The Effects of Playing Violent Video Games on Youth: A Three-Year Longitudinal Study

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AGGRESSION RESEARCH GROUP The Effects of Playing Violent Video Games on Youth: A Three-Year Longitudinal Study Rowell Huesmann, PhD, Brad Bushman, PhD, Maureen O Brien, MSW Wendy Garrard, PhD The University of Michigan Craig Anderson, PhD Doug Gentile, PhD Iowa State University This project is supported by a grant from the US National Institute of Child Health and Development and by funding from the American Recovery and Reinvestment Act

Research Goals of the Violent Video Game Study The overall goal of the Violent Video Game study is to advance: 1) our understanding of how playing violent video games on a daily basis is related to aggressive behavior and cognitions, 2) our understanding of what moderates these relations, and 3) our understanding of what psychological processes produce (mediate) these relations.

THEORY (Huesmann, 2003, Developmental Psychology; Huesmann & Kirwil, 2007, Cambridge Handbook of Violence; Anderson, Gentile, & Buckley, 2007, Violent Video Game Effects; Bushman & Huesmann, 2006, Archives of Pediatrics ) How does observing violence increase the risk of violent behavior? Situational Stimulating Processes (short term) 1) By priming aggressive schemas, scripts, emotions & beliefs. 2) By increasing arousal which may be misattributed to something else 3) Because viewers copy ("mimic") behaviors they see Observational Learning Processes (long term) 1) Through the encoding ("imitation") of schemas, scripts, emotional associations and beliefs promoting aggression. 2) By desensitizing viewers emotionally to violence How does playing a violent game add more to the risk? Conditioning Processes (long term) Instrumental conditioning of behaviors and scripts for aggression

Overview of Current Study Initial cohorts of 2 nd, 4 th, and 9 th graders each interviewed three times at one year intervals Michigan Communities Flint, Tecumseh, Stockbridge, Redford Union Schools Iowa Communities Nevada, Boone, Madrid Public Schools Individual hour -long in person interviews for young children and group interviews for older children. Teacher assessments of children s behaviors Mail and phone interviews of parents about children s behaviors and family characteristics

Wave 1 Sample Size (N = 1,422) 2nd 4th 9th Male Female Male Female Male Female Mich. 167 134 179 180 169 143 Iowa 78 69 84 74 79 66 Total n 245 203 263 254 248 209 Total n 448 517 457 Wave 1, 2,3 Sample Size (N = 1159; 82%) The 263 drop-outs were significantly more aggressive, more antisocial, and scored significantly lower on achievement in Wave 1.

Stockbridge s Contribution Wave 1, 2,3 Sample Size = 79, 78, 75 (95%) Males = 44 Females = 35 2 nd graders = 43 4 th graders = 36

Key Measures: Video Game Violence By video games we mean any game you play on the computer, on video game consoles (such as PlayStation 2, GameCube, Xbox), on hand-held game devices (such as GameBoy, Nintendo DS, Playstation Portable (PSP)), or in video arcades. What is your favorite video game? How often do you play it? Only once in a while = 0, A lot, but not always = 2, Almost all the time = 4 (Items repeated for 2 nd and 3 rd favorite video game) Measure Video game (including computer) violence consumption Computation Average violence ratings of three favorite video/computer games multiplied by how often played.

Example Scene from Violent Video Game: GRAND THEFT AUTO Other games: Dragon Ball, Bully, Mortal Kombat, Scarface, Halo.

Key ression Measures Measure Score Sample item Normative Beliefs Approving ressive Retaliation Child report Huesmann & Guerra, 1997 ressive Fantasy Child report Rosenfeld, Huesmann, et al., 1983 General ression Child-self-report Bjorkqvist, et al., 1991 Mean of 8 items; α =.89 Mean of 4 items; α =.73 Mean of 9 items; α =.85 Suppose a boy says something bad to another boy, John. Do you think it is OK for John to hit the boy? ( 4 = perfectly OK,, 1 = really wrong) When you get mad, sometimes do you daydream about the things you would like to do to the person your mad at, like hitting, damaging their things, or getting them into trouble? (0 = never,, 3 = lots of times) How often do you hit other kids? "How often do you call others names? (Never = 0 Often = 2) Teacher Prediction of General Teacher report Huesmann et al., 1994 Mean of 10 items α =.96 What percentage of students would say that this child is someone who pushes or shoves others? (0%, Over 75%)

Relation Between Average Exposure to Video Game Violence in Years 1 and 2 ressive Cognitions and Behaviors in Year 3: GRADE 2-4 2.5 2 1.5 1 0.5 Lo VG Viol Med VG Viol Hi VG Viol 0 Beliefs Approving Fantasy Self-rep Teach-rep + p<.10, *p<.05, **p<.01

Relation Between Average Exposure to Video Game Violence in Years 1 and 2 ressive Cognitions and Behaviors in Year 3: GRADE 4-6 2.5 2 1.5 1 0.5 0 Beliefs Approving Fantasy Self-rep Teach-rep Lo VG Viol Med VG Viol Hi VG Viol + p<.10, *p<.05, **p<.01

Relation Between Average Exposure to Video Game Violence in Years 1 and 2 ressive Cognitions and Behaviors in Year 3: GRADE 9-11 3 2.5 2 1.5 1 0.5 Lo VG Viol Med VG Viol Hi VG Viol 0 Beliefs Approving Fantasy Self-rep Teach-rep + p<.10, *p<.05, **p<.01

Relation Between Average Exposure to Video Game Violence in Years 1 and 2 ressive Cognitions and Behaviors in Year 3: All Grades - MALES 2.5 2 1.5 1 0.5 Lo VG Viol Med VG Viol Hi VG Viol 0 Beliefs Approving Fantasy Self-rep Teach-rep +p<.10, *p<.05, **p<.01

Relation Between Average Exposure to Video Game Violence in Years 1 and 2 ressive Cognitions and Behaviors in Year 3: All Grades - FEMALES 3.5 3 2.5 2 1.5 1 0.5 0 Beliefs Approving Fantasy Self-rep Teach-rep Lo VG Viol Med VG Viol Hi VG Viol +p<.10, *p<.05, **p<.01

Relation Between Average Exposure to Video Game Violence in Years 1 and 2 ressive Cognitions and Behaviors in Year 3: STOCKBRIDGE 2 1.5 1 0.5 Lo VG Viol Med VG Viol Hi VG Viol 0 Beliefs Approving Fantasy Self-rep Teach-rep +p<.10, *p<.05, **p<.01

ressive Behavior In order to maximize the sample size for subsequent analyses while taking advantage of multiple sources of information 1) We created a composite measure of aggressive behavior using a combination of self-reported general aggression and teacher reported general aggression 2) To remove the artifactual contributions to correlations of gender differences and age differences in aggression and violent game playing, we standardized the aggression and video game violence measures within each gender by grade subgroup

Total Effect of Wave 1 & 2 Exposure to Video Game Violence on Wave 3 Composite ression (N = 1202) (standardizing within grade & gender to remove those artifacts) Ave Exposure to Video Game Viol in Yrs 1 & 2.49*** Stockbridge =.39*** Year 3 Comp Child ression Gen (Child rep) Gen (Teach rep) +p<.10, *p<.05, **p<.01 ***p<.001

Effect of Wave 1 & 2 Exposure to Video Game Violence on Wave 3 Composite ression (N = 1202) (standardizing within grade & gender to remove those artifacts) Year 1 Child ression.48*** Year 3 Child ression.22***.06**.01 Ave Exposure to Video Game Viol in Yrs 1 & 2.29*** Ave Exposure to Video Game Viol in Yr 3 +p<.10, *p<.05, **p<.01 ***p<.001

Mediating Effect of Normative Beliefs between Wave 1 & 2 Exposure to Video Game Violence and Wave 3 Composite ression (N = 1202) (standardizing within grade & gender to remove those artifacts).22*** Year 1 Comp Child ression.27***.11*** Ave Exposure to Video Game Viol in Yrs 1 & 2.43*** Norm Beliefs Approve Yr 2.21***.04 Year 3 Comp Child ression +p<.10, *p<.05, **p<.01 ***p<.001

Mediating Effect of Normative Beliefs between Wave 1 & 2 Exposure to Video Game Violence and Wave 3 Composite ression (N = 1202) (standardizing within grade & gender to remove those artifacts).22*** Year 1 Comp Child ression.30***.12*** Ave Exposure to Video Game Viol in Yrs 1 & 2.42*** Fantasizing about ression Yr 2.20***.03 Year 3 Comp Child ression +p<.10, *p<.05, **p<.01 ***p<.001

Summary Habitual playing of violent video games by children and adolescents is related to engaging in more aggressive behavior, and to more aggression-related cognitions such as normative beliefs and fantasies about aggression. This effect seems a little larger for: Girls than boys 4 th graders compared to 2 nd or 9th A direct effect of video game violence on aggressive behavior accounts for a small percent of the variance in aggressive behavior when prior aggression is partialed out, but the correlation with composite aggression when age and gender are controlled was.49 for N=1202 Normative beliefs and aggressive fantasies are significant mediators of the relation between video game violence and aggressive behavior.