Video Games and Aggression
Mark Griffiths
From The
Psychologist, September 1997, ps 397-401
Many video games
include an element of aggression and this is thought by some to have a
detrimental effect on the players. Despite continuing controversy, there has
been little systematic research, so here Mark Griffiths reviews the
research and puts the debate into an empirical context.
One of the main concerns that
has constantly been raised against video and computer games[1]
is that most of the games feature aggressive elements. This has led some people to state that
children become more aggressive after playing such games (e.g. Koop, 1982;
Zimbardo, 1982). However, these
assertions have been made without the backup of empirical evidence. Despite the
continuing controversy for over 15 years, there has been relatively little
systematic research. The issue is ever
more important because new games like Mortal
Kombat are using more explicit
representations of extreme and realistic violence.
Theoretically, video games might
have the capacity to promote aggressive tendencies (as predicted by social
learning theory) or to release aggressive tendencies (as predicted by catharsis
theory). Put more simply, social
learning theory (e.g. Bandura, 1986) would hypothesise that playing aggressive
video games would lead to the stimulation of aggressive behaviour, i.e.
children will imitate what they see on screen.
In direct contradiction to this, catharsis theory (e.g. Feshbach &
Singer, 1971) would hypothesise that playing aggressive video games would have
a relaxing effect by channelling latent aggression and therefore have a
positive effect on a child's behaviour.
Many video games are violent in
nature and feature death and destruction (Dominick, 1984; Loftus & Loftus, 1983). For instance, in a survey reported by Bowman
and Rotter (1983), 24 of the 28 video games that were examined involved
participants in acts of simulated destruction, killing or violence (i.e.
approximately 85 per cent). Little is
known about the possible long-term effects of playing violent video games. But great concern has been raised that video
game violence may have a greater adverse effect than television violence on
children because of the child's active involvement; i.e. television watching is
only a passive, one-way communicative medium whereas video game playing is a
two-way active communicative medium (Bowman & Rotter, 1983). Greenfield (1984) has further pointed out
that children prefer video games over television because there is greater
control. Despite ongoing controversy, relatively little empirical research has
been published. There are a growing
number of studies examining the possible link between video games and
children's subsequent behaviour, but these have only examined the short-term
effects (see Table 1). The rest of this article attempts to examine the growing
body of research that has been carried out in order to put the debate into an
empirical context. It is not my
intention to review every single study in the area although I hope that all the
major ones which highlight the issues involved are included.
Observational studies
A number of studies have
examined the differences in children's behaviour after playing an aggressive
video game by observing the child's free play.
Cooper and Mackie (1986) observed the free play of nine- to 10-year-old
children in the toy room after playing and watching aggressive video
games. They reported that girls' aggressive
activity significantly increased although boys remained unaffected. Silvern and Williamson (1987) found that
individual four to six-year old children became more aggressive relative to a
baseline condition when they were observed during free play after an aggressive
video game. Both Cooper and Mackie
(1986) and Silvern and Williamson (1987) noted there were no significant
differences in aggression levels between active video game players and passive
video game observers. Schutte, Malouff, Post-Gorden and Rodasta (1988) also
observed the free play of five- to seven year-old children after playing an
aggressive video game and concluded that the child's subsequent behaviour is
similar to the character the individual controlled while playing the video
game. For instance, those who played a
jungle video game played with jungle-like toys during free play, whereas those
who played the violent video game became more aggressive. Finally, Irwin and Gross (1995) measured
interpersonal aggression and aggression toward inanimate objects in 60 second
grade boys (aged seven to eight years).
After playing video games with aggressive or nonaggressive themes, they
found that those who played the aggressive games exhibited significantly more
object aggression during a free play situation and more interpersonal
aggression during a frustrating situation.
These studies, all of which were
carried out on young children, do seem to suggest that the playing of violent
video games has the effect of increasing a child's aggressive behaviour - at
least in the short term. It is possible
that this particular methodology (i.e. observational analysis of free play) may
itself be contributing to the effect.
Table 1 Summary of studies examining the relationship
between video games and aggression
Researchers N Ages
Findings
Observational studies
Cooper & Mackie (1986)
84 9-10 years Girls increase in aggression; no
increase in boys Increase in aggression
Silvern & Williamson (1987)
28 4-6 years Increase in aggression
Schutte et al (1988) 31
5-7 years Increase in
aggression
Irwin & Gross (1995)
60 7-8 years Increase in aggression
Self-Report Studies
Gibb et al (1983) 280
12-34 years No relationship
between amount of video
game
play and hostility
Dominick (1984)
250 15-16 years Significant correlation between video
game playing and aggressive delinquency.
However,
correlation was insignificant
when control variables parlialled out
Kestenbaum & Weinstein
208 11-14 years Aggressive video games have a calming
(1985)
effect(1)
Mehrabian & Wixen
100 mean age Hostile feelings increased in college
(1986)
18 years students while
imagining playing video
games
Anderson & Ford (1986)
60 undergraduates Higher
aggression video games increased
hostility(2)
Rushbrook (1986)
Not 10-16 years Significant relationship between amount
stated of video game
play and violent attitudes
Lin & Lepper (1987)
210 9-11 years Significant relationship between amount
of (arcade) video game play and
aggressiveness/impulsivity
Fling et al. (1992) 153
11-17 years Regular players
think they are more
aggressive as do their teachers
Griffiths & Hunt
387 12-16 years Self-reported aggression significantly
(1993; 1995) correlated
with video game playing
frequency
Experimental studies
Winkel et al (1987) 56
12-13 years Role playing
experiment reported
no increase in aggression
Chambers & Ascione (1987)
160 8-13 years Playing aggressive video games
suppressed prosocial behaviour in an
experimental situation
Lynch (1994)
75 12-17 years Pre-hostile participants showed no
differences
in heart rate and blood
pressure playing violent or non-violent
games
Lightdale & Prentice (1994)
84 undergraduates Males more
aggressive than females in
individuated condition but not in
de individuated condition
Anderson et al (1995) 107
undergraduates Increasing temperature increases state
hostility, hostile cognition and
physiological arousal
Anderson & Morrow (1995)
60 undergraduates Participants
killed more in a
competitive situation rather than a co-
operative one
Scott (1995)
117 undergraduates Playing
aggressive video games does not
make people more aggressive
Other studies (involving projective tests)
Graybill et al (1985) 116
7-11 years Projective Test (3)
- showed fewer
defensive fantasies
Graybill et al (1987) 126
7-11 years Projective Test(3)
- no increase in
aggression
Key to questionnaires and tests used.
(1) Eysenck short form Extroversion & Neuroticism Scale (1958);
Singer & Antrobus Day Dreaming Scale (1970)
(2) Multiple Affect Adjective Checklist
(3) Rosenzweig Picture-Frustration Study (1978) and Response Hierarchy
Measure
Self-report studies
Apart from observing children's
free play, the presence of increased aggression has been measured by
self-report in a number of studies. Lin
and Lepper (1987) found a positive relationship between self-reported video
game use in males (4th to 6th grade) and their teachers' ratings of
aggressiveness and impulsiveness.
Rushbrook (1986) reported a correlation between the amount of video game
play and violent attitudes that were more favourable to war in a group of 5th
to 11th grade males. In a questionnaire
study of teenage boys (10th to llth grade), Dominick (1984) found that video
game playing was correlated with aggression.
However, when the effects of other factors were taken out, the
correlation between video games and aggression became non-significant. Anderson and Ford (1986) measured hostility
using the Multiple Affect Adjective Checklist after undergraduates had played
either very aggressive or mildly aggressive video games. Their results indicated that the playing of
aggressive video games can have short term negative effects on the players'
emotional state and that players of the highly aggressive video game showed
increased hostility and anxiety. A
similar result was found by Mehrabian and Wixen (1986) who reported that
hostile feelings increased in college students while imagining playing video games. However, a self report study on 12- to
34-year-olds by Gibb, Bailey, Lambirth and Wilson (1983) found no relationship
between the amount of video game play, hostility and self-esteem and a study by
Kestenbaum and Weinstein (1985) on 208 teenagers (aged 11 to 14 years) found
that video games had a calming effect.
In a study by Fling, Smith,
Rodriguez, Thornton, Atkins and Nixon (1992) on 153 sixth to twelfth graders,
it was reported that amount of video game play correlated with self-reported
levels of aggression (although not self-esteem). The evidence of a relationship between amount
of video game play and aggressiveness is consistent with other researchers
(e.g. Dominick, 1984; Lin & Lepper, 1987).
Further to this it was reported that self-esteem and aggression were
positively correlated on teacher ratings but negatively on self-ratings.
Griffiths and Hunt (1993) have
also reported that when video game playing adolescents were asked if they
thought playing violent video games made m more aggressive, they responded that
this was the case. This was highly
significantly correlated with their frequency of playing. Both of these studies support the results of
Dominick (1984) and Lin and Lepper (1987).
However, they also noted that correlational results such as theirs could
indicate that more aggressive children are drawn to video games rather than -
or in addition to - their aggression being a result of this activity.
The problem with all of this
type of research is that correlational evidence is unconvincing not only
because any observed positive correlations may be due to backward causation
(aggressive individuals having a greater penchant for video games), but for the
more plausible reason that the correlations may not be directly causal at all
but may result from mediating factors (e.g. low educational attainment, low
socioeconomic status etc.) that may themselves be causally related both to
video game playing and to aggressive behaviour.
This interpretation is well known in the literature on the effects of
violent television viewing on aggressive behaviour.
Experimental studies
There have been a number of
experimental studies looking at the relationship between aggression and video
game playing although a number of these studies use video games as an
experimental paradigm to investigate other theoretical concerns (e.g. the
relationship between aggression and temperature, the influences of social roles
on sex differences using a video game).
Winkel, Novak and Hopson (1987)
in a study involving young teenagers (eighth grade) found that after playing
violent video games there was no increase in aggression towards peers in a
pretend 'teacher/learner' role play. In
the short term, it was not supported that teenagers may be mimicking the violence
in video games. Violent video games may
have effects on a child's behaviour other than aggression. For instance, Chambers and Ascione (1987)
reported that their sample of third to eighth graders gave less money to a
donation box after playing an aggressive game than in comparison to the playing
of a prosocial video game.
Only experimental studies can
hope to provide persuasive evidence regarding causality. However, the two laboratory studies discussed
above did not examine real aggression but rather fantasy aggression, i.e. a
pretend 'teacher-learner' role play, and giving money to charity. The latter is somewhat irrelevant, and the
increased aggression in the fantasy and role-play measures, far from confirming
the hypothesis that games cause aggression, is entirely consistent with the
catharsis hypothesis; that is, it might be precisely the fantasy aggression
that releases the energy that would otherwise be expressed as aggressive
behaviour.
Scott (1995) conducted a study
on university students and found no differences in aggressive affect while
playing video games on questionnaire scores on the Buss-Durkee Hostility
Inventory (Buss & Durkee, 1957) and the Eysenck Personality Questionnaire
(Eysenck & Eysenck, 1975) across varying levels of video game
violence. Related to the studies of
aggression is a study by Lynch (1994) who hypothesised that playing video games
with violent content would produce greater cardiovascular responses in
adolescent males than those playing non-violent games. His study examined heart rate and blood
pressure differences between 76 hostile and non hostile participants (aged 12
to 16 years) but found no differences between the two groups.
Lightdale and Prentice (1994)
investigated the influence of social roles on sex differences using a video
game. By de individuating their
respondents they found that there were no differences in male and female
aggression when playing a video game but that in the individuated condition,
males were more aggressive than females.
Such a finding has little to say about the relationship of video games
and violence per se. In another experiment that used video
games to examine other theoretical concerns, Anderson, Deuser and DeNeve (1995)
tested a general model of affective aggression via a study of video game
playing. Using 107 undergraduates, they
manipulated the room temperature while participants were playing the video
games and found that raising the temperature consistently increased hostile
affect and hostile cognition in players.
It could also be the case that
the competitive nature of a video game may have an effect on aggression. To examine this, Anderson and Morrow (1995)
extended and tested Deutsch's (1993) theory of competition effects using video
games. The theory predicts that people
view competitive situations as inherently more aggressive than co-operative
ones. In a study of 60 undergraduates,
competition primed participants killed significantly more video game characters
than did the co-operation primed. This
increased kill ratio occurred in the absence of changes in hostility,
friendliness or liking for one's game partner.
Since laboratory studies cannot study serious aggressive behaviour for
ethical reasons, what is required are naturalistic field experiments. In the television violence literature, these
are regarded as uniquely important but unfortunately there are no such studies
of video games.
Other studies
Two studies by Graybill and his
associates (Graybill, Kirsch & Esselman, 1985; Graybill, Strawniak, Hunter
& O'Leary 1987) have used a mixture of methodologies (self-report,
experiment and observation) and have suggested that video games may have
short-term beneficial effects for children.
Graybill, Kirsch and Esselman (1985) reported that six- to 11-year-old
children exhibited fewer defensive fantasies and tended to exhibit more
assertive fantasies after playing violent video games, although this was a
trend and not significant. Aggression
was assessed using a projective test - the Rosenzweig Picture-Frustration
Study. The authors concluded that their
results tended to show that results were more consistent with catharsis theory
and that violent video games discharge aggressive impulses in a socially
acceptable way and that playing violent video games may have a short-term
beneficial effect for the children playing them.
In a further study, Graybill,
Strawniak, Hunter and O'Leary (1987) used a behavioural measure involving
apparatus in which children could push buttons to hurt or help another child,
in addition to two self-report measures (the Response Hierarchy Measure and the
Rosenzweig Picture-Frustration Study again).
These were administered after the playing of violent and non-violent
video games but no significant differences were recorded. Graybill and his associates also reported
that there may be differences between television viewing and video game
playing. One obvious difference reported
was that although the video game's content may be violent, the graphics are not
nearly as realistic as televised violence.
However, longer-term effects were not ruled out.
Table
2: Categories of games (adapted from Griffiths, 1993)
1) Sport
Simulations: This type is self explanatory.
These games simulate sports such as golf, ice hockey, athletics etc.
(e.g. World Wide Soccer '97, NHL
Powerplay '97 etc.).
2) Racers:
This type could be considered a type of 'Sport Simulation' in that it
simulates motor sports like Formula 1 racing (e.g. Human Grand Prix, Speedster, Motoracer etc.).
3) Adventures:
This type uses fantasy settings in which the player can escape to other
worlds and take on new identities (e.g. Atlantis,
Star Trek Generations, Overboard etc.).
4) Puzzlers:
This type is self explanatory. These
games are 'brainteasers' which often require active thinking (e.g. Tetris, Baku Baku Animal etc.).
5) Weird
Games: These games are not 'weird' as such except they do not fit into any
other category. They would be better
termed 'miscellaneous'. (e.g. Sim City
2000, Populous 3 etc.).
6) Platformers:
These games involve running and jumping along and onto platforms (e.g. Mario 64, Sonic etc.).
7) Platform
blasters: These games are 'Platformers' but also involve blasting
everything that comes into sight (Robocop
2, Virtua Cop etc.).
8) Beat
'Em Ups: These games involve physical violence (punching, kicking etc.) (e.g. Street Fighter 3, Tekken 2, Mortal
Kombat etc.).
9) Shoot
'Em Ups: These games involve shooting and killing using various weapons
(e.g. Blast Corps, Mech Warrior, Turok
Dinosaur Hunter etc.).
In a more anecdotal case study
account, Gardner (1991) claimed that the use of video games in his
psychotherapy sessions provided common ground between himself and his client
and provided excellent behavioural observation opportunities. Gardner described four particular case
studies where video games were used to support psychotherapy and added that
although other techniques were used as an adjunct in therapy (e.g. story
telling, drawing, other games etc.) it was the video games that were the most
useful factors in the improvement during therapy. He claimed that video games contribute to
releasing and controlling aggression although there was little evidence for
this except for Gardner's own anecdotal observations.
Conclusion
These growing number of studies
examining the effects of video games on aggression have only involved a measure
of possible short-term aggressive consequences.
The majority of the studies on very young children - as opposed to those
in their teens upwards tended to show that children do become more aggressive after either playing or watching a
violent video game, but these were all based on the observation of a child's
free play. Such evidence suggests that
at a theoretical level, there is more empirical evidence supporting social
learning theory than catharsis theory - particularly in younger children. However, there is much speculation as to
whether the procedures to measure aggression levels are valid and
reliable. There is also the question of
developmental effects, i.e. do video games have the same effect regardless of
age? It could well be the case that
violent video games have a more pronounced effect in young children, but less
of an effect (if any) once they have reached their teenage years. There is also the social context of playing,
i.e. playing in groups or individually, with or against each other, may affect
the results. The findings of Anderson
and Morrow (1995) suggest that competitiveness increases aggression. There are also problems concerning the
definition of 'violent' or ,aggressive' as there are numerous television
cartoons such as Tom and berry which
may not be regarded as violent within the operational definitions employed in
mass media research. Since all video
games are animated, the same argument might be used for them also. Research into the effects of long-term
exposure to video games on subsequent aggressive behaviour is noticeably
lacking and at present remains speculative.
It is evident that video games
can have both positive and negative aspects.
If care is taken in the design, and if games are put into the right
context, they have the potential to be used as training aids in classrooms and
therapeutic settings, and to provide skills in psychomotor co-ordination in
simulations of real life events, e.g. training recruits for the armed
forces. There is, however, a need for a
general taxonomy of video games as it could be the case that particular types
of games have very positive effects while other types are not so positive. As Table 2 demonstrates, there are many
different types of video games, each of which have their own distinctive
qualities. Only three of these
categories ('beat 'em ups', 'shoot 'em ups' and 'platform blasters') have any
kind of aggressive element. If children
and adolescents work with this degree of definitional refinement it follows
that other interested parties (e.g. educationalists, researchers etc.) should
do also.
To conclude briefly, the
question of whether video games promote aggressiveness cannot be answered at
present because the available literature is relatively sparse and conflicting,
and there are many different types of video games which probably have different
effects.
Footnote
Video games tend to refer to those games played in
arcades whereas computer games tend to refer to those games played outside the
arcade (e.g. home computer game consoles, hand held computer games and games
played on a personal computer). In this
article, the term 'video game' is used to cover all these different types.
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