| by Douglas A. Gentile, Ph.D.
Director of Research, National Institute on Media and the Family Professor,
Iowa State University Page 2 violence, and many variables
at the individual level (e.g., personality variables), the peer level, the family
level (e.g., poverty, parent aggression), and the school level (e.g., school climate).
Violent video game play was one of the strongest predictors of aggression and
aggressive delinquent behaviors two years later. Wallenius and Punamäki
studied 316 Finnish 12- and 15-year-olds for two years. This study also found
that violent game play predicted later aggression, controlling for earlier aggression.
Interestingly, this study found that parent communication could moderate the effect.
Better parent-child communication lessened the effect of violent game play on
later aggression. One common criticism of longitudinal work is that
no study measures all of the variables that relate to aggression. This is not
an entirely fair criticism. It is certainly true that many variables influence
aggression, such as poverty and parent aggressive attitudes. These would therefore
be part of the reason that children might be aggressive at Time 1. By controlling
for Time 1 aggression, however, this also controls for all those other variables
that might influence Time 2 aggression. (Actually, its an even more complicated
statistical issue.) In sum, although no one study is perfect, these longitudinal
studies provide strong evidence that violent video game play does influence later
aggressive behaviors. A second area of research that is continuing to
build strength is on computer, Internet, and video game addiction.
It is important to note that the research is becoming clear that some children
and adults are using these Internet and regular video games in such a way that
it damages their social functioning, their school functioning, their occupational
functioning, their family functioning and their psychological functioning. In
fact, this is what it means to have a pathological behavior pattern. It is also
important to note that although these studies often focus on one of these mediaeither
Internet or video gameswe expect that as the research evidence grows about
the underlying issues, we will find that they are not different in any way other
than medium of choice. In other words, all media probably can be used for addictive
behavior. The early research seems to suggest that no matter which medium is studied
specifically, the problems that some people have seem to be very similar. The
research is still in the early phases. In sum, we seem to know that some people
do have patterns of use that damages several areas of their lives. We do not know,
however, which people are at greatest risk, how long and severe the problem is,
or what types of help are most needed. We therefore are recommending that more
resources be put into studying this emerging problem, and we will be hosting an
international summit in 2009 in order to help understand the scope of the problem.
For a complete list of the references used to compile this report,
please click
here (PDF). |