Skip to Content
Uncategorized

Video Games and Violence

The American Psychological Association just released a statement calling on the video game industry to cut back on violence in its games, saying that “decades of social science research reveals the strong influence of televised violence on the aggressive behavior…
August 18, 2005

The American Psychological Association just released a statement calling on the video game industry to cut back on violence in its games, saying that “decades of social science research reveals the strong influence of televised violence on the aggressive behavior of children and youth.” The resolution draws on an impressive amount of research, which is outlined in the statement.

…comprehensive analysis of violent interactive video game research suggests such exposure a.) increases aggressive behavior, b.) increases aggressive thoughts, c.) increases angry feelings, d.) decreases helpful behavior, and, e.) increases physiological arousal.
On the other hand, a new study out of the University of Illinois at Urbana-Champaign comes to the opposite conclusion, but that study may not be as rigorous.
Dmitri Williams, lead author of the Urbana-Champaign study, said he believes it’s possible that games could spur children toward violent behavior, but that is not his chief argument: “I’m not saying some games don’t lead to aggression, but I am saying the data are not there yet,” Williams said. “Until we have more long-term studies, I don’t think we should make strong predictions about long-term effects, especially given this finding.”
They studied people who played the online role-playing game “Asheron’s Call 2” over an average total playing time of 56 hours in a month.
In the feedback section on a News.com article, a reader said the game didn’t fit the bill for the study: “Role-playing games aren’t associated with violence. They’re a much different type of game than Grand Theft Auto. I’m not saying they would find a link in that one, but it seems like they’re looking for a link between Dungeons and Dragons and armed robbery.”

Moreover, the study didn’t concentrate solely on younger teenagers, and the study’s lead author says “we cannot say that teenagers might not experience different effects.”

Guess which study the video game industry will be pointing to?

Deep Dive

Uncategorized

Embracing CX in the metaverse

More than just meeting customers where they are, the metaverse offers opportunities to transform customer experience.

Identity protection is key to metaverse innovation

As immersive experiences in the metaverse become more sophisticated, so does the threat landscape.

The modern enterprise imaging and data value chain

For both patients and providers, intelligent, interoperable, and open workflow solutions will make all the difference.

Scientists have created synthetic mouse embryos with developed brains

The stem-cell-derived embryos could shed new light on the earliest stages of human pregnancy.

Stay connected

Illustration by Rose Wong

Get the latest updates from
MIT Technology Review

Discover special offers, top stories, upcoming events, and more.

Thank you for submitting your email!

Explore more newsletters

It looks like something went wrong.

We’re having trouble saving your preferences. Try refreshing this page and updating them one more time. If you continue to get this message, reach out to us at customer-service@technologyreview.com with a list of newsletters you’d like to receive.