What Are the Consequences of Violence in Video and Computer Games?
Numerous studies over the past 10 years have evaluated the relationship between video/computer games and violence and aggression. A meta-analysis of 54 studies involving a total of 4,262 participants (Anderson, Bushman 2001) found that there are consistently negative consequences of playing games with violent content, specifically:
- Increased aggressive behaviors, thoughts, and emotions;
- Heightened physiological arousal; and
- Lower levels of positive social interaction
In one study (Carnagey, Anderson & Bushman 2006), 257 college students were randomly assigned to play either a violent or nonviolent video game for 20 minutes. After playing, the students were shown a 10-minute videotape of real-life violent acts (including shootings, stabbings, prison fights, etc.) while their heart rate and galvanic skin response (both measures of arousal and stress) were measured. Students who had played the violent video games showed lower levels of arousal to the violent scenes. Thus, just 20 minutes of playing a violent video game desensitized them to images of real-life violence in the short term.
In another study, 189 high school students completed surveys about their media habits, personalities, and aggressive behaviors. The primary findings suggested that adolescents who played more violent video games engaged in more real-life aggressive and violent behaviors.
Certain aspects of video/computer games have been identified as being particularly problematic. Unlike violence observed on television or in the movies, which are passive forms of entertainment, violent video games are highly engaging and interactive. They reward violent behavior, and the violent behaviors are repeated constantly over the course of the game.
Research done by Children Now found that a majority of video games include violence, often the type that would result in serious injuries or death in the "real" world. Of course, some of these seem silly - it is unlikely your child will drop an anvil (made by Acme, of course) on a friend's head. But others can make your skin crawl. A game called "Grand Theft Auto" rewarded players not only for stealing cars, but for beating up women and stealing their money.
When violence is rewarded (as when points are awarded for killing an opponent), its impact increases. Also, the more graphic and realistic the violence, the more negative the consequences. And of course, violence against humans and animals is more concerning than violence against inanimate objects.
Learn more about the social and physical consequences of video game addiction at Video-Game-Addiction.org.



