Background: An academic study testing if there is a relationship between violent video games and increased aggression over 3 years in Hispanic youths, and finds no evidence to support any link between the two. While short term studies have found this to be true, this study refutes that and finds no link between violent video games an increased aggression over the high school years.
Usage: This is one of a variety of studies that measures aggression after playing violent video games. What makes this study possibly more important than the many like it is it does take a longer view of the issue, up to 3 years. While I’ll use short-term studies as well, this should be quite useful in establishing the overall impact of violence in video games. It also should provide some insight into how studies can account for variables out of their control, because obviously the testers cannot maintain complete control over the youths.
2. Chory, Rebecca M., and Alan K. Goodboy. “Is Basic Personality Related To Violent And Non-Violent Video Game Play And Preferences?.” Cyberpsychology, Behavior & Social Networking 14.4 (2011): 191-198. Academic Search Premier. Web. 25 Feb. 2012.
Background: This study examines the link between violent video games and different personalities. The research found that those that tested higher in openness and were more extroverted tended to play more violent games, a conclusion that contradicts the normal introverted stereotype.
Usage: This is important because it should provide information to answer the question if violence in video games makes people more violent, or if violent people just gravitate toward violent video games. This study may or may not be important to the paper, it depends on if other studies control for this aspect.
Background: From the American Psychological Association, Craig A. Anderson makes a case against violent video games. He does a deft job at twisting various conclusion to fit his own view – for example, he argues that meta-analysis prove that the studies that find no link between violence in games and negative effects incorrect, while completely ignoring the meta-analysis results that go against his claims. Also of note is the description of what some video games contain, which is a great example of why such an argument is ineffective. Some famous books taught in High School around the country contain murder, torture, incest, and pedophilia, but that doesn’t mean we should ban all books.
Usage: This source provides a twolfold use. It is a great example of the arguments against violence in video games and also gives a great list of references at the end, presumably of studies that agree with his points. Examining the validity of those studies will be essential to coming to a conclusion on whether violence in video games has a significant effect.
Background: Another important study that concludes that it’s not violence that has an effect on behavior, but rather competitiveness.
Usage: This may be the focus of a significant portion of my paper, because if competition is the cause for changes in behavior then it possibly invalidates many studies that did not take this into effect.
Background: A study that actually that seems to support a positive change in behavior after violent gaming. According to the study, people recently playing violent video games would donate more money than those who did not.
Usage: This opens up the avenue of research into positive changes from video games, and whether the benefits outweigh the costs.
6. Arslan Fatma, et al. “The Study Of Aggression Level Of Secondary Students Who Play Sports And Do Not Play Sports.” Ovidius University Annals, Series Physical Education & Sport/Science, Movement & Health 9.2 (2009): 202-205. SPORTDiscus with Full Text. Web. 3 Apr. 2012.
Background: A study conducted that shows that those who play sport average a higher aggression than those who do not. It’s focused on one area, but it has a sample size of 600 students (300 that play sports, 300 that do not) so it at least has enough data to start drawing conclusions – in fact, it has about thrice the participants of the average video game study, which usually top out at 200 subjects.
Usage: Intergral to the argument that it is not just games that cause aggression. Several sports, particularily football, is commonly believed to either promote or maybe just attract aggressive people, but this finds that result holds true no matter the sport, which suggests that it’s the competitive element that really causes the change.
7. Barlett, Christopher P., Richard J. Harris, and Ross Baldassaro. “Longer You Play, The More Hostile You Feel: Examination Of First Person Shooter Video Games And Aggression During Video Game Play.” Aggressive Behavior 33.6 (2007): 486-497. Academic Search Premier. Web. 3 Apr. 2012
Background: A source that supports that violence in video games cause aggression, and that this aggression increases the longer you play up to a certain maximum level.
Usage: I needed another pro-violence in video games source to remain reasonably objective, and this one is better supported than most.
8. Haridakis, Paul M. “Men, Women, And Televised Violence: Predicting Viewer Aggression In Male And Female Television Viewers.” Communication Quarterly 54.2 (2006): 227-255. Academic Search Premier. Web. 3 Apr. 2012.
Background: A study that shows violence on tv has an effect on aggression. Surprisingly hard to find enough to support this conclusion, since it is taken as fact in so many cases that there are more tangential studies then there are ones proving this.
Usage: Similar to the sports study, trying to show that other things promote aggression.
- Harris, Richard, et al. “How Long Do The Short-Term Violent Video Game Effects Last?.” Aggressive Behavior 35.3 (2009): 225-236. Academic Search Premier. Web. 3 Apr. 2012.
Background: A study that ignores GAM and focuses on how long the increased aggression from violent video games last. Results indicate that any elevated aggressive responses tail off in approximately 15 minutes after playing a game.
Usage: While this does support that violence in games does cause increased aggression, it also supports my point that this increase is insignificant by showing that it fades after 15 minutes. It does not, however, analyze any sort of cumulative effect from playing many violent games.
- Möller, Ingrid, and Barbara Krahé. “Exposure To Violent Video Games And Aggression In German Adolescents: A Longitudinal Analysis.” Aggressive Behavior 35.1 (2009): 75-89. Academic Search Premier. Web. 7 Mar. 2012.
Background: A pro-video games violence causes aggression source. Appears to have at least two questionable testing methods, and thus is mostly compared to other studies.
Usage: Used as a comparison for what not to do in other studies. Especially the way they test for aggression seems like it would be easy to manipulate and wouldn’t get enough data for a solid result.
- Thomas, Kimberly D., and Ronald F. Levant. “Does The Endorsement Of Traditional Masculinity Ideology Moderate The Relationship Between Exposure To Violent Video Games And Aggression?.” Journal Of Men’s Studies 20.1 (2012): 47-56. SPORTDiscus with Full Text. Web. 3 Apr. 2012.
Background: A sociology study that finds that endorsing traditional masculine values predicts an increase in aggression independent of violent video game play, though it also finds that violent games also have this effect.
Usage: Another source to support my “But everything else causes aggression, so the fact that violence in games do doesn’t matter all that much” idea.
Background: A study that examines one of the positive effects of video games – that playing a video game that encourages interactions leads to a more prosocial attitude.
Usage: Used to show that video games do not only produce negative consequences.
Background: Examines the Supreme Court case regarding the effects of video game violence, specifically on children
Usage: Another tool that should provide some criteria to judge studies on. I feel that my definitional argument that deals with this topic is a bit weak, and I’d like to cover more criteria, which this source will hopefully allow me to do in a succinct fashion.
Background: A study that refutes the idea that violent video games lead to school shooting, stating the massive differences between the two.
Usage: Not arguing against an increase in aggression, but instead it is like the television, masculinity, and sports studies that it gives more evidence that video games are not the only thing that causes adverse effects. In this case, it’s a direct refutation of the common claim that violence in games has caused several school shootings.
Background: A source that supports violence in games increasing aggression. It focuses on the effects of game featuring realistic violence that you’d be likely to see in real life versus those with unrealistic violence, and finds that while realistic violence has more of an effect, unrealistic violence still produces some effect.
Usage: Indirect support for my “But everything else increases aggression” arugment, because now I can take the results here and apply them to cartoons aimed at children as well. Also possibly some support for the idea that the competitive nature of games causes the increase in aggression, depending on whether the games chosen vary in difficulty enough to conclude this