The Situationist

The Situation of First-Person Shooters

Posted by The Situationist Staff on April 30, 2007

Half LifeWe have written about possible connections between playing violent videogames and violent acts (“The Intersection between Tort Law and Social Psychology in Violent Videogames” and “Suing the Suer: Video Game Company Sues Jack Thompson“). In the wake of the Virginia Tech shooting, Amanda Schaffer of Slate examines whether Cho Seung-Hui’s apparent playing of first-person shooters may have contributed to his shootings. We excerpt portions of her article below.

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Pathological acts of course have multiple, complex causes and are terribly hard to predict. And clearly, millions of people play Counter-Strike, Halo, and Doom and never commit crimes. But the subtler question is whether exposure to video-game violence is one risk factor for increased aggression: Is it associated with shifts in attitudes or responses that may predispose kids to act out? A large body of evidence suggests that this may be so. The studies have their shortcomings, but taken as a whole, they demonstrate that video games have a potent impact on behavior and learning.

Three kinds of research link violent video games to increased aggression. First, there are studies that look for correlations between exposure to these games and real-world aggression. This work suggests that kids who are more immersed in violent video games may be more likely to get into physical fights, argue with teachers, or display anger and hostility. Second, there is longitudinal research (measuring behavior over time) that assesses gaming habits and belligerence in a group of children. One example: A study of 430 third-, fourth-, and fifth-graders, published this year by psychologisCraig Andersonts Craig Anderson, Douglas Gentile, and Katherine Buckley, found that the kids who played more violent video games “changed over the school year to become more verbally aggressive, more physically aggressive,” and less helpful to others.

Finally, experimental studies randomly assign subjects to play a violent or a nonviolent game, and then compare their levels of aggression. In work published in 2000, Anderson and Karen Dill randomly assigned 210 undergraduates to play Wolfenstein 3-D, a first-person-shooter game, or Myst, an adventure game in which players explore mazes and puzzles. Anderson and Dill found that when the students went on to play a second game, the Wolfenstein 3-D players were more likely to behave aggressively toward losing opponents. Given the chance to punish with blasts of noise, they chose to inflict significantly louder and longer blasts than the Myst kids did. Other recent work randomly assigned students to play violent or nonviolent games, and then analyzed differences in brain activation patterns using fMRI scans, but the research is so far difficult to assess.

Each of these approaches has its flaws. The first kind of correlational study can never prove that video-game playing causes physical aggression. Maybe aggressive people are simply more apt to play violent games in the first place. Meanwhile, the randomized trials, like Anderson and Dill’s, which do imply causation, necessarily depend on lab-based measures of aggression, such as whether subjects blast each other with noise. This is a respected measure, but obviously not the same as seeing whether real people hit or shoot each other. The longitudinal work, like this year’s elementary-school study, is a useful middle ground: It shows that across the board, playing more-violent video games predicts higher levels of verbal and physical aggression later on. It doesn’t matter why the kids started playing violent games or whether they were already more aggressive than their peers; the point is that a year of game-playing likely contributes to making them more aggressive than they were when they started. If we had only one of the three kinds of Grand Theft Auto San Andreasstudies, the findings wouldn’t mean much. But taken together, the body of research suggests a real connection.

The connection between violent games and real violence is also fairly intuitive. In playing the games, kids are likely to become desensitized to gory images, which could make them less disturbing and perhaps easier to deal with in real life. The games may also encourage kids (and adults) to rehearse aggressive solutions to conflict, meaning that these thought processes may become more available to them when real-life conflicts arise, Anderson says. Video games also offer immediate feedback and constant small rewards—in the form of points, or access to new levels or weapons. And they tend to tailor tasks to a player’s skill level, starting easy and getting harder. That makes them “phenomenal teachers,” says Anderson, though “what they teach very much depends on content.”

Critics counter that some kids may “use games to vent anger or distract themselves from problems,” as psychiatry professor Cheryl Olson writes. This can be “functional” rather than unhealthy, depending on the kid’s mental state and the extent of his game playing. But other studies suggest that venting anger doesn’t reduce later aggressive behavior, so this thesis doesn’t have the most solid support.

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To read all of Schaffer’s article, click here.

6 Responses to “The Situation of First-Person Shooters”

  1. Doug S. said

    As an avid game player, I must criticize the researchers for their choice of Myst as a choice of “non-violent comparison”. Myst is a very calm game, and Wolfenstein 3-D is a very intense one. Comparing Wolfenstein 3-D and Myst is like comparing hip-hop music played in a nightclub to classical music played during a meditation session. You haven’t eliminated some very relevant confounding factors! The difference in agression could be a simple matter of excitement (or, if you’re inclined to use the technical term, “arousal”), not exposure to violence. If they compared Wolfenstien to Tetris – a similarly intense, yet non-violent game, I’d give more credence to their conclusions.

  2. Michael said

    I don’t know why people or so surprised about the conclusion–or so hysterical (No one is stating such games, no matter how repugnant in content should be illegal, just that we should combat the validation of their message in society). People learn by doing and violence is learned behavior. Combine that with desensitization in a culture that legitimizes “Might is right!” for males dealing with emotional frustration, and violence will increase. What the Slate article fails to discuss is the distinctly bigoted nature of this violence: males overwhelmingly target females. Grand Theft Auto is famous for the killing of prostitutes, who prove the easiest female prey. The public justifies such violence on the basis of the sexual immorality of prostitutes, all the while glorifying Johns and pimps. Sexuality merely becomes a medium which to express violent hatred of females. How does that not teach boys to see girls and women as the enemy, to be disposed of as callously as possible?

  3. […] of television and video games on children’s behaviour thanks to those nice people over at The Situationist. I first talked about the possible effects of gaming on children’s behavior in the first few […]

  4. […] on June 7th, 2007 We have examined violence found in videogames on several occasions (e.g., “The Situation of First-Person Shooters“; “The Intersection between Tort Law and Social Psychology in Violent […]

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  6. […] on October 7th, 2007 We have examined violence found in videogames on several occasions (see “The Situation of First-Person Shooters“; “The Intersection between Tort Law and Social Psychology in Violent Videogames“). We have […]

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