Society essay relate to video game
Today’s Questions • Do video games cause violent
behavior?
How Do We Know? • Goal is causation • The “but for” question
• But for running the red light, the collision would not have occurred
• Sanders v. Acclaim (2002): “But for actions of video game and movie defendants, the multiple killings would not have occurred…”
• What experiments are not... • What they are: a research design where
the researcher both controls and randomly assigns values of the independent variable to the participants
• Gold standard for establishing causality
Experiments
• Magical part of experimental design; makes experiments gold standard for causality
• Generates two groups: treatment group and control group (treatment can be multilevel)
• When group size is sufficiently large the two groups will be identical…except for whether treatment or control
Random Assignment
• Non-experimental approach: survey people as to how much red meat they eat and measure some health variables
• (One) Problem: Confounder variable of healthy life style generates systematic differences between people who eat low and high amounts of red meat
• Makes it harder to determine what factor gets credit/blame for outcome of interest
Example: Diet and Death
If initial relationship
goes away, after controlling for
confounder, then it was spurious
Example: Diet and Death
• Experimental approach: randomly assign some people to a high red meat diet and others to abstain from it; watch them for 2 years and measure health things
• Randomization solves confounding problem of healthy lifestyle (and all other unknown confounders)
• E.g., some people in meat group will be fitness freaks. Others won’t. Ditto for control group.
Example: Diet and Death
• Can’t always randomly assign things of interest (e.g., gender, education, wealth, etc.)
• External validity/generalizability • Practical limitations/resource
constraints
Limitations to Experiments
• Hundreds of published studies exist
• My approach: 1 “classic” analysis, 2 recent studies, meta studies
Video Games and Violence
• General Affective Aggression Model (GAMM): Psychological and situation variables lead to aggressive behavior
• Short Term: Exposure primes aggressive thoughts or hostile feelings
• Long Term: Repeated exposure desensitizes and results in changes to personality
Anderson and Dill (2000)
• N = 210 introduction to psychology students (probably from University of Missouri)
• Two variables being experimentally manipulated: Irritability (low/high) and video game content (violent/nonviolent)
• Two sessions in laboratory and three sessions of playing the video game
Anderson and Dill (2000)
• Irritability: Not randomly assigned, but pre-measured using a survey instrument
• I can easily fly off the handle with those who don’t listen or understand
• I don’t think I’ am a very tolerant person
• Bottom 25% are low irritability; top 25% are considered to be high irritability
Anderson and Dill (2000)
• Video game violence
• No: Myst • Yes:
Wolfenstein 3d
Anderson and Dill (2000)
• Session 1: Two 15 minute sessions with data gathering at end of each
• Session 2: One 15 minute session with data gathering at end
• Aggressive Behavior: Push a button faster than your opponent; if you lose, then listen to a loud noise
Anderson and Dill (2000)
Anderson and Dill (2000)
• N = 312 psychology students at Northern Illinois University
• Told they were to play a game and then interact with someone else
• Randomly assigned to either Left 4 Dead 2 or Portal; played for 20 minutes
McCarthy et al. (2015)
• Chat room-like interaction with “other” person who said: “How did you liek the game? I bet you sucked lolol”
• Write a response to the partner • Voodoo doll task next for partner (stick
with 0 to 10 pins)
• How much agree with “I would definitely harm my partner” (0-10 scale)
McCarthy et al. (2015)
• Response aggressiveness • Violent game: 2.03 • Non-violent game: 2.06 • No significant difference
• Voodoo doll task • Violent game: 1.22 pins • Non-violent game: 1.16 pins • No significant difference
McCarthy et al. (2015)
• Intent to harm • Violent game: 0.39 • Non-violent game: 0.38 • No significant difference
McCarthy et al. (2015)
• 2 month longitudinal experiment on 90 college students and community resident
• Randomly assigned to play either Grand Theft Auto V or the Sims 3 daily for 2 months (or a passive control group)
• Total game play time average 32-35 hours per person
• Pre/Post test from dozens of possible survey instruments
• No differences…at all
Kühn et al. (2018)
• 2 month longitudinal experiment on 90 college students and community resident
• Randomly assigned to play either Grand Theft Auto V or the Sims 3 daily for 2 months (or a passive control group)
Kühn et al. (2018)
• General idea: One result might be an aberration, but there is wisdom in the crowd
• What you do: Aggregate results from lots and lots of studies to see what there is overall
• You’ll read one (Anderson et al. 2017)
Meta Analysis
• Good: Intuitive • Not Good: Garbage in, garbage out • Publication bias and file drawer
results are still problems (as they are just about everywhere)
Meta Analysis
• Cunningham et al. (2016): What are the medium and long-run influence of video games on crime?
• How does week-to-week crime data correlate with sales of video games (and “intensely violent” games)?
• Video game sales reduces crime • An 8% increase in video game sales would
disrupt ≈ 36 violent crimes/week
Because I Can’t Help Myself!
Summary • Today: Do video games cause
violent behavior?
• Readings • Anderson et al. (2017) • Conditt (2018)
• Next Time: Benefits of video games