Just a game? Study shows no evidence that violent video games lead to real-life violence
Date:
November 5, 2021
Source:
City University London
Summary:
As the latest Call of Duty video game is released in the UK today,
and with Battlefield 2042 and a remastered Grand Theft Auto trilogy
to follow later this month, new research finds no evidence that
violence increases after a new video game is released.
FULL STORY ==========================================================================
As the latest Call of Duty video game is released in the UK today,
and with Battlefield 2042 and a remastered Grand Theft Auto trilogy to
follow later this month, new research finds no evidence that violence
increases after a new video game is released.
==========================================================================
Mass media and general public often link violent video games to real-life violence, although there is limited evidence to support the link.
Debate on the topic generally intensifies after mass public shootings,
with some commentators linking these violent acts to the perpetrators' interests in violent video games.
However, others have pointed out that different factors, such as mental
health issues and/or easy access to guns, are more likely explanations.
In the light of these conflicting claims, President Obama called in 2013
for more government funding for research on video games and violence.
But before governments introduce any policies restricting access to
violent video games, it is important to establish whether violent video
games do indeed make players behave violently in the real world.
Research by Dr Agne Suziedelyte, Senior Lecturer in the Department
of Economics at City, University of London, provides evidence of the
effects of violent video game releases on children's violent behaviour
using data from the US. Dr Suziedelyte examined the effects of violent
video games on two types of violence: aggression against other people,
and destruction of things/property.
The study, published in the Journal of Economic Behavior & Organization, focused on boys aged 8-18 years -- the group most likely to play violent
video games.
Dr Suziedelyte used econometric methods that identify plausibly
causal effects of violent video games on violence, rather than only associations. She found no evidence that violence against other people increases after a new violent video game is released. Parents reported, however, that children were more likely to destroy things after playing
violent video games.
Dr Suziedelyte said: "Taken together, these results suggest that violent
video games may agitate children, but this agitation does not translate
into violence against other people -- which is the type of violence
which we care about most.
"A likely explanation for my results is that video game playing
usually takes place at home, where opportunities to engage in violence
are lower. This 'incapacitation' effect is especially important for violence-prone boys who may be especially attracted to violent video
games.
"Therefore, policies that place restrictions on video
game sales to minors are unlikely to reduce violence." ========================================================================== Story Source: Materials provided by City_University_London. Original
written by Chris Lines.
Note: Content may be edited for style and length.
========================================================================== Journal Reference:
1. Agne Suziedelyte. Is it only a game? Video games and
violence. Journal of
Economic Behavior & Organization, 2021; 188: 105 DOI: 10.1016/
j.jebo.2021.05.014 ==========================================================================
Link to news story:
https://www.sciencedaily.com/releases/2021/11/211105084110.htm
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