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It’s time to end the debate about video games and violence February 16, 2018 6.41am EST
In the wake of the Valentine’s Day shooting at a Broward County,
Florida high school, a familiar trope has reemerged: Often, when
a young man is the shooter, people try to blame the tragedy on
violent video games and other forms of media. Florida lawmaker
Jared Moskowitz made the connection the day after the shooting,
saying the gunman “was prepared to pick off students like it’s a
video game.”
In January, after two students were killed and many others
wounded by a 15-year-old shooter in Benton, Kentucky, the
state’s governor criticized popular culture, telling reporters, “We
can’t celebrate death in video games, celebrate death in TV
shows, celebrate death in movies, celebrate death in musical
lyrics and remove any sense of morality and sense of higher
authority and then expect that things like this are not going to
happen.”
But, speaking as a researcher who has studied violent video
games for almost 15 years, I can state that there is no evidence to
support these claims that violent media and real-world violence
are connected. As far back as 2011, the U.S. Supreme Court ruled
that research did not find a clear connection between violent
video games and aggressive behavior. Criminologists who study
mass shootings specifically refer to those sorts of connections as
a “myth.” And in 2017, the Media Psychology and Technology
division of the American Psychological Association released a
statement I helped craft, suggesting reporters and policymakers
cease linking mass shootings to violent media, given the lack of
evidence for a link.
A history of a moral panic
So why are so many policymakers inclined to blame violent
video games for violence? There are two main reasons.
The first is the psychological research community’s efforts to
market itself as strictly scientific. This led to a replication crisis
instead, with researchers often unable to repeat the results of
their studies. Now, psychology researchers are reassessing their
analyses of a wide range of issues – not just violent video games,
but implicit racism, power poses and more.
The other part of the answer lies in the troubled history of
violent video game research specifically. Beginning in the early
2000s, some scholars, anti-media advocates and professional
groups like the APA began working to connect a
methodologically messy and often contradictory set of results to
public health concerns about violence. This echoed historical
patterns of moral panic, such as 1950s concerns about comic
books and Tipper Gore’s efforts to blame pop and rock music in
the 1980s for violence, sex and satanism.
Particularly in the early 2000s, dubious evidence regarding
violent video games was uncritically promoted. But over the
years, confidence among scholars that violent video games
influence aggression or violence has crumbled.
Reviewing all the scholarly literature
My own research has examined the degree to which violent
video games can – or can’t – predict youth aggression and
violence. In a 2015 meta-analysis, I examined 101 studies on the
subject and found that violent video games had little impact on
kids’ aggression, mood, helping behavior or grades.
Two years later, I found evidence that scholarly journals’
editorial biases had distorted the scientific record on violent
video games. Experimental studies that found effects were more
likely to be published than studies that had found none. This was
consistent with others’ findings. As the Supreme Court noted,
any impacts due to video games are nearly impossible to
distinguish from the effects of other media, like cartoons and
movies.
Any claims that there is consistent evidence that violent video
games encourage aggression are simply false.
Spikes in violent video games’ popularity are well-known to
correlate with substantial declines in youth violence – not
increases. These correlations are very strong, stronger than most
seen in behavioral research. More recent research suggests that
the releases of highly popular violent video games are associated
with immediate declines in violent crime, hinting that the
releases may cause the drop-off.
The role of professional groups
With so little evidence, why are people like Kentucky Gov. Matt
Bevin still trying to blame violent video games for mass
shootings by young men? Can groups like the National Rifle
Association seriously blame imaginary guns for gun violence?
A key element of that problem is the willingness of professional
guild organizations such as the APA to promote false beliefs
about violent video games. (I’m a fellow of the APA.) These
groups mainly exist to promote a profession among news media,
the public and policymakers, influencing licensing and insurance
laws. They also make it easier to get grants and newspaper
headlines. Psychologists and psychology researchers like myself
pay them yearly dues to increase the public profile of
psychology. But there is a risk the general public may mistake
promotional positions for objective science.
In 2005 the APA released its first policy statement linking violent
video games to aggression. However, my recent analysis of
internal APA documents with criminologist Allen Copenhaver
found that the APA ignored inconsistencies and methodological
problems in the research data.
The APA updated its statement in 2015, but that sparked
controversy immediately: More than 230 scholars wrote to the
group asking it to stop releasing policy statements altogether. I
and others objected to perceived conflicts of interest and lack of
transparency tainting the process.
It’s bad enough that these statements misrepresent the actual
scholarly research and misinform the public. But it’s worse when
those falsehoods give advocacy groups like the NRA cover to shift
blame for violence onto nonissues like video games. The
resulting misunderstandings delay efforts to address mental
illness and other issues that are actually related to gun violence.
Psychology US Supreme Court Video games Reproducibility Aggression Gun violence
Mass shootings Violent crime Violent video games Debunking US gun violence
Reproducibility crisis Reproducible research American Psychological Association
Author
Christopher J. Ferguson Professor of Psychology, Stetson University
Disclosure statement
Christopher J. Ferguson does not work for, consult, own shares in or receive funding from any company or organization that would benefit from this article, and has disclosed no relevant affiliations beyond their academic appointment.
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Playing violent video games doesn’t make kids more aggressive. AP Photo/Paul Sakuma
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