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Different Studies on the Effects of Playing Violent Video Games

A Review of Related Literature by Laurence C. Beruin BA Sociology University of the PhilippinesLos Baos

Introduction Last year, almost 72% of the American households play both video games and computer games with gamers having an average age of 37. Among those 72% of gamers, 58% are males whilst 42% are females. 33% of them are of gamers said that playing computer or video games was their favorite entertainment activity. $25.1 billion was the total consumer spending on the video game industry on 2010 (Essential facts about video and computer games industry, 2011). This monetary figure was projected to reach $91 billion by 2015 (Nunnely, 2009). Also, the top selling video game of 2010, that is a smash hit selling 7 million copies in its first 24 hours and has not slowed much since the start of the 2011, was a war-themed video game entitled Call of Duty: Black Ops published by Activision and Blizzard (Morris, 2011). Examining this statistics, it shows that video games industry is a sure milliondollar business. It can be beautiful (the video games), they can be entertaining, they can be social, and they can also be worrisome in some aspects (Egenfeldt-Neilson & Heide Smith, 2003). Expanding from all demographics, anyone will buy a game as long as he or she has enough money to purchase it. Due to these facts, debate started on the potential link between the playing of violent video games and violent behavior in young people even crime-related ones (Boyle & Hibberd, 2005). The controversy over violent video games emerged when a massacre of 13 people at Columbine High School in Jefferson County, Columbia happened on Apr. 20, 1999. The two teenage shooters were revealed to be avid players of weapon-based combat games such as Wolfenstein 3D and Doom leading to allegations that it was the cause of the their crime (Sternheimer, 2007). Another video game-related incident happened in Erfurt, Germany. Robert Steinhaeuser, who was an avid gamer and a devotee of Counter Strike video game, mass murdered a total of 16 people (Boyle & Hibberd, 2005). Furthermore in UK, a 17 year old Warren Leblanc was pleaded guilty of murdering of 14 year old Stefan Pakeerah by using a claw hammer and knife. Both weapons used were visible on the video game he was obsessed with, Manhunt published by Rockstar Games (Adams, 2004). List of other video game-related crimes and incidents are as follows: Korean Killed by Starcraft in August of 2005; Vengeance killing for virtual sword in October of 2004; Everquest suicide in November of 2001; 13-year-old commits World of Warcraft Suicide in December of 2004; 13-Year-Old Murders Woman for Subscription Money last 2008; Man kills toddler over broken Xbox in March of 2008; Daniel Petric kills mother over Halo 3 in September of 2007; Toddler beaten to death with game controller in April of 2008; and lastly a Grand Theft Auto-Inspired cop killing by Devin Moore last June 7, 2003 (The top 10 deaths caused by video games, 2009).

Importance of the Study This review of related literature seeks three important things. First, is to determine the previous studies that tackle about the effects of violent video games to people. The effects of violent video games can either be positive or negative but for the sake of this review of related literature, we will focus on the negative ones since we have established above different crime-related cases of VVGs (violent video games). These crimes do not have a definite proof that it has a direct relation with VVGs usage but subsequent researches may prove to say so. Second is to define the previous studies as briefly and as precisely as possible as not to confuse it with other studies. Since most of the studies had the same conclusion, grouping them accordingly will produce better results. And lastly, is to relate them to Philippine context and make recommendations on how to make those studies appropriate and feasible. As we can see, the studies to be reviewed here are all of foreign-basis or studies based on foreign context. It will be of best interest to relate them onto how we can apply these different studies to the context of the Philippines.

Researches on Effects of Video Games Although video game industry is a flourishing business wherein a successful publisher can make tons of money, initially there were few numbers of researches and studies about the effects of violent video games and most of them are European studies (Anderson C. , 2003). But as years pass by, volumes of research dedicated to computer games have increased progressively. In a short period of time, there had appeared at least one academic journal in the form of a website named www.gamestudies.org, a Danish and an International organization for games studies, a number of frequent conferences about the subject and a variety of websites dedicated to game research such as www.ludology.org and www.game-research.com (Egenfeldt-Neilson & Heide Smith, 2003) . Though it does not provide a better understanding of the topic, the research made by K. Dill and J. Dill (1998, as cited by Anderson, 2003) was the first comprehensive review of violent video game that showed evidence about the relation of violent video games and violent behaviors on the part of the gamers. In the meta-analysis1 review made by Anderson and Bushman (2001, as cited by Anderson, 2003), they provided clearer support on the concerns done by the research said above by using five types of outcome variables which includes aggressive behavior, aggressive cognition, aggressive affect, helping behavior, and physiological arousal. As the studies on violent video games go further, it was then categorized into two broad categories namely; correlational and experimental studies (Ferguson C. , Rueda, Cruz, & Ferguson, 2008). Correlational studies are studies that used to look for relationships between variables. There are three possible results of a correlational study: a positive correlation, a negative correlation, and no correlation (Cherry, 2011). On the other hand, experimental studies are defined as the use of experiment or relying on observations in making conclusions (Definition: Experimental, 2011).
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Meta-analysis here refers to a research strategy where instead of conducting new research with participants, the researchers examine the results of several previous studies. This is done with the purpose of gaining greater confidence in the results because of the larger pool of participants, as long as steps are taken to avoid errors that may have existed in the original studies (Meta analysis, 2011).

Correlational Studies Under correlational studies, one prominent study was done by Anderson and Bushman2 (2001, as cited by Ferguson, Rueda, Cruz, & Ferguson, 2008). The study was about the relationship of playing of violent video games and self-reported violent crime in undergraduate students in which it confirmed a positive relationship but disregarded family violence as a reason for the self-reported crimes. Other correlational studies also proved relationship between violent video games and crimes or aggressions such as Funk, Buchmann and Germanns research on video game controverisies in 2000; Colwell and Paynes study in the negative correlates of computer game play in adolescents; and Colwell and Katos study on relationship between social isolation, self-esteem, aggression and computer game play in Japanese adolescents in 2003. Similar to the first study, they all fail to take into account the exposure of the undergraduate students to family violence (Ferguson & Rueda, 2010). Experimental Studies The results under experimental studies recommended positive effects on aggressive conditions and arousal level even if they were weak in a larger scale (Ferguson C. , Rueda, Cruz, & Ferguson, 2008). Studies such as video games and aggressive thoughts, feelings and behavior in the laboratory and in life made by Anderson and Dill in 2000, Ballad and Wests on the effects of violent videogame play on males hostility and cardiovascular responding in 1996, and Bushman and Andersons study on violent video games and hostile expectations were all experimental studies focused on the effects of playing violent video games on aggressive cognitions. On the other hand, Bartholow, Bushman and Sestirs study on chronic violent video game exposure and desensitization to violence released in press, and Fleming and Rickwoods study on the effects of violent versus nonviolent video games on childrens arousal, aggressive mood and positive mood in 2001 focused on psychological arousals (Ferguson C. , Rueda, Cruz, & Ferguson, 2008). Research Groupings After considering the past researches, both correlational and experimental groupings, another key issue in evaluating the diverse range of research outputs in effects of violent video games is by understanding different researchers starting positions (Boyle & Hibberd, 2005). Two broad groupings into which a great deal of the researches ought to fall were identified by Nordic researchers named Egenfeldt-Neilson and Heide Smith (2004). The two groupings were the Active Media research school and the Active User research outlook. The Active Media research school The Active media research school was greatly influenced by the North American psychological traditions (Boyle & Hibberd, 2005). It was based on the assumption that media form or content has a predictable effect on its users and it was built upon the thought that media users were similar enough to make generalizations from studies both of very limited samples and larger ones drawn from special groups (Egenfeldt-Neilson & Heide Smith, 2003). Primarily, it relies on laboratory-based experiments, correlational and self-reporting studies and reads any behavioral changes from the studies under this group as an evidence of direct effects or relation by violent video games (Boyle & Hibberd, 2005).

This study was mentioned earlier on page 2.

Tracing its roots to behaviorist tradition, this perspective has generally offered more sophisticated theoretical frameworks to guide predictions and interpretations against the traditional behaviorism. It could technically employ most types of methodologies but the basic assumption that one particular medium can have one particular effect on people often leads to the use of experimental research design as its main methodology (Egenfeldt-Neilson & Heide Smith, 2003). Since its more inclined to experimentations and laboratory settings, it tends to understate the importance of subjectivity and own interpretations of the individuals on the subject matter. This school of research argues that there was and there is a clear link that exists between violent video games and violent behavior of people (Boyle & Hibberd, 2005). The majority of this research and its content was said to be focused mainly on the United States of America (Anderson C. , 2004). According to Calvert and Wartella (2000, as cited by Egenfeldt-Neilson & Heide Smith, 2003), effects researchers have a range of theoretical starting points that were used to design the research studies and interpret its subsequent results. The following theories are some of the most important ones used in the Active Media research tool: Social learning theory: It focuses on the learning that occurs within a social context. It considers that people learn from one another, including such concepts as observational learning, imitation, and modeling (Ormrod, 1999). Its supporters stress that computer games are effective because they require the players full attention and entail active identification with characters on the computer screen. Furthermore, rewards are attached directly to the performance of symbolic violence, for example getting points for killing opponents. Therefore it is more likely that these specific actions will be transferred to the outside world (EgenfeldtNeilson & Heide Smith, 2003). The general arousal theory: This theory refers to a theory which assumes that people prefer to maintain ideal, or comfortable, levels of arousal (Arousal theory, 2012). It claims that computer games will increase the players arousal level and thus increase both energy and intensity of performed actions. Its supporters point out that violent computer games gives the arousal needed to produce more aggressive behavior (Egenfeldt-Neilson & Heide Smith, 2003). General aggression model: More known as GAM, it attempts to explain both the development of aggression and individual differences in susceptibility to the influence of violent video games (Kooijmans, 2004). According to this model, by influencing the persons internal state represented by cognitive, affective, and arousal variables, violent media content causes aggressive behavior and at the same time increases aggressive behavior in different concrete ways: by teaching the player how to perform aggressive actions, by influencing underlying aggressive and cognitive schemata, by increasing arousal and creating an emotional aggressive state (Egenfeldt-Neilson & Heide Smith, 2003). Catharsis theory: An idea dated back on Freuds time, this theory was advanced by Feshbach and Singer (as cited by Egenfeldt-Neilson & Heide Smith, 2003) who pointed out that experiencing portrayal of violence in media can lead to lessened aggressive feelings. It suggested that your own aggressive feelings will be mirrored in the media, and experiencing them will reduce internal tension of a person. In computer games, the active role of the player further enhances this effect. Cognitive neo-association model of aggression: It is the theory that points out any unpleasant stimulation will lead to emotional aggression to the extent that it generates unpleasant feeling (Paciotti, 2005). Computer games will support the creation and strengthening

of such association nodes and through these nodes aggressive thoughts will be transferred into physical actions (Egenfeldt-Neilson & Heide Smith, 2003). The Active Media research school, on the study of computer games, does not limit itself and has also adopted methods from television research and applied a positivist view of science. The methods included were laboratory studies, cross-sectional-correlation studies, longitudinal correlation studies, The study made by Anderson and Bushman in September of 2001, updated in 2004 (as cited by Boyle & Hibberd, 2005), was one of the most important pieces of research to be published in recent years from the Active Media research school3. According to Freedman (2001, as cited by Boyle & Hibberd, 2005), the authors identified 35 research projects that included 54 samples of participants and ff the 35 from those studies, 22 were published in peerreview journals even though only nine of those studies dealt explicitly with aggression and video games. The first result was that high video-game violence was associated with heightened aggression in participants4. Second result was about their argument about pro-social behaviors (being helpful to others in real world) negative correlation to the exposure on violent video games. Third, they argued that video games may also increase feelings of anger or hostility (aggressive affect). Lastly, the authors argued that exposure to violent video games increased physiological arousal in participants such as systolic blood pressure, diastolic blood pressure; and participants heart rate (Boyle & Hibberd, 2005). This study and its results was broadly accepted and supported by recent studies i.e. Anderson and Murphy and Anderson, Carnagey and Eubanks both on the same year (2003, as cited by Boyle & Hibberd, 2005). These research findings was also said to apply on both male and female participants and to children and youths, including college and university-aged individuals, according to Freedman (2001, as cited by Boyle & Hibberd, 2005). The Active User research outlook The Active User research outlook tends to be more methodologically informed by fieldwork i.e. ethnographical approaches, observations and the use of qualitative methods. It positions itself within social science traditions and places an emphasis on the wider social and cultural factors which influence the formation of attitudes and behavior in people of which the media is an important factor (Boyle & Hibberd, 2005). It is based on the thought that media consumption must be understood in its natural context. It also stresses that media users use and make sense of media on the basis of their personalities and social situations. Its main interests are on the meaning, role and function of the media (Egenfeldt-Neilson & Heide Smith, 2003). According to Livingston (2002), this research is more likely to be conducted within a European context. Under the Active User research outlook, the book entitled Killing Monsters: Why Children Need Fantasy Heroes and Make-Believe Violence by G. Jones (2003) was the most forceful one arguing on the merits of effects of video games. The central argument of the book is that violent video games can help children in contemporary societies and that even the most violent games and TV program can help children conquer their fears and develop a sense of

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This was the same study mentioned earlier on page 2 and 3. In page 2, it mentioned 5 variables namely: aggressive behavior, aggressive cognition, aggressive affect, helping behavior (pro-social behavior), and physiological arousal. Aggressive behavior and aggressive cognition are under the first result of study and other variables are of the same order.

identity5 (Boyle & Hibberd, 2005). Another study was the Danish research of H. D. Sorenson and C. Jessen (2002), a part of a longer ten-year project into young people's use of computer games. By the use of a mixture of qualitative interviews and ethnography, this research concluded that most children use video games as a form of play and that they offer less negative effects than those from violent television programs and films (Sorenson & Jessen, 2000). Conclusion and Recommendations If we were to regard the findings and studies above, we can conclude that at the current state of what violent video games and violent behavior they both have a direct relation to one another. All of the researches and studies provided proper results to suggest that playing violent video games had effects on people and majority of them lead to negative behaviors toward themselves or to others. These studies indicated effects but the issue is still a long way to go to be properly concluded. Below are list of effects that can be deduced from the results of their studies. Repeated violence on video games can lead to gamers real life portrayal of the same acts Playing video games isolates a person from his/her society Video games teaches gamers wrong values especially in the aspect of killing Adverse merit system Video games can result crime-related issues

One common thing about the studies described in here is that they all tackle on the behavioral aspects of a person. The reason behind it was the emergence of crimes that accroding to the reports, the murderers or person involved was into video gaming. Limiting themselves, these studies failed to take into account the effects of playing video games to the health and the physical state of their participants. Health problems such as carpal tunnel syndrome, migraines, headaches, eye-related ailments, eating irregularities, sleep disturbances, and even hygienic problems are effects that can be associated with playing video games. Furthermore, their studies is being predisposed only to the psychological field. It is not that psychology can not handle people better than any other field but the fact that the studies contained themselves to the participant can sometimes produce results that were precedented by the researchers. Through the course of reading, the author of this paper have not stumbled to any research or related study on the effects of playing video games to Filipinos. There are few papers that the author found on the internet but they were straightforward papers only. Those papers only described and summarized the known effects of playing video games and more inclined to negative effects particularly on the academic performance of the gamers. Applying the known researches in the Philippines, one of the main consideration to be pointed out is the proper sampling and distribution of the participants of the proposed study. This is to avoid bias on the intellectual level of the participant. Another is the fact that our country does not have high levels of psychologically-related issues unlike foreign countries, so it

As we can see, this effect of violent video game is on the positive opposing the objective of the study but as one of the most prominent study in the Active User group, it was needed to be stated.

is better to lessen the intensity of all the methods on those foreign studies to adapt to Philippine perspective. In conducting the study proper, the best way to see if the playing of violent video games has an effect to the participants is study design wherein the participants has the option to role play what they have seen and played. Start off with the participants play a specific violent game (i.e. war-themed, onslaught type,) for a specific duration, at most 3 hours with few minutes break with atleast 4 accompliced on the group. The participants must be newbie to this kinds of games and if plausible, to this kind of media except the accomplices. Observe their behavior during this phase and at the same time prepare the necessary materials for the next phase. After the participants continuous playing, lead them to a room full of weapons (plastic, China-made) that resembles the ones from the game they had played. Do not make your accomplices do the first move. Wait for the participants to look and play with those weapons for a while. If the participants play with those weapons, it tells us that there is an effect of playing those games to the participants. At the time that the participants can be seen to be indulged into those weapons, let the accomplices start a conflict. After the start of conflict within the group, the observation of degree of its effects can be measured. Using the scale of 1 to 5, that will be the measurement to be used. Scale 1 if they pick up the weapon. Scale 2 if they point it to some open space in the room. Scale 3 if they emit weapon sounds and speak some apt lines from the game. Scale 4 if they point those weapons to another person. Lastly, Scale 5 if they not only point it to a person but re-enact scenes from the game toward another person.

References
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Kooijmans, T. (2004, December). Effects of video games on aggressive thoughts and behaviors during development. Retrieved March 11, 2012, from Personality Reasearch Web site: http://www.personalityresearch.org/papers/kooijmans.html Livingstone, S. (2002). Young People and New Media. London: Sage Publications. Meta analysis. (2011). Retrieved March 12, 2012, from Alleydog.com: http://www.alleydog.com/glossary/definition.php?term=Meta%20Analysis%20(Meta-Analysis) Morris, C. (2011). Tech check: the best-selling video of 2011. Retrieved March 11, 2012, from CNBC Web site: http://www.cnbc.com/id/44595477/The_Best_Selling_Video_Games_of_2011?slide=11 Nunnely, S. (2009, June 23). Global industry analysts predicts gaming market to reach $91 billion by 2015. Retrieved March 11, 2012, from Video game 24/7 Web site: http://www.vg247.com/2009/06/23/global-industry-analysts-predicts-gaming-market-to-reach-91billion-by-2015/ Ormrod, J. (1999). Human learning (3rd Edition ed.). New Jersey: Prentice Hall. Paciotti, B. (2005). Lecture 13 aggression. Retrieved March 11, 2012, from Brian Paciotti Web site: http://www.brianpaciotti.com/PDF/LEC13%20WIN%2005%20W.pdf Sorenson, H., & Jessen, C. (2000). It isnt real: children, computer games,violence and reality. (C. van Feilitzin, & U. Carlsson, Eds.) Children in the New Media Landscape . Sternheimer, K. (2007). Do video games kill. Retrieved March 11, 2012, from Videogames.ProCon.org: http://videogames.procon.org/sourcefiles/Dovideogameskill.pdf The top 10 deaths caused by video games. (2009, February 24). Retrieved March 11, 2012, from Spike Digital Entertainment: http://www.spike.com/articles/id98jf/the-top-10-deaths-caused-by-video-games

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