violence/aggression link ments can now be made on the
badly done, or was inconsistent, was firmly established scientifically basis of the scientific literature.
or was largely irrelevant to lung by 1975, and that news reports on
cancer in humans. The media in- this research have become less ac-
dustries have been doing much Advice
curate over time. My colleagues and I are expert me-
the same thing: seeking out, pro-
moting, and supporting “experts” Another big difference between dia violence researchers, not policy
willing to bash legitimate media the tobacco case and the media advocates. So, we tell the U.S. Sen-
violence research. violence case is in the proportion ate (or anyone else who asks) what
of people who were hooked on current scientific research literature
The tobacco industry successfully these risk factors as children. The shows as plainly and clearly as pos-
defended itself against lawsuits vast majority of youth repeatedly sible, and generally do not promote
for many years. There have been consume violent media, well before specific public policies.
several lawsuits filed in the U.S. they turn 18; this was never true of
against various video game com- tobacco products. This is important Nonetheless, I believe that we need
panies in recent years. As far as I in part because of the “third-person to reduce the exposure of youth to
know, none have been successful effect,” a psychological phenom- media violence. My preference for
yet. enon in which people tend to think action is to somehow convince par-
that they personally are immune to ents to do a better job of screening
One big difference between the risk factors that can affect others. inappropriate materials from their
tobacco industry cases and the children. It is not always an easy
violent media cases is that the C u r r e n t Vi d e o Game task for parents—in part because
of poor ratings systems—and per-
main sources of information to the Research haps there are appropriate steps
public (e.g., TV news shows, news- Since 2000, a large number of new
papers, magazines) are now largely that legislative bodies, as well as
video game studies have been pub-
owned by conglomerates that have the media industries, could take to
lished. One of the most important
a vested interest in denying the make it easier for parents to control
developments is that now there
validity of any research suggesting their children’s media diet.
have been several major longitu-

Page 22 Pediatrics for Parents Volume 26, Numbers 3 & 4


As long as the media industries tory. Some have been designed need to check the content of the
persist in denying the scientific to teach kids how to manage spe- games they are considering for the
facts and persist in keeping the cific illnesses, such as diabetes, youth in their care. You can’t sim-
general public confused about asthma, and cancer. ply use the game ratings, because
those facts, many parents won’t many games rated by the industry
see a need to screen some vio- But all games teach something, as appropriate for children and for
lent materials from their children. and that “something” depends on teens contain lots of violence. But
Ironically, the industry’s success what they require the player to with a bit of parental effort, and
in keeping parents confused and practice. If the player practices some household rules about game
in making parental control difficult thinking in violent ways, deciding playing, the youth’s gaming expe-
is precisely what makes many to solve conflicts with violent ac- rience can be fun and positive.
citizens and legislators willing to tion, and then physically carrying
consider legislation designed to out violent game actions, then Craig A. Anderson, PhD, is a Dis-
reign in what they perceive to those types of thinking, deciding, tinguished Professor of Liberal Arts
be an industry totally lacking in and behaving are what is learned and Sciences in the Department of
ethical values. My colleagues and and reinforced. Psychology at Iowa State Univer-
I recently published several pieces sity. His pioneering work on video-
on the complexity of the public However, there are many nonvio- game violence has led to consulta-
policy issues. lent games that are fun, exciting, tions with educators, government
and challenging. Children, adoles- officials, child advocates, and
Conclusion cents and adults like them and can news organizations worldwide. His
A well-designed video game is an learn positive things from them. recent book, Violent Video Game
excellent teaching tool. But what it Some even get you to exercise Effects on Children and Adoles-
teaches depends upon its content. muscles other than those in your cents, summarizes what has been
Some games teach thinking skills. hands. In moderation, such posi- learned from past studies on this
Some teach math. Some teach tive nonviolent games are good for important social issue.
reading, or puzzle solving, or his- youth. But parents and educators

rived in the emergency depart- 2008, the immunization rate for


In the Literature ment. children seven weeks to six month
of life was 87%. The hospitaliza-
Two are Better than One Comment: The conclusion is obvi- tion rate due to gastroenteritis of
ous: children with food allergies, all children up to 15 years old was
The Question: How many epi- particularly those with a history
nephrine self-injecting pens collected from January 2001 to
of a severe reaction, should carry December 2008.
(EpiPens) should a child with a two or more EpiPens. Since, ac-
severe food allergy carry? cording to the study’s authors, The Results: The hospitalization
The Study: From 2001 to 2006 “there no way... to clearly define rate for gastroenteritis remained
1,255 children were seen in two the risk factors for the most se- stable for older children. However,
emergency departments for al- vere reactions...” every child with for children who received the ro-
lergic reactions to foods. Over severe food allergies should have tavirus vaccine, the hospitaliza-
half the children had had an ana- two EpiPens. tion rate for gastroenteritis fell
phylactic reaction, which means by 74%.
Read More: Pediatrics, 04/10
they had an acute allergic reaction
Comment: It’s nice to see real
that involved two or more organ Rotavirus Vaccine Works numbers that show a vaccine
systems, or they had hypoten-
The Question: Does immunizing works. The rotavirus vaccine
sion. The treatment and number
babies against rotavirus lessen helped to keep hundreds of chil-
of epinephrine shots required to
hospitalizations for gastroenteri- dren out of the hospital. That’s
stabilize the children with anaphy-
tis? what preventative medicine and
laxis were evaluated.
vaccinations are all about: pre-
The Results: Twleve percent of The Study: Starting in July 2007, venting illness, hospitalizations
these children required two or the Austrian government began and deaths.
more doses of epinephrine to treat paying for the rotavirus vaccine,
their anaphylaxis. Many required the easily preventable disease Read More: The Pediatrics Infec-
the second dose before they ar- that causes gastroenteritis. In tious Disease Journal, 04/10

Volume 26, Numbers 3 & 4 Pediatrics for Parents Page 23


Reproduced with permission of the copyright owner. Further reproduction prohibited without permission.

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