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A Virtual Knife in the Eye

April 21, 2011, 11:49 am

Here’s an excerpt from a review of the latest version of the video game Mortal Kombat:

As each hit of the combo lands on your opponent, you’re treated to a slow-motion X-ray view of your opponent’s bones and organs being crushed in an excessive display of blood and guts that even the most hardcore of sadists will appreciate. Skulls are smashed, spines are broken, and knives are thrust into eyeball sockets, all accompanied by flying shards of bones and chilling sound effects that crunch and splat just right.

A slew of studies by psychologists strongly suggest a link between smashing on-screen skulls and increased aggression. A meta-study published last year argues that the connection has been so well established that the debate is over. There is a link. Period.

Then along comes a new study by an economist that contradicts those previous studies, finding instead that video-game play is “associated with significant declines in crime and death rates.” The author even cautiously floats the idea of subsidizing video games as part of anticrime policy. To sum up: Psychologists, on the whole, think violent video games are very bad. An economist thinks they may actually be very good. Perhaps someone from another discipline will break the stalemate.

While we’re waiting for that, let’s take a closer look at the economist’s study. Like other practitioners of the dismal science, he is interested in cold, hard numbers, so he looks at crime rates in certain areas and then compares them to the number of video-game stores nearby. What he finds is that a larger number of video-game stores is associated with less crime.

This is pretty interesting, but he then makes the leap that more video-games stores must mean that people in that area play more video games. Really? For starters, high-crime areas tend to have difficulty attracting retail businesses. Drive to a troubled section of Washington, D.C., for instance, and you’ll see mostly liquor stores and dollar shops. But I’d be willing to bet that lots of people who live there own Playstations.

More important, plenty of serious gamers never set foot in video-game stores. You can play dozens of extremely violent, first-person-shooter games online. One of the most popular, as it happens, is an online game created by the U.S. Army (it’s rated “Teen” for blood and violence). There are also Netflix-like services allowing gamers to get new titles in the mail. You don’t need a video-game store around the corner to slaughter pixellated people.

The meta-study mentioned above—the one that argues for a link between increased aggression and violent video games—examined 136 papers on the topic. Here is the paper’s conclusion:

As expected, VGV [video-game violence] exposure was positively associated with aggressive behavior, aggressive cognition, and aggressive affect. These effects were statistically reliable in experimental, cross-sectional, and longitudinal studies, even when unusually conservative statistical procedures were used. Also as expected, VGV exposure was related to desensitization and lack of empathy and to lack of prosocial behavior.

In other words, in multiple studies, using different methods, exposure to violent video games made people more aggressive and less empathetic. This appears to be true in both Eastern and Western cultures. It also appears to be true regardless of gender. The evidence is so overwhelming, the authors conclude, that the discussion should now turn to what can be done about it. They wonder if games featuring characters “modeling helpful behavior” might actually lead to “prosocial behavior.”

Maybe. Though whether modeling helpful behavior outsells thrusting knives into eyeball sockets remains to be seen.

(The study “Video Games and Crime” is a working paper by Michael Ward. It can be found here. The review of Mortal Kombat can be found here. And here’s the Army’s foray into online killing.)

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  • swish

    “In other words, in multiple studies, using different methods, exposure to violent video games made people more aggressive and less empathetic.”

    No. That’s not what the conclusion says.

    It says “associated with,” “related to,” “linked to.” So we cannot assume any causal relationship. And if a causal relationship exists, there’s no indication of the direction of the causation.

    So, I’m an aggressive youth, because of my genetic makeup, or because my life is awful and it makes me angry, or because my community or peers encourage aggressive responses. Since I’m into aggression, since it comes naturally to me or is somehow rewarded, I find games that *don’t* include violence wimpy and boring.

    That’s a link. But it may also be true that violent games reduce crime … even if only because during the time I’m playing them, I’m not out perpetrating real violence on real people!

  • _perplexed_

    The meta-analysis includes multiple studies that used experimental designs. The inference that violent video game exposure in the lab causes expressions of aggression in the lab is well supported by the data. Correlational data from field settings show the same association. So while we can’t randomly assign youths to weeks/months/years of exposure (or not) to such games to see if the causal link can be established by a randomized experiment in the field, virtually everything short of that has been done and the evidence points only one way.

    There is absolutely no evidence that violent games reduce crime, even though “perpetrating real violence on real people” isn’t happening while the games are be played.

    This evidence for a causal association between violent video games and aggression is far stronger than that available to the surgeon-general in 1964 regarding the health consequences of smoking.

  • rogue_academic

    Didn’t Todd Kendall from Clemson University conclude that internet pornography reduced incidence of rape?

  • anonytrans

    “The meta-analysis includes multiple studies that used experimental designs. The inference that violent video game exposure in the lab causes expressions of aggression in the lab is well supported by the data.”

    If the authors of the meta-analysis reached this conclusion (as opposed to the authors of some of the studies included within the meta-analysis), then Bartlett should have chosen a quote to reflect that fact. Instead, we are supplied with a quote that says there is a positive association between VGV & aggression, followed by a claim of causality on the part of this author.

  • darccity

    Smoking “links” were not causation either. Until a biological mechanism for lung cancer and heart disease was found, there was no causative proof. The alternative is a controlled experiment which the psychology research falls far short of. You would need to random assign your sample (including women) to a treatment and a control group, and then compel the first group to play video games at levels similar to those reported in society (many hundreds of hours per year for several years). The control group would have to be prevented from gaming at all during the multi-year experimental period. The flawed-experimental methods used by psychologists do not come within a country mile of this requirement.

    Meanwhile, the citation for the economist’s article is a working paper, not a blind peer reviewed research paper in a recognized economics journal. Yet the author uses this to claim them uppity economists should stay clear of public policy research implications from psychology. One economist does a sloppy, casual job, and Mr. Bartlett damns the superior methodology and modeling from an economics profession responsible for a major portion of modern statistical methods. Micro-survey data would be capable of testing the cavalier conclusions of psych and bio types. And guess what? Economists have even constructed experimental labs, just like the psych ones. Except unlike psychologists, the “dismal” and much more theoretically rigorous field of economics actually bases its models on human rationality instead of the irrationality obsession of psychology. I guess to a hammer, everything looks like a nail. Reveals that the real dismal science is psychology.

    Finally, here’s one more correlation that should be explored for causative links: a majority of the top ranked colleges and universities have economics as the most popular major while economics majors are scarce as hens’ teeth in low tier universities. Just the reverse for the popularity of the psychology major — psych majors exceed even communications in low-ranked colleges, the places where few students even consider a real liberal arts major.

  • _perplexed_

    There are numerous controlled experiments summarized in the meta-analysis…did you even look at it?

  • avalongod

    Unfortunately the meta-analysis in question was roundly criticized by other scholars for, among other things, simply failing to include multiple studies that differed from the author’s own personal views.

    See Ferguson, C. J., & Kilburn, J. (2010). Much ado about nothing: The misestimation and over interpretation of violent video game effects in Eastern and Western nations ~ Comment on Anderson et al. (2010). Psychological Bulletin, 136(2), 174-178.

    Also, there is no consistency in either the experimental or correlational data on video games. The Anderson meta was the worst kind of meta-analysis…one that attempts to gloss over inconsistencies in a research field to read a decision that (by lucky coincidence) happens to match the scholars’ own previous opinions.

    Unfortunately video game research has been plagued by irresponsible statements by psychologists. Dr. Ward’s research certainly isn’t without flaws, but it’s one more piece of evidence (indeed in addition to many psychological studies which find no evidence for harmful video game violence effects) against the mistaken belief that video games are harmful.

  • dawards

    A few things to clear up:
    1. The study is now published. Please cite: Michael R. Ward, “Video Games and Crime,” Contemporary Economic Policy, 29(2) (April 2011) 261-273.
    2. The logical implication from economic theory of my finding would be to subsidize video game playing. I try to argue that one should not change policy based on just one study.
    3. In the study, I recognized the possibility of “reverse causality” of video stores closing because of crime and perform robustness checks to address it. The negative correlation still holds.
    4. In the study, I address the issue of obtaining video games from other sources besides video game stores. During the time period under study, however, this was the dominant source. It is not clear if this biases the result. It likely biases standard errors upward, possibly increasing the power of my tests.

    I do believe that video game violence increases aggressive tendencies in the laboratory. But laboratory studies cannot address either selection or incapacitation. Selection is when people otherwise predisposed to violence are drawn into violent video game play (see Michael R. Ward, “Video Games and Adolescent Fighting,” Journal of Law and Economics, 53(3) (August 2010) 611-628). Incapacitation deals with what video games substitute for. That is, during the hours it takes to “beat the game,” the gamer is not knocking over liquor stores, etc. (see A. Scott Cunningham, Benjamin Engelstätter, and Michael R. Ward, “Understanding the Effects of Violent Video Games on Violent Crime,” April, 2011. http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1804959).

    Michael Ward
    UT Arlington

  • avalongod

    The comment about video game research being similar in magnitude to smoking and lung cancer has long since been revealed as an “urban legend” by the way. See http://bcis.pacificu.edu/journal/article.php?id=761

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