Given the extended debate going on here about violence and games, I thought it might make sense to take a closer look at one of these studies, and walk through the problems that I have in more detail. Thanks to Mike S. for pointing towards this 2004 study from the Journal Of Adolescence, "The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance."
Now, at first glance, this looks like a pretty convincing case: they looked actual kids playing actual games at home (not in a lab) and tracked instances of actual aggression -- in-school fighting, or arguing with teachers. They also tried to get some sense of levels of hostility in the kids irrespective of their gameplay. Turns out that gaming didn't really impact teacher arguments, but there was a statistically significant relationship between violent video game play and fighting in school. You can slice it a couple of different ways -- and I welcome comments from folks better trained at interpreting multiple regression models -- but it basically looks like a kid who has a heavy exposure to violent video games is about 10-20% more likely to have engaged in a physical fight over the course of a school year.
Now, is it possible that the study is just picking up on the fact that kids who like to fight in schools also prefer violent video games? Here's what the authors have to say:
Are young adolescents more hostile and aggressive because they expose themselves to
media violence, or do previously hostile adolescents prefer violent media? Due to the correlational
nature of this study, we cannot answer this question directly. Some studies have suggested that
there is a bidirectional relationship (see Donnerstein, Slaby, and Eron (1994) for a review). GAM
predicts a bidirectional effect, in which personological variables such as hostility affect media
habits, which in turn reinforce and can modify the personological variables.
On the other hand, they do point out that in their findings kids who have low hostility ratings who nonetheless play a lot of violent video games are actually more likely to engage in school fights than a hostile kid who has little exposure to games. So it would seem from those numbers that the games are contributing something to the likelihood of school fighting.
Now, if you stop right there, and assume that -- as the authors do -- there is at least some pre-existing selection criteria that causes hostile kids to seek out violent games, what's the study really telling us? I'd say it's this: if you're a parent of a teenager, and you dramatically reduce his exposure to violent video games, you're reducing the odds of him getting into a fight over the next year by about 10%. That sounds plausible to me -- good to know, but certainly not cause for a national moral panic about video games. And as always, the authors don't tell us what other forms of aggressive recreation -- football, cops and robbers, hockey -- would look like if they were subjected to the same scrutiny. (They do have comparisons to TV watching and reading, however.)
But here's where it gets really interesting. The authors also looked at the question of "parental involvement" -- whether parents oversaw the purchasing of games, evaluated ratings, and monitored the amount of time spent playing the games. As you might expect, the authors found that this parental oversight had a positive impact, or as they put it:
Parent involvement in video game habits appears to act as a protective factor. Parental limits to
violent video game play are negatively correlated with fights and arguments, and positively
correlated with school performance.
Sounds intuitive enough, right? If violent games lead to school violence, then if the parents reduce the amount of violent game exposure, school violence will go down.
But that's not all they found. Here's the key passage:
In fact, statistically controlling for respondent sex, hostility, weekly amount
of video game play, and video game violence exposure, the frequency with which parents monitor
their adolescents' video game habits added a significant amount of predictive power when
predicting physical fights.
Read that one over again just to get it right. Imagine you have two groups of kids: they're playing the exact same number of hours each week, with the exact same levels of violence in the games. Only one group has parents who helped select and monitor the games, and the other didn't. The group with involved parents is significantly less likely to get into fights than the group with uninvolved parents. Even though the games they're playing are exactly the same.
This is where the whole study starts to unravel for me -- or rather, it starts to look like a study about the connection between parental engagement and school violence, instead of a study about video games. Think about it this way: these kids who have heavy exposure to violent video games -- their parents are letting them play at least 3-4 hours of these games a day. Isn't it reasonable to assume that there might be something else going on in a household where the kids are left unsupervised to play violent games with that frequency?
This is like doing a study of kids who have to make TV dinners for themselves each night because their parents or caregivers are never home. I suspect you might find that TV-dinner-making kids are also more likely to get into fights at school. Does that mean that TV dinners are a cause of school violence? Of course not. TV dinners are a sign that something else is wrong in the household, just as excessive violent gameplay is a sign that something else is wrong the household.
So what's the bottom line of the study for parents? Given that the authors concede that some of the connection between violent gameplay and school violence has to do with pre-existing personality, and given what they say about the importance of parental involvement, I'd say the general message is: if you're an involved parent with a kid who doesn't have any major aggression issues, then playing some violent video games isn't going to make much of a difference either way.
But somehow I doubt that's what they put in the press release.