Violent video games: More playing time equals more aggression
December 10, 2012 in Psychology & Psychiatry
(Medical Xpress)—A new study provides the first experimental evidence that the negative effects of playing violent video games can accumulate over time.
Researchers found that people who played a violent video game for three consecutive days showed increases in aggressive behavior and hostile expectations each day they played. Meanwhile, those who played nonviolent games showed no meaningful changes in aggression or hostile expectations over that period.
Although other experimental studies have shown that a single session of playing a violent video game increased short-term aggression, this is the first to show longer-term effects, said Brad Bushman, co-author of the study and professor of communication and psychology at Ohio State University.
"It's important to know the long-term causal effects of violent video games, because so many young people regularly play these games," Bushman said.
"Playing video games could be compared to smoking cigarettes. A single cigarette won't cause lung cancer, but smoking over weeks or months or years greatly increases the risk. In the same way, repeated exposure to violent video games may have a cumulative effect on aggression."
Bushman conducted the study with Youssef Hasan and Laurent Bègue of the University Pierre Mendès-France, in Grenoble, France, and Michael Scharkow of the University of Hohenheim in Germany.
Their results are published online in the Journal of Experimental Social Psychology and will appear in a future print edition.
The study involved 70 French university students who were told they would be participating in a three-day study of the effects of brightness of video games on visual perception.
They were then assigned to play a violent or nonviolent video game for 20 minutes on each of three consecutive days.
Those assigned the violent games played Condemned 2, Call of Duty 4 and then The Club on consecutive days (in a random order). Those assigned the nonviolent games played S3K Superbike, Dirt2 and Pure (in a random order).
After playing the game each day, participants took part in an exercise that measured their hostile expectations. They were given the beginning of a story, and then asked to list 20 things that the main character will do or say as the story unfolds. For example, in one story another driver crashes into the back of the main character's car, causing significant damage. The researchers counted how many times the participants listed violent or aggressive actions and words that might occur.
Students in the study then participated in a competitive reaction time task, which is used to measure aggression. Each student was told that he or she would compete against an unseen opponent in a 25-trial computer game in which the object was to be the first to respond to a visual cue on the computer screen.
The loser of each trial would receive a blast of unpleasant noise through headphones, and the winner would decide how loud and long the blast would be. The noise blasts were a mixture of several sounds that most people find unpleasant (such as fingernails on a chalk board, dentist drills, and sirens). In actuality, there was no opponent and the participants were told they won about half the trials.)
The results showed that, after each day, those who played the violent games had an increase in their hostile expectations. In other words, after reading the beginning of the stories, they were more likely to think that the characters would react with aggression or violence.
"People who have a steady diet of playing these violent games may come to see the world as a hostile and violent place," Bushman said. "These results suggest there could be a cumulative effect."
This may help explain why players of the violent games also grew more aggressive day by day, agreeing to give their opponents longer and louder noise blasts through the headphones.
"Hostile expectations are probably not the only reason that players of violent games are more aggressive, but our study suggests it is certainly one important factor," Bushman said.
"After playing a violent video game, we found that people expect others to behave aggressively. That expectation may make them more defensive and more likely to respond with aggression themselves, as we saw in this study and in other studies we have conducted."
Students who played the nonviolent games showed no changes in either their hostile expectations or their aggression, Bushman noted.
He said it is impossible to know for sure how much aggression may increase for those who play video games for months or years, as many people do.
"We would know more if we could test players for longer periods of time, but that isn't practical or ethical," he said.
"I would expect that the increase in aggression would accumulate for more than three days. It may eventually level off. However, there is no theoretical reason to think that aggression would decrease over time, as long as players are still playing the violent games," he said.
Journal reference:
Journal of Experimental Social Psychology
Provided by
The Ohio State University
-
Violent video games increase aggression long after the game is turned off
Sep 20, 2010 |
not rated yet |
0
-
Violent video games reduce brain response to violence and increase aggressive behavior
May 25, 2011 |
not rated yet |
0
-
Kinder, gentler video games may actually be good for players
Jun 06, 2011 |
not rated yet |
0
-
Violent video games desensitize players to real-world violence
Dec 05, 2005 |
not rated yet |
0
-
What's the psychological effect of violent video games on children?
Jun 29, 2011 |
not rated yet |
0
-
Motion perception revisited: High Phi effect challenges established motion perception assumptions
Apr 23, 2013 |
3 / 5 (2) |
2
-
Anything you can do I can do better: Neuromolecular foundations of the superiority illusion (Update)
Apr 02, 2013 |
4.5 / 5 (11) |
5
-
The visual system as economist: Neural resource allocation in visual adaptation
Mar 30, 2013 |
5 / 5 (2) |
9
-
Separate lives: Neuronal and organismal lifespans decoupled
Mar 27, 2013 |
4.9 / 5 (8) |
0
-
Sizing things up: The evolutionary neurobiology of scale invariance
Feb 28, 2013 |
4.8 / 5 (10) |
14
-
How can there be a term called "intestinal metaplasia" of stomach
6 hours ago
-
Pressure-volume curve: Elastic Recoil Pressure don't make sense
May 18, 2013
-
If you became brain-dead, would you want them to pull the plug?
May 17, 2013
-
MRI bill question
May 15, 2013
-
Ratio of Hydrogen of Oxygen in Dessicated Animal Protein
May 13, 2013
-
Alcohol and acetaminophen
May 13, 2013
- More from Physics Forums - Medical Sciences
More news stories
Teens exposed to schoolmate's death by suicide much more likely to consider or attempt suicide
Youth who had a schoolmate die by suicide are significantly more likely to consider or attempt suicide, according to a study in published in CMAJ (Canadian Medical Association Journal). This effect can last 2 years or mo ...
Psychology & Psychiatry
47 minutes ago |
not rated yet |
0
Genetic predictors of postpartum depression uncovered
Johns Hopkins researchers say they have discovered specific chemical alterations in two genes that, when present during pregnancy, reliably predict whether a woman will develop postpartum depression.
Psychology & Psychiatry
8 hours ago |
not rated yet |
0
|
Mediterranean diet seems to boost ageing brain power
A Mediterranean diet with added extra virgin olive oil or mixed nuts seems to improve the brain power of older people better than advising them to follow a low-fat diet, indicates research published online in the Journal of ...
Psychology & Psychiatry
18 hours ago |
2 / 5 (1) |
2
The incidence of eating disorders is increasing in the UK
More people are being diagnosed with eating disorders every year and the most common type is not either of the two most well known—bulimia or anorexia—but eating disorders not otherwise specified (eating disorders that ...
Psychology & Psychiatry
18 hours ago |
not rated yet |
0
Practice makes perfect? Not so much
Turns out, that old "practice makes perfect" adage may be overblown. New research led by Michigan State University's Zach Hambrick finds that a copious amount of practice is not enough to explain why people ...
Psychology & Psychiatry
19 hours ago |
3.3 / 5 (12) |
0
|
Estimates reveal low population immunity to new bird flu virus H7N9 in humans
The level of immunity to the recently circulating H7N9 influenza virus in an urban and rural population in Vietnam is very low, according to the first population level study to examine human immunity to the virus, which was ...
Finding a family for a pair of orphan receptors in the brain
Researchers at Emory University have identified a protein that stimulates a pair of "orphan receptors" found in the brain, solving a long-standing biological puzzle and possibly leading to future treatments for neurological ...
Waiting for a sign? Researchers find potential brain 'switch' for new behavior
You're standing near an airport luggage carousel and your bag emerges on the conveyor belt, prompting you to spring into action. How does your brain make the shift from passively waiting to taking action when ...
Common food supplement fights degenerative brain disorders
Widely available in pharmacies and health stores, phosphatidylserine is a natural food supplement produced from beef, oysters, and soy. Proven to improve cognition and slow memory loss, it's a popular treatment for older ...
Glaucoma drug can cause droopy eyelids
Prostaglandin analogues (PGAs), drugs which lower intraocular pressure, are often the first line of treatment for people with glaucoma, but their use is not without risks. PGAs have long been associated with blurred vision, ...
Most elite athletes believe doping substances are effective in improving performance
Most elite athletes consider doping substances "are effective" in improving performance, while recognising that they constitute cheating, can endanger health and entail the obvious risk of sanction. At the same time, the ...
Dec 10, 2012
Rank: 3.7 / 5 (3)
Dec 11, 2012
Rank: 5 / 5 (2)
Dec 16, 2012
Rank: 5 / 5 (1)
Dec 17, 2012
Rank: not rated yet
Who would think that if someone practice murder as a solution many hours of the day (on a strongly simulated environment), then the same individual would be more leaning to act violently as a way to cope with his daily stress?
Have anybody seen a violent video game? it is, among other things, a way to market different brands of weapons, ammunition and military institutions into soft minds.