Do video games like "Grand Theft Auto" cause violent behavior?

"Grand Theft Auto IV", the latest chapter of a highly controversial and breathtakingly successful video game franchise, arrives in stores on April 29. The game is expected to do $400 million in sales during its first week of availability, shattering the box office receipts of even the biggest summer movies. The secret to the success of the "Grand Theft Auto" franchise? Sex and violence. And lots of it. Just listen to this preview of "Grand Theft Auto IV" from The Telegraph in Great Britain:

It is, I know, bad taxi etiquette to punch my elbow out and smash the offside window. The taxi-driver thinks so too. We screech to a halt in the middle of the traffic, and he gets out to give me a piece of his mind.

The meter is still running, but I have a strong sense my journey is over, so I climb out too. As tempers fray, I'm just wondering whether to plant one on the driver's chin when I notice that, when I broke the window, I accidentally dropped something by his feet. He doesn't seem to have noticed, either.

"That's a grenade," says my companion.

"Oh," I say. "So it seems to -"

Then the screen blossoms into orange flame, the charred taxi-driver performs a dreamy ragdoll backflip out of the frame, the taxi piles off up and to the right, my body is flung vertically into the air, and nearby pedestrians squawk in dismay at this unexpected and, like, totally catastrophic interruption to their morning schedule.

Bear in mind, this is from an article praising the game.

The game is notorious enough to have drawn the expected criticism from conservative family groups. There were suggestions the franchise had even inspired real-life acts of murder. And for the 2005 release of "Grand Theft Auto: San Andreas," critics were joined by none other than Sen. Hillary Clinton, who suggested the violent acts and sex scenes in the game would unduly influence children, and that she would take action:

“The disturbing material in Grand Theft Auto and other games like it is stealing the innocence of our children and it’s making the difficult job of being a parent even harder,” said Senator Clinton. “I am announcing these measures today because I believe that the ability of our children to access pornographic and outrageously violent material on video games rated for adults is spiraling out of control.”

Are Clinton and other critics right? Do violent video games encourage children to violent and antisocial behavior?

It may depend on the type of game. In 2005, two psychological researchers reviewed 20 years of studies about the links between video game violence and real world violence and found a strong connection:

According to researchers Jessica Nicoll, B.A., and Kevin M. Kieffer, Ph.D., of Saint Leo University, youth who played violent video games for a short time experienced an increase in aggressive behavior following the video game. One study showed participants who played a violent game for less than 10 minutes rate themselves with aggressive traits and aggressive actions shortly after playing. In another study of over 600 8th and 9th graders, the children who spent more time playing violent video games were rated by their teachers as more hostile than other children in the study. The children who played more violent video games had more arguments with authority figures and were more likely to be involved in physical altercations with other students. They also performed more poorly on academic tasks.

Furthermore, violent video game players "tend to imitate the moves that they just 'acted out' in the game they played," said Dr. Kieffer. For example, children who played violent karate games duplicated this type of behavior while playing with friends. These findings demonstrate the possible dangers associated with playing this type of video game over and over again.

But a second study, released around the same time, took a look at players who had spent 56 hours or more during a month playing"Asheron's Call 2," a massively multiplayer online game that is more similar to "World of Warcraft" than to a game simulator such as "Grand Theft Auto."  Their results? There was little effect on the behavior of the game players:

The second study, by Williams & Skoric, found that players who played "Asheron's Call 2," an average of 56 hours over the course of a month were not statistically different from the non-playing control group in their beliefs on aggression. The researchers also reported that game play was not a predictor of aggressive behaviors. This is reported to be first longitudinal study of a game. While "Asheron's Call 2" does appear to have some very violent elements, it is a multi-player online role-playing game. Such games are quite different from graphic simulators such as "Doom." The latter type of game is similar to video simulators that train soldiers for battle. In such games players kill simulated enemies over and over again with increasing precision and skill.

In 2003, Craig A. Anderson, a researcher at Iowa State University, published an article with the American Psychological Association deconstructing "myths" about the studies that link violent video games to aggressive behavior:

Some studies have yielded nonsignificant video game effects, just as some smoking studies failed to find a significant link to lung cancer. But when one combines all relevant empirical studies using meta-analytic techniques, five separate effects emerge with considerable consistency. Violent video games are significantly associated with: increased aggressive behavior, thoughts, and affect; increased physiological arousal; and decreased prosocial (helping) behavior. Average effect sizes for experimental studies (which help establish causality) and correlational studies (which allow examination of serious violent behavior) appear comparable.

Three more recent studies published in 2007 by Iowa State's Anderson, Douglas Gentile and doctoral student Katherine Buckley confirm those results:

"We were surprised to find that exposure to violent video games was a better predictor of the students' own violent behavior than their gender or their beliefs about violence," said Anderson. "Although gender aggressive personality and beliefs about violence all predict aggressive and violent behavior, violent video game play still made an additional difference.

However, the U.S. Department of Justice notes that juvenile crime rates have been relatively low in recent years. The arrest rate climbed 12 percent between 2004 and 2006 -- however, "if the rate continued to increase annually by the same amount, it would be almost 14 years before it once again reached the peak level of 1994." This has prompted some gamers to claim that access to violent video games might actually have reduced violent juvenile crime.

And just this month, an article in The Lancet, a British medical journal, suggested there wasn't enough evidence available to determine that video games affect public health.

In the USA, tackling violence is highly politicised. Most of the media violence research is led by a group of prominent US psychologists who have helped influence the health agendas of the American Medical Association and American Association of Pediatrics. Researchers in the UK and Europe have been less political. The problem for governments is that they can do little about the many causes of violence, but in the wake of events like the Columbine shootings there is pressure on governments to be seen to be doing something; it is much easier to talk tough on media violence than it is to regulate guns.

Currently, there is simply not enough evidence to devise recommendations for public health. Perhaps it is time to give up the quest to isolate the specific contribution that media violence makes to aggression, given the complexity of other risk factors involved. Moreover, the degree of exposure to various types of violent content is hard to quantify, and longitudinal studies are hampered by constantly evolving technology.

So: Video games like "Grand Theft Auto IV" spark violent and antisocial behavior in players. Truth or not?

What do you think?
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