Violent video games & videogame addiction Jeffrey Goldstein University College Utrecht
[email protected] 8 December 2009
Does playing violent video games cause aggressive behavior?
Playing VIOLENT video games?
“In violent video games, aggression is often the main goal, and killing adversaries means winning the game and reaping the benefits. While in real life, murder is a crime, in a violent video game, murder is the most reinforced behavior…. The violent video game player is an active aggressor…and the players’ [learn] new and varied aggressive alternatives.” - K. Dill & J. Dill. Video game violence. 1998
Playing violent video games and AGGRESSIVE BEHAVIOR? Measures of aggression
Aggressive play (Cooper & Mackie, 1986) Hitting a bobo doll (Schutte et al., 1988) Children’s interpretations of ambiguous stories (Kirsh, 1998) Listing aggressive thoughts and feelings (Calvert & Tan, 1994) Withholding money from another (Winkel et al., 1987) ‘Killing’ characters in a video game (Anderson & Morrow (1995) Word recognition (Anderson & Dill, 2000) Punishing another with white noise (Bushman & Anderson 2007)
What’s missing from research?
Missing from research is any acknowledgment that video game players freely engage in play
Playing video games is largely social
Video games as entertainment
Attractions of violent entertainment
Video games are social
Violent entertainment appeals primarily to males in groups. These are social occasions, suitable for ‘male bonding’ and communicating a masculine identity. Boys may play violent video games alone in their rooms, but they are certain to talk about them with their friends. Young people bring entertainment to bear on their concerns with identity, belonging and independence. Nearly all their public behavior – the clothes they wear, the music they listen to, and the games they play – has a social purpose.
The stereotype of the average gamer as an inactive, overweight, socially isolated adolescent …
…is false on all counts.
Video game addiction?
No official medical diagnosis of video game addiction from the AMA, APA, or WHO Estimates of how many players might be addicted to video games vary from 1% of players up to 30% VG addiction is usually measured with a modified scale from DSM-IV World of Warcraft is played by more people than the population of Denmark and Norway combined
addiction Core symptoms: withdrawal (negative effects after cessation) relapse and reinstatement (resumption after abstinence) conflict (with others or self) behavioral sallience (dominant activity) Peripheral symptoms: (engagement) tolerance ( increase in activity over time) euphoria (emotional, physiological consequences) cognitive salience (think often about the activity) -
Charlton & Danforth. 2007. Computers in Human Behavior
The Game Addiction Scale (Lemmens 2009) How often during the last six months:
did you think about playing a game all day long? (Salience) did you spend increasing amounts of time on games? (Tolerance) did you play games to forget about real life? (Mood Modification) have others unsuccessfully tried to reduce your game use? (Relapse) have you felt bad when you were unable to play? ((Withdrawal ) did you have fights with others (e.g., family, friends) over your time spent on games? (Conflict) have you neglected other important activities (e.g., school, work, sports) to play games? (Problems)
Response options were: (1) never, (2) rarely, (3) sometimes, (4) often, (5) very often. from Lemmens, Jeroen S., Patti M. Valkenburg, & Jochem Peter. (2009). Development and validation of a game addiction scale for adolescents. Media Psychology, 12, 77-95
7,000 online players of EverQuest2 were found to be physically more healthy, but to suffer from more depression than the general population The main motives for play were achievement, immersion in the game, and social Playing video games may be a coping strategy
Making the connection… What behavior is reinforced when playing a violent video game? Media effects researchers say it is aggressive behavior. (Although players are not actually aggressive.) The behavior that is reinforced is PLAY, and therefore the tendency to play grows stronger with play experience. This results in engagement, a prerequisite for addiction.
Further information: L. Kutner & C. Olson. 2008. Grand Theft Childhood. Simon & Schuster.