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Violent games strongly linked to youth crime

IOWA STATE (US) — A new study suggests there’s a strong connection between violent video games and aggressive behavior in kids.

Matt DeLisi, a professor of sociology at Iowa State University, says the research shows a strong link even when controlling for a history of violence and psychopathic traits among juvenile offenders.

“When critics say, ‘Well, it’s probably not video games, it’s probably how antisocial they are,’ we can address that directly because we controlled for a lot of things that we know matter,” DeLisi says.

“Even if you account for the child’s sex, age, race, the age they were first referred to juvenile court—which is a very powerful effect—and a bunch of other media effects, like screen time and exposure. Even with all of that, the video game measure still mattered.”

The results were not unexpected, but somewhat surprising for Douglas Gentile, an associate professor of psychology, who studied the effects of video game violence exposure and minor aggression, like hitting, teasing, and name-calling.

“I didn’t expect to see much of an effect when we got to serious delinquent and criminal level aggression because youth who commit that level of aggression have a lot of things going wrong for them. They often have a lot of risk factors and very few protective factors in their lives,” Gentile says.

The study published in Youth Violence and Juvenile Justice examined the level of video game exposure for 227 juvenile offenders in Pennsylvania. The average offender had committed nearly nine serious acts of violence, such as gang fighting, hitting a parent, or attacking another person in the prior year.

The results show that both the frequency of play and affinity for violent games were strongly associated with delinquent and violent behavior. Craig Anderson, professor of psychology and director of the Center for the Study of Violence at Iowa State, says violent video game exposure is not the sole cause of violence, but this study shows it is a risk factor.

“Can we say from this study that Adam Lanza, or any of the others, went off and killed people because of media violence? You can’t take the stand of the NRA that it’s strictly video games and not guns,” Anderson says.

“You also can’t take the stand of the entertainment industry that it has nothing to do with media violence that it’s all about guns and not about media violence. They’re both wrong and they’re both right, both are causal risk factors.”

Researchers point out that juvenile offenders have several risk factors that influence their behavior. The next step is to build on this research to determine what combination of factors is the most volatile and if there is a saturation point.

“When studying serious aggression, looking at multiple risk factors matters more than looking at any one,” Gentile says. “The cutting edge of research is trying to understand in what combination do the individual risk factors start influencing each other in ways to either enhance or mitigate the odds of aggression?”

What does this mean for parents?

There is a lot of misinformation about video game exposure, Anderson says, that makes it difficult for parents to understand the harmful effects. Although it is one variable that parents can control, he understands that with mixed messages about the risks some parents may feel it’s not worth the effort.

“What parent would go through the pain and all the effort it takes to really control their child’s media diet, if they don’t really think it makes any difference? That is why it is so important to get out the simple and clear message that media violence does matter,” Anderson says.

Just because a child plays a violent video game does not mean he or she is going to act violently. Researchers say if there is a take away for parents, it is an awareness of what their children are playing and how that may influence their behavior.

“I think parents need to be truthful and honest about who their children are in terms of their psychiatric functioning,” DeLisi says. “If you have a kid who is antisocial, who is a little bit vulnerable to influence, giving them something that allows them to escape into themselves for a long period of time isn’t a healthy thing.”

Source: Iowa State University

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5 Comments

  1. STC

    The confirmation bias is strong in this one. He’s once again stating confusing cause and correlation.

  2. Emmad

    Post hoc fallacy. I agree with above poster.

  3. Scruff

    I wonder if it has ever crossed his mind that kids who play violent video games aren’t necessarily prone to become violent, but that kids who are inherently violent tend to play more violent video games? Reverse that causal correlation much?

  4. STC

    What’s notable is that he doesn’t claim to have controlled for violent vs non-violent games, so he’s not separating violent games from other escapist behaviour, which is a symptom rather than a cause.

  5. Jim Larsen

    I remember my mother having a cow about 8-bit sword violence on “Legend of Zelda.”

    I think deep criticism of this article’s obvious bias is fair.

    I have to take this one step further and ask whether or not the word “violent” can even be associated with the act of playing video games. Yes, the content of a game may be representative of violent activity– all within the understanding that the game is obviously not reality.

    A question better asked might be: “What type of parents are letting their ten year old child kill topless prostitutes on Grand Theft Auto 5, and how would this style of (possibly neglectful) parenting contribute to common trends already known in criminal behaviour?”

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