Assignment 2: LASA 1—Analytical Summaries
Shooting in the Dark Carey, Benedict . New York Times , Late Edition (East Coast); New York, N.Y. [New York, N.Y]12 Feb 2013:
D.1.
ProQuest document link
ABSTRACT
Playing the games can and does stir hostile urges and mildly aggressive behavior in the short term. [...]youngsters
who develop a gaming habit can become slightly more aggressive -- as measured by clashes with peers, for
instance -- at least over a period of a year or two. FULL TEXT
The young men who opened fire at Columbine High School, at the movie theater in Aurora, Colo., and in other
massacres had this in common: they were video gamers who seemed to be acting out some dark digital fantasy. It
was as if all that exposure to computerized violence gave them the idea to go on a rampage -- or at least fueled
their urges.
But did it really?
Social scientists have been studying and debating the effects of media violence on behavior since the 1950s, and
video games in particular since the 1980s. The issue is especially relevant today, because the games are more
realistic and bloodier than ever, and because most American boys play them at some point. Girls play at lower
rates and are significantly less likely to play violent games.
A burst of new research has begun to clarify what can and cannot be said about the effects of violent gaming.
Playing the games can and does stir hostile urges and mildly aggressive behavior in the short term. Moreover,
youngsters who develop a gaming habit can become slightly more aggressive -- as measured by clashes with
peers, for instance -- at least over a period of a year or two.
Yet it is not at all clear whether, over longer periods, such a habit increases the likelihood that a person will commit
a violent crime, like murder, rape, or assault, much less a Newtown-like massacre. (Such calculated rampages are
too rare to study in any rigorous way, researchers agree.)
"I don't know that a psychological study can ever answer that question definitively," said Michael R. Ward, an
economist at the University of Texas, Arlington. "We are left to glean what we can from the data and research on
video game use that we have."
The research falls into three categories: short-term laboratory experiments; longer-term studies, often based in
schools; and correlation studies -- between playing time and aggression, for instance, or between video game sales
and trends in violent crime.
Lab experiments confirm what any gamer knows in his gut: playing games like "Call of Duty," "Killzone 3" or
"Battlefield 3" stirs the blood. In one recent study, Christopher Barlett, a psychologist at Iowa State University, led a
research team that had 47 undergraduates play "Mortal Kombat: Deadly Alliance" for 15 minutes. Afterward, the
team took various measures of arousal, both physical and psychological. It also tested whether the students
would behave more aggressively, by having them dole out hot sauce to a fellow student who, they were told, did
not like spicy food but had to swallow the sauce.
Sure enough, compared with a group who had played a nonviolent video game, those who had been engaged in
"Mortal Kombat" were more aggressive across the board. They gave their fellow students significantly bigger
portions of the hot sauce.
Many similar studies have found the same thing: A dose of violent gaming makes people act a little more rudely
than they would otherwise, at least for a few minutes after playing.
It is far harder to determine whether cumulative exposure leads to real-world hostility over the long term. Some
studies in schools have found that over time digital warriors get into increasing numbers of scrapes with peers --
fights in the schoolyard, for example. In a report published last summer, psychologists at Brock University in
Ontario found that longer periods of violent video game playing among high school students predicted a slightly
higher number of such incidents over time.
"None of these extreme acts, like a school shooting, occurs because of only one risk factor; there are many factors,
including feeling socially isolated, being bullied, and so on," said Craig A. Anderson, a psychologist at Iowa State
University. "But if you look at the literature, I think it's clear that violent media is one factor; it's not the largest
factor, but it's also not the smallest."
Most researchers in the field agree with Dr. Anderson, but not all of them. Some studies done in schools or
elsewhere have found that it is aggressive children who are the most likely to be drawn to violent video games in
the first place; they are self-selected to be in more schoolyard conflicts. And some studies are not able to control
for outside factors, like family situation or mood problems.
"This is a pool of research that, so far, has not been very well done," said Christopher J. Ferguson, associate
professor of psychology and criminal justice at Texas A&M International University and a critic of the field whose
own research has found no link. "I look at it and I can't say what it means."
Neither Dr. Ferguson, nor others interviewed in this article, receive money from the gaming industry.
Many psychologists argue that violent video games "socialize" children over time, prompting them to imitate the
behavior of the game's characters, the cartoonish machismo, the hair-trigger rage, the dismissive brutality.
Children also imitate flesh and blood people in their lives, of course -- parents, friends, teachers, siblings -- and one
question that researchers have not yet answered is when, exactly, a habit is so consuming that its influence
trumps the socializing effects of other major figures in a child's life.
That is, what constitutes a bad habit? In surveys about 80 percent of high school-age boys say they play video
games, most of which are thought to be violent, and perhaps a third to a half of those players have had a habit of
10 hours a week or more.
The proliferation of violent video games has not coincided with spikes in youth violent crime. The number of
violent youth offenders fell by more than half between 1994 and 2010, to 224 per 100,000 population, according to
government statistics, while video game sales have more than doubled since 1996.
In a working paper now available online, Dr. Ward and two colleagues examined week-by-week sales data for
violent video games, across a wide range of communities. Violence rates are seasonal, generally higher in summer
than in winter; so are video game sales, which peak during the holidays. The researchers controlled for those
trends and analyzed crime rates in the month or so after surges in sales, in communities with a high
concentrations of young people, like college towns.
"We found that higher rates of violent video game sales related to a decrease in crimes, and especially violent
crimes," said Dr. Ward, whose co-authors were A. Scott Cunningham of Baylor University and Benjamin
Engelstätter of the Center for European Economic Research in Mannheim, Germany.
No one knows for sure what these findings mean. It may be that playing video games for hours every day keeps
people off the streets who would otherwise be getting into trouble. It could be that the games provide "an outlet"
that satisfies violent urges in some players -- a theory that many psychologists dismiss but that many players
believe.
Or the two trends may be entirely unrelated.
"At the very least, parents should be aware of what's in the games their kids are playing," Dr. Anderson said, "and
think of it from a socialization point of view: what kind of values, behavioral skills, and social scripts is the child
learning?"
Photograph
Craig A. Anderson, Director of the Center for the Study of Violence at Iowa State, Believes Violence in Media Is Only
One Factor in Mass Shootings. (Photograph by Mark Kegans for the New York Times) (D6) Drawing (Drawing by
Jimmy Turrell) DETAILS
Subject: Studies; Social research; Students; Computer &video games; Violence; American
culture
Company / organization: Name: Iowa State University; NAICS: 611310; Name: University of Texas; NAICS:
611310
Publication title: New York Times, Late Edition (East Coast); New York, N.Y.
Pages: D.1
Publication year: 2013
Publication date: Feb 12, 2013
Section: D
Publisher: New York Times Company
Place of publication: New York, N.Y.
Country of publication: United States
Publication subject: General Interest Periodicals--United States
ISSN: 03624331
CODEN: NYTIAO
Source type: Newspapers
Language of publication: English
Document type: Feature
ProQuest document ID: 1285624142
Document URL: https://login.libproxy.edmc.edu/login?url=https://search.proquest.com/docview/128
5624142?accountid=34899
Copyright: Copyright New York Times Company Feb 12, 2013
Last updated: 2013-02-27
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- Shooting in the Dark