4.19 - Key Question: Violent Video Games
The debate on media violence and youth aggression
The impact of media violence on young people has been a topic of intense discussion for over 50 years. This debate focuses on whether exposure to violent content in various forms of media leads children and adolescents to display increased aggression, which can manifest as verbal, relational, or physical harm towards others. A key question in recent years is whether newer media, such as violent video games, pose a greater risk compared to traditional forms like violent television programmes or films.
Understanding media violence
Media violence refers to depictions of aggressive or harmful acts in entertainment content, such as fighting, killing, or other forms of conflict. Researchers argue that children who encounter this content may be more prone to imitating it in real life. However, opinions differ on the extent of this influence, with some suggesting that the interactive nature of video games makes them more harmful than the passive viewing of television or films.
Comparing old and new forms of media
- Television and films - These are passive experiences where viewers watch violent acts without direct involvement. Some studies indicate a link to aggression, but the effects are often seen as less pronounced because there is no active participation.
- Video games - These are active, requiring players to engage in violent actions to progress. This interactivity may enhance learning of aggressive behaviours, as people tend to learn better through hands-on involvement rather than observation alone.
- Potential benefits and criticisms - While some parents and psychologists note that video games can improve skills like coordination and proficiency, critics argue that television is less harmful because children do not physically enact the violence.
The debate centres on whether the active practice of violence in games leads to greater real-world aggression compared to merely watching it on screen.
Theoretical explanations for the effects of media violence
Several psychological theories help explain why violent video games might be more harmful than violent television programmes or films. These theories focus on how rewards, identification, imitation, and emotional release influence behaviour.
Operant conditioning and reinforcement in media
- Application to video games - Violent games often reward aggressive actions directly, such as awarding points, advancing levels, or providing verbal praise like "Nice shot!" after defeating an enemy. Negative reinforcement also occurs in "kill or be killed" scenarios, where players must act violently to avoid failure and continue playing. This direct tie between behaviour and reward strengthens aggressive tendencies.
- Application to television and films - In contrast, viewers receive no direct rewards for observing violence, so positive reinforcement is absent. This makes television less likely to reinforce aggressive behaviour through operant conditioning.
As a result, the interactive rewards in games may increase the frequency of violent acts more than passive viewing.
Social learning theory and imitation
- Social learning theory, proposed by Albert Bandura, explains how people learn behaviours by observing and imitating others, especially role models.
- This involves attention to the model, retention of the observed behaviour, reproduction of the action, and motivation often driven by rewards.
- For example, children may imitate violent acts seen on screen if they identify with actors as role models. A child may observe a character being violent, remember it, and reproduce the behaviour, especially if the character is rewarded in the story.
Bandura's famous Bobo doll experiments demonstrated this process, showing that children who watched adults aggressively interacting with an inflatable doll were more likely to imitate that behaviour.
Identification with violent characters
- In video games - First-person shooter games place players in the killer's visual perspective, increasing identification. Even in third-person games, controlling a violent character's actions from a distance fosters a sense of connection.
- In television and films - Viewers may or may not identify with violent characters, depending on whether they view them as role models. This identification is less guaranteed and often weaker than in interactive games.
Stronger identification in games could lead to greater adoption of aggressive traits.
Catharsis theory as a counterargument
- Catharsis theory suggests that expressing aggressive emotions through safe outlets, like media, can reduce the likelihood of real-world violence by releasing pent-up anger.
- Some argue that playing violent games provides a harmless way to vent frustration, potentially decreasing actual aggressive urges.
- The fantasy element allows children to explore emotions without real consequences.
This theory challenges the idea that video games are more harmful, proposing they could even be beneficial for emotional regulation.
Key research studies on media violence
Research provides evidence for the debate, often comparing active and passive media exposure.
Konijn et al. (2007) - Identification in violent video games
- Method - Researchers examined how players of violent video games identify with aggressive characters, using first-person and third-person perspectives.
- Results - Players were more likely to identify with violent characters, especially in first-person views.
Polman et al. (2008) - Playing vs. watching violent games
- Method - Children were randomly assigned to play a violent video game, watch someone play it, or engage with a non-violent game as a control.
- Results - Boys who actively played the violent game showed more aggression afterwards compared to those who only watched.
- Conclusions - Active participation in violence increases aggressive behaviour more than passive observation, supporting the idea that video games are more harmful.
Bandura's Bobo doll studies (1960s) - Imitation from media
- Method - Children observed adults behaving aggressively towards a Bobo doll.
- Results - Children who saw aggressive models were more likely to imitate the violence, especially if the model was rewarded.
- Conclusions - This supports social learning theory, showing that media like films can lead to imitated aggression.
Bastian et al. (2012) - Dehumanisation from cyber violence
- Method - Participants engaged in virtual violence and rated their self-perceptions.
- Results - Those involved in cyber violence saw themselves as less human, linking to dehumanisation effects.
Additional research findings:
- Retrospective studies show a 12% increase in aggressive behaviour after watching violent television.
- Research suggests that playing violent video games can lead to later aggressive behavioural problems.
Counterarguments and alternative perspectives
Not all views support that video games are more harmful; some suggest they are comparable or even less detrimental than television.
Play versus violence
Opponents argue that the "fighting" in video games resembles rough-and-tumble play rather than real violence.
Potential benefits
Some highlight positive aspects, like improved hand-eye coordination from games, suggesting they are not inherently more damaging.