Anderson, C. A., Gentile, D. A., & Dill, K. E. (2012). Prosocial, Antisocial, and Other Effects of Recreational Video Games. Chapter in D. G. Singer, & J. L. Singer (Eds), nd Handbook of Children and the Media, 2 Edition, (pp. 249-272). Thousand Oaks, CA: Sage. 13 chapter Prosocial, Antisocial, and Other Effects of Recreational Video Games Craig a. anderson Center for the Study of Violence, Department of Psychology, Iowa State University douglas a. gentile Center for the Study of Violence, Department of Psychology, Iowa State University Karen e. dill Media Psychology, School of Psychology, Fielding Graduate University Prosocial, Antisocial, that an electronic device can be operated. The video game industry’s revenues surpassed the and Other Effects of movie industry’s several years ago and sur- Recreational Video Games passed the music industry’s in 2008. A recent, nationally representative sample of U.S. teens Video games are immensely popular around found that 99% of boys and 94% of girls the world. They are played on computers, played video games (Lenhart et al., 2008). handheld devices, cell phones, and game con- The amount of time spent playing games soles. They are played at home, at arcades, at has increased over time (Escobar-Chaves & school, in automobiles, and virtually anywhere Anderson, 2008; Gentile & Anderson, 2003). Author Note: Correspondence concerning this manuscript should be addressed to Craig A. Anderson, Iowa State University, Department of Psychology, W112 Lagomarcino Hall, Ames, IA 50011-3180. Phone: 515–294–3118; Fax: 515–294–6424; E-mail: [email protected] 249 250 • The Popular Media as Educators and Socializers of Growing Children Many children and adolescents play more The General Aggression Model and its off- than 20 hours each week; 40 hours of gaming shoot, the General Learning Model, describe per week is not uncommon among males the basic learning processes and effects involved (e.g., Bailey, West, & Anderson, 2010). in both short-term and long-term effects of Much research has examined potential playing various types of games. The Five positive and negative effects of playing vari- Dimensions of Video Game Effects perspec- ous types of video games. Most has focused tive describes different aspects of video on the deleterious effects of violent games games and video game play that influence the (e.g., Anderson et al., 2010). Other research specific effects likely to occur. The Risk and has focused on educational games (e.g., Resilience perspective reminds us that the Murphy et al., 2002). Still other work has effects of video game play—prosocial, anti- found that total time playing video games social, and other—take place within a com- is negatively associated with school per- plex set of social and biological factors, each formance (e.g., Anderson & Dill, 2000; of which contribute to development of the Anderson, Gentile, & Buckley, 2007), that individual’s thoughts, feelings, and behaviors. prosocial video games can increase prosocial behavior (Gentile et al., 2009; Taylor, 2006), that exercise games are an attractive form General Aggression Model of physical activity (Rhodes, Warburton, & and General Learning Model Bredin, 2009; Sell, Lillie, & Taylor, 2008), The dominant models of social behavior and that some types of games can improve in developmental, personality, and social game-related visual attention skills (e.g., psychology are all social-cognitive models. Green & Bavelier, 2003; Okagaki & Frensch, Along with numerous colleagues, we devel- 1994). Some of the latest research has studied oped the General Aggression Model (GAM) the implications of avatar use on outcomes to integrate and simplify a wide range of as diverse as self-concept, social behavior, more specific social-cognitive models of and even exercise. Thus, the simple good–bad aggression (e.g., Anderson & Bushman, 2002; dichotomy frequently posed by the general Anderson & Carnagey, 2004; Anderson et al., public and the press (“Are video games bad 2007; Anderson & Huesmann, 2003; DeWall for children?”) is inappropriate. & Anderson, in press). Briefly, GAM is a 2011 In this chapter, we focus on the effects of dynamic biosocial cognitive-developmental playing recreational video games—that is, model that provides an integrative framework games not specifically designed for use in for domain-specific aggression theories. It educational or therapeutic contexts. (For a includes situational, personological, and bio- brief review of all types of video games, see logical variables. GAM draws heavily on Barlett, Anderson, & Swing, 2009.) We begin social-cognitive and social-learning theories by describing the main theoretical perspec- that have been developed over the past tives needed to understand video game effects. 40 years by social, personality, cognitive, and Next, we review the known effects of recre- developmental psychologists (e.g., Bandura, ational video games, focusing on prosocial 1977; Berkowitz, 1989, 1993; Crick & Dodge, effects (e.g., helping others), antisocial effects 1994; Dodge, 1980, 1986; Geen, 2001; (e.g., hurting others; stereotyping others), and Huesmann, 1982, 1988, 1998; Mischel, 1973; other effects on the individual (e.g., addiction, Mischel & Shoda, 1995). These perspectives cognitive skills, exercise, attention control). paved the way for understanding the learn- ing and developmental processes involved in shaping aggressive behavior and how Theoretical Overview such processes contribute to the develop- ment and change of personality. Figure 13.1 Three complementary theoretical perspec- presents an overview of the model. (For tives are particularly useful when contem- more detailed views and descriptions, see the plating the effects of playing video games. works cited earlier.) Prosocial, Antisocial, and Other Effects of Recreational Video Games • 251 Figure 13.1 The General Aggression Model, Overview Personality Biological Environmental Development: Modifiers Modifiers Distal Factors and Processes Personality Social Encounters: Person Situation Proximal Factors and Processes Cognition Present Internal State Affect Arousal Appraisal Decision Behavior Source: Adapted from Violent Evil and the Aggression Model (pp. 168–192), by C. A. Anderson and N. L. Carnagey, 2004, In A. Miller (Ed.), The social psychology of good and evil. New York: Guilford. To understand aggression, or any social interprets his or her environment and the behavior, we must understand how such behav- people therein—on expectations regarding ior in general depends on cognitive, affective, the likelihood of various outcomes, on knowl- and arousal factors within the individual. edge and beliefs about how people typically Note that in Figure 13.1 no specific reference respond in certain situations, and on efficacy is made to aggressive behavior. One implica- beliefs about the ability to respond to the tion is that the model can be applied to other ongoing events. By understanding these percep- types of social behavior, such as helping other tions and cognitions, researchers have a basis people. This generalization is the essence of for understanding both within-person cross- what has become known as the General Learn- situational stability across time (because people ing Model (for more details, see Barlett & show stability in how they perceive their Anderson, in press; Buckley & Anderson, 2006; social world over time), between person vari- Gentile et al., 2009). ability within the same situations (because dif- In any specific social encounter (lower ferent people perceive situations differently), portion of Figure 13.1), social behavior and between person similarity within the depends on how an individual perceives and same or similar situations (because situations 252 • The Popular Media as Educators and Socializers of Growing Children frequently impose realistic demands that of as personality, illustrated by the dashed line limit the number of options regarding how linking the proximal portion of Figure 13.1 to people can construe the situation). Further- the distal portion. In this way, the present event more, such social-cognitive models also influences the future. account for variability in aggression across The past influences the present by affect- time, people, and contexts because different ing what the person brings with them to the knowledge structures develop and change and situation (e.g., knowledge structures) and by different situational contexts prime different influencing the kinds of situations the person knowledge structures. The three main keys to is likely to encounter. Figure 13.2 illustrates these models involve discovering (1) what one way in which repeated exposure to a spe- the person brings with him or her to the situ- cific type of environmental modifier—media ations (knowledge structures, such as attitudes, violence—creates an aggressive personal- beliefs, scripts, perceptual biases), (2) what ity, which in turn increases the likelihood of types of knowledge structures are primed aggressive behavior in a specific situation. A or activated by the features of the current situ- similar figure could be produced to illustrate ation, and (3) how various life experiences how repeated exposure to prosocial media combine with biological predispositions to can increase an altruistic personality and pro- create and change personality, conceived of social behavior. here as the person’s set of operative knowl- Repeated exposure to media violence, such edge structures. as playing violent video games, increases the GAM focuses heavily on how the devel- accessibility of a host of aggression-related opment and use of knowledge structures influ- knowledge structures while simultaneously ences both early (e.g., basic visual perception) decreasing feelings of empathy for victims of and downstream (e.g., judgments, decisions, violence and decreasing negative emotional behaviors) psychological processes (e.g., reactions to violent thoughts, images, and Bargh, 1996; Collins & Loftus, 1975; Fiske scripts. In essence, such exposure increases & Taylor, 1991; Higgins, 1996; Wegner & the aggressive personality. When an ambigu- Bargh, 1998). Of particular interest from cog- ous provocation of some kind occurs (e.g., nitive psychology are findings showing that getting bumped in a cafeteria or bar), the through repeated practice and exposure, com- increased accessibility of aggressive schemata plex judgments and choices become automa- increases the likelihood that a hostile attribu- tized, requiring little or no mental effort tion for the event will be made. This increases or conscious awareness (Bargh & Pietromonaco, the likelihood that aggressive response options 1982). With practice, one can learn to auto- will be generated and that they will be matically scan the environment for threat, selected for action. In short, the person to perceive threat even in ambiguous situa- becomes more likely to retaliate. That retali- tions, and to respond to threat with aggres- ation itself produces an outcome that influ- sive action. Alternatively, one can learn to ences one’s expectations and beliefs about automatically look for people in need of the future. The dashed line indicates that such help, to perceive such needs quicker or more learning has an impact (small) on further per- frequently than others, and to respond to sonality development. The victim’s response, this perception by offering help. Indeed, it very likely an aggressive one, sets the stage is possible that both of these sets of knowl- for the next episodic cycle of this social inter- edge structures could be well learned (autom- action event. atized) within the same person. Again, keep in mind that the same type of The learning processes involved include dynamic process occurs with repeated expo- all of the well-studied processes of classical sure to prosocial media. Of course, in this conditioning, instrumental conditioning, case more prosocial thoughts, feelings, and imitation, and higher order forms of learning. shifts in personality are instigated by the These learning processes, which result from media exposure, resulting in more prosocial discrete social encounters, affect what we think behavior under the right circumstances. Prosocial, Antisocial, and Other Effects of Recreational Video Games • 253 Figure 13.2 Media violence effect on personality, and personality effect on aggression Repeated Exposure to Media Violence Increased Aggressive Decreased empathy, aggressive personality anxiety to violent cognitions thoughts Initial Generate Select Make a hostile ambiguous aggressive aggressive interpretation provocaion options options Victim responds with Retaliate aggression with Retaliation is aggression sometimes rewarded, but also provokes victim Aggression escalation cycle demonstrated a relationship between amount Five Dimensions of Video of sedentary gaming and obesity (Berkey et al., Game Effects 2000; Laurson et al., 2008; Vandewater, Shim, Gentile and his colleagues (Gentile, in & Caplovitz, 2004). Again, it is likely that sed- 2011 press; Gentile & Stone, 2005; Khoo & Gentile, entary games displace other more physically 2007) have proposed five dimensions along active activities, and children may also snack which video games can have effects—the more while gaming than they otherwise would. amount, content, context, structure, and mechan- Amount of gaming has also been implicated in ics. This approach explains how research find- repetitive stress disorders (Brasington, 1990), ings that initially appear contradictory are and in video game addiction (see later section). actually congruent. Games and the ways people Most of the research on video game effects interact with them are multidimensional, and has focused on the content dimension, with each dimension is likely to be associated with the bulk of that research focused on violent specific types of effects. content. It should be no surprise that people The amount of time that people spend on learn the content of whatever games they recreational games can have effects on them, play. If they play educational games, they regardless of specific game features. Studies learn the educational content and can apply it have demonstrated that amount of time play- to their schoolwork (Murphy et al., 2002); if ing games predicts poorer school performance they play games designed to teach health con- (see later section). Theoretically, this effect is tent, they learn those concepts and apply them likely due to displacement of other academi- to their lives (Beale, Kato, Marin-Bowling, cally beneficial activities. Other studies have Guthrie, & Cole, 2007; Lieberman, 2001); if 254 • The Popular Media as Educators and Socializers of Growing Children they play violent games, they learn the vio- Bowlby, 2008) or to improve dynamic bal- lent content and may apply it to their lives ance control after brain surgery (Betker, Szturm, (see sections that follows). Moussavi, & Nett, 2006). The intersection of The context of game play may produce structure and mechanics is the continuous differential effects, but this is the dimension feedback loop that is often referred to as hand- with the least research at this time. Context eye coordination. can be defined within the game or outside of One benefit of noting the dimensions on the game. One type of within-game context which games can have effects is that it allows can be seen in violent games that allow for us to recognize that the dichotomous question either team-based or free-for-all modes of of whether games are good or bad is too sim- play. Both may be equally violent, but play- plistic. Games have multiple effects at multi- ing in an everyone-for-oneself mode might ple levels of analysis, some of which may be lead to greater aggressive thoughts, lower beneficial and some of which may be harmful, empathy, and greater desensitization. If the even within the same game. in-game context requires players to cooperate to achieve goals, this might also teach team- Research Designs and work and social coordination skills. Further- Scientific Causality more, the social context outside of the game may matter. Playing a violent game in a room Scientists use three main types of research with other friends (virtual or real) might designs to test theoretical models. Each type increase the aggression effect because players has characteristic strengths and weaknesses. are giving each other social support for No single study is thought of as conclusive, aggression. It might actually reduce the though some are stronger than others. Because aggression effect, however, if one’s motiva- no single empirical study can be wholly con- tions are prosocial (to help your friends). To clusive, researchers create and test theories our knowledge, no studies have yet tested using multiple studies and multiple study these hypotheses. designs in order to triangulate on the clearest How the game is structured and displayed answer to the research question. Different on the screen can also have effects. This designs are used to test various plausible alter- screen structure provides information that is native hypotheses. By ruling out such alterna- learned, similar to how we learn to perceive tives, the main causal hypothesis gains strength. other visual information (Gibson, 1979). If a plausible alternative explanation remains Perceptual skills can be improved through viable, then additional empirical tests or a modi- practice, as has been shown in several studies fication of the theory is required. In sum, it (Green & Bavelier, 2003, 2006a, 2006b, 2007; is the total picture of combined studies that Greenfield, DeWinstanley, Kilpatrick, & Kaye, answers the question of whether or not a particu- 1994). Other studies have demonstrated an lar variable (e.g., violent video game expo- improved ability to get three-dimensional infor- sure) is a causal factor for a particular outcome mation from flat screens (Greenfield, Brannon, (e.g., aggressive behavior). & Lohr, 1994) or improved mental rotation The three major types of studies are exper- skills (Cherney, 2008) after playing games that imental, cross-sectional correlational, and longi- require those skills. tudinal studies. Experimental studies randomly Finally, the mechanics dimension refers to assign participants to different groups: for what can be learned from practice with differ- example, playing either a violent or non-violent ent types of game controllers. Depending on video game. A major result of random assign- the type of controller, several different skills ment is that individual differences among the could be improved, including fine motor skills participants should be equally distributed (e.g., by using a thumb controller), gross motor between the groups, creating groups that skills (e.g., by swinging the Wii remote like are equivalent (more or less) at the outset— a golf club), or balance skills (e.g., using the even on individual differences that have Wii balance board). These effects can be used not been measured. The experimenter measures intentionally, such as in physical therapy the outcome variable after the experimental (Deutsch, Borbely, Filler, Huhn, & Guarrera- manipulation takes place. If the groups differ Prosocial, Antisocial, and Other Effects of Recreational Video Games • 255 on the outcome variable, the researcher can end of the study. This design, when used prop- conclude with confidence that the manipu- erly, allows some causal conclusions and use lated variable caused the obtained difference of real world outcome variables. The major in outcome. This is the great strength of limitations of longitudinal studies are that experimental studies. The major weakness is they are difficult and expensive. that one frequently cannot use strong real- The strongest case for establishing that a world measures of the conceptual outcome hypothesized effect is causal arises when the variable. For example, it would be unethical same conceptual results are obtained regard- to actually allow study participants to physi- less of the research design—and when plau- hit cally beat each other; therefore, more ethical sible alternative explanations have been tested measures must be used. In such cases, research- and ruled out. In the video game domain, such ers use ethically appropriate measures that variables might include sex, personality trait faithfully represent the conceptual outcome hostility, parental education level, and paren- variable. Ideally, though not necessarily, one tal monitoring of media, among others. Experi- would use measures that also predict or are mental studies by their very nature control for predicted by more extreme real-world mea- such individual difference variables, even if sures. For example, the competitive reaction the variables haven’t been measured. So do time task frequently used to measure physical longitudinal studies, at least to some extent. aggression in the lab has repeatedly shown Cross-sectional studies have no inherent con- such high external validity. trol for such potential confounds, but if such Cross-sectional correlational studies allow variables are measured, then they can be sta- researchers to get beyond the outcome vari- tistically controlled. able limitation of experimental studies. In a cross-sectional study, for example, research- Scientific Causality, ers might survey children about the video Risk, and Resilience games they play and about several real-world types of aggressive behavior, such as how It is important to note what scientifically- many physical fights they have had. The established causality means and does not major weakness of cross-sectional studies is mean, as this often creates confusion for the that claims of causality are more risky, espe- public. Modern scientific causality is not the cially from a single study. For example, it “necessary and sufficient” causality of old. might be that playing violent games causes Instead, it is probabilistic. For example, “smok- aggressive behavior, or that aggressive chil- ing causes lung cancer” means that repeated dren are more likely to play violent games, or smoking of tobacco products increases the that some third variable causes both (such as likelihood that one will contract lung cancer. poor impulse control). Cross-sectional stud- It does not mean that all smokers get lung ies are strong where experimental studies are cancer or that only smokers get it. Similarly, weak and vice versa. According to the trian- “media violence causes aggression” means that gulation notion, if both types of studies show exposure to violent media increases the like- similar results, researchers can be reasonably lihood of later aggressive behavior. It does comfortable in assuming that they have dis- not mean that all violent game players will covered a real causal effect on important, real behave aggressively, or that only violent outcomes. And of course, many plausible game players behave aggressively. The prob- alternative explanations can be tested using abilistic nature of modern causality results cross-sectional designs. from the fact that human health and behavior Longitudinal studies document changes is multicausal. This approach to understand- over a longer period of time. For example, ing the multicausality of behavior is sometimes one might measure children’s video game known as the risk and resilience approach habits and their aggressive behaviors at two (Gentile & Sesma, 2003). points in time separated by 6 months. One Years of study have documented scores of can then test whether children who play vio- variables that individually increase the likeli- lent games at the beginning of the study change hood of concurrent or future aggression. These to become relatively more aggressive by the include variables at many different levels of 256 • The Popular Media as Educators and Socializers of Growing Children analysis, including poverty, having been bul- media violence (Anderson et al., 2003; Gentile, lied, taking drugs, genetic risk for aggression, 2003). Unfortunately, many parents who take poor parenting, and media violence (Surgeon great pains to keep children from witnessing General, 2001). Each of these individually real violence in the home and neighborhood is a risk factor for aggression—that is, each often do little to keep them from viewing increases the risk of current or future aggres- large quantities of violence on television, in sive behavior. But no single factor alone is movies, and in video games. This lack of sufficient to elicit more extreme forms of parental concern about media violence is per- aggression. This does not mean that we can plexing given the research on its harmful ignore any of them—each is important, and effects, the large number of national reviews steps could be taken to minimize them. of the research that have publicized these In addition, there are factors that help effects, and the strong critique of media vio- lower the risk of aggression: These are pro- lence by pediatricians. We do not mean to tective factors. These also include variables suggest that there is no controversy over how at many different levels of analysis (e.g., hav- to interpret the results of studies. What appear ing prosocial peers, having highly involved to us to be overreactions happen in both parents, being female, and certain genetic/ directions, from some people claiming that biological factors). To predict and understand violent games are training a generation of which people will behave aggressively, there- killers to others claiming there is no effect at fore, we need to understand the risk and pro- all. For example, attorney (now disbarred) tective factors that each individual has. Each Jack Thompson stated on ABC’s World News additional risk factor increases the risk, Now program (March 23, 2000): “In every whereas each protective factor decreases the school shooting, we find that kids who pull risk. Not every risk and protective factor has the trigger are video gamers.” On the other the same effect size; some are more important extreme, psychologist Christopher Ferguson than others (Anderson et al., 2003; Surgeon claimed that the existing research is largely General, 2001). Furthermore, some risk fac- “pseudoscience” (2009) and that researchers tors may interact, increasing their effects are attempting to create a “moral panic” more together than they would individually, (2008; 2010). Neither of these claims seems although much more research is needed in reasonable to us. The most recent compre- this area. Ultimately, it is important to under- hensive review of the overall media violence stand that when scientific psychological literature (including television, movies, and research documents a causal effect of violent video games) documents the “. . . unequivocal games on aggression, for example, this means evidence that media violence increases the that violent games are one risk factor increas- likelihood of aggressive and violent behavior ing the likelihood of aggressive behaviors, in both immediate and long-term contexts” not that they are the only cause of aggressive (Anderson et al., 2003, p. 81). Interestingly, a behavior. In order for a child to behave seri- 2004 survey of pediatricians found that over ously violently, he or she would need to have 98% believed that the media affect childhood multiple risk factors and few protective fac- aggression (Gentile et al., 2004). But some- tors (Gentile & Sesma, 2003). how this message has not been convincingly delivered to, or always understood by, aver- age Americans (Dill, 2009a). Violent Video Game Effects A Recent Meta-Analysis In this section, we review the available Much research over several decades has research on the effects of playing violent documented how witnessing violence and video games. Six outcome variables have aggression leads to a range of negative out- received sufficient research attention to war- comes for children. Negative outcomes result rant inclusion in a recent comprehensive both from witnessing real violence (e.g., meta-analytic review: aggressive behavior, Osofsky, 1995) as well as from viewing aggressive cognition, aggressive affect, Prosocial, Antisocial, and Other Effects of Recreational Video Games • 257 physiological arousal, prosocial behavior, Main Findings desensitization/low empathy (Anderson et al., The main findings can be succinctly sum- 2010). This meta-analysis is considerably larger marized: Playing violent video games causes than any prior meta-analysis of the violent an increase in the likelihood of physically video game effects literature (e.g., Anderson, aggressive behavior, aggressive thinking, 2004; Anderson & Bushman, 2001) for two aggressive affect, physiological arousal, and primary reasons: (1) It included a large num- desensitization/low empathy. It also decreases ber of previously unavailable studies from Japan; and (2) there has been an explosive helpful or prosocial behavior. With the excep- growth in research on this topic in recent tion of physiological arousal (for which there years. Specifically, 381 effect sizes were are no cross-sectional or longitudinal stud- obtained from 136 research reports involving ies), all of the outcome variables showed the over 130,000 participants. In the following same effects in experimental, cross-sectional, sections, all reported meta-analytic results are and longitudinal studies. The main effects from this new meta-analysis, and all are occurred for both males and females, for par- based on the sample of studies that met all ticipants from low-violence collectivistic type best practices criteria (the “Best Raw” sam- Eastern countries (e.g., Japan), and from high- ple in Anderson et al., 2010). This sample violence individualistic type Western countries included 221 effect sizes involving over (e.g., United States, Europe). Table 13.1 dis- 61,000 participants.1 plays the major findings of the meta-analyses. Average effect size of violent video game play. (Results from the “Best Raw” data, Table 13.1 Anderson et al., 2010.) Design Total N K Ave. Effect (r+) Z Physical Aggression Experimental 2513 27 .210 10.512** Longitudinal 4526 12 .203 13.787** Cross-Sectional 14,642 40 .262 32.291** Aggressive Cognition Experimental 2887 24 .217 11.695** Longitudinal 3408 8 .115 6.728** Cross-Sectional 9976 27 .183 18.445** Aggressive Affect Experimental 1454 21 .294 11.289** Longitudinal 2602 5 .075 3.836** (Continued) 1Note that the other two samples—the Full Sample (N = 130,296) and the Best Partials Sample (N = 53,034)—yielded essentially the same results. That is, in each sample, the average violent video game effect sizes were significant. 258 • The Popular Media as Educators and Socializers of Growing Children Table 13.1 (Continued) Design Total N K Ave. Effect (r+) Z Cross-Sectional 5135 11 .101 7.227** Prosocial (helping) Behavior Experimental 633 4 -.182 -4.599** Longitudinal 2778 5 -.114 -6.022** Cross-Sectional 3495 7 -.093 -5.506** Empathy/Desensitization Experimental 249 1 -.138 -2.175* Longitudinal 2421 4 -.184 -9.147** Cross-Sectional 3910 10 -.203 -12.845** Notes: Total N is the total number of participants in all of the summarized studies. K is the number of different studies. The Average effect (r+) is the weighted average effect size, expressed as an r-value. Z is the Z-test of whether the effect is significantly different from zero. * p < .05. ** p < .001. Additional Findings some children are more vulnerable to the effects than others. Markey and Markey (2010), From a triangulation perspective, the results for example, provide data suggesting that chil- of the meta-analysis seem clear. There is dren with certain personality features (e.g., strong evidence that playing violent video high neuroticism, low agreeableness, and low games increases aggression and affects a host conscientiousness) may be the most vulner- of relevant outcome variables in theoretically able to violent game effects. Although other expected ways. The violent game effect studies have not found a profile that strongly occurs in both the immediate situation (exper- suggests increased vulnerability for some imental studies) and across time (cross- groups (e.g., boys, highly aggressive individu- sectional and longitudinal studies). The als, etc.), this is a promising area of research. triangulation notion applies not only to using multiple research designs, but to using mul- tiple methods and participant populations Prosocial Video within each design. The findings were quite Game Effects consistent in these ways as well, showing that the main findings held across culture, age, and sex. The range of measures used in these There has been little research on the effects of studies was also impressive. For example, prosocial, nonviolent video games. There are physical aggression measures included few nonviolent games that have lots of pro- standard laboratory measures, self-reports of social content—that is, games in which the fights at school, peer reports, teacher reports, main character’s primary task is to help other and reports of truly violent behavior. game characters in nonviolent ways. Although Overall, the basic question of whether vio- some might argue that games in which the lent games are a potential risk factor for player’s character is a hero killing “bad guys” increased aggressive thoughts, feelings, and and saving other “good” characters are proso- behaviors appears to have been answered. cial, the large research literature on TV and Research is beginning to move into potentially film violence effects clearly demonstrates that more interesting questions, such as whether such heroic violence increases later aggression,
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