STATISTICAL STUDY OF VIDEO GAME EFFECTS ON CHILDREN'S

Authors

  • Sanjay JAIN Department of Mathematical Sciences, Government College, Ajmer Affiliated to M. D. S. University Ajmer, Ajmer-305001, India
  • Chander SHAKHER Mahatma Gandhi University, Meghalaya

Abstract

Objective Video game violence has become a highly politicized issue for scientists and the general public. There is continuing concern that playing violent video games may increase the risk of aggression in players. Less often discussed is the possibility that playing violent video games may promote certain positive developments, particularly related to visuospatial cognition. The objective of the current article was to conduct a meta- analytic review of studies that examine the impact of violent video games on both aggressive behaviour and visuospatial cognition in order to understand the full impact of such games. Methods A detailed literature search was used to identify peer-reviewed articles addressing violent video game effects. Effect sizes 'r' (a common measure of effect size based on the co relational coefficient) were calculated for all included studies. Effect sizes were adjusted for observed publication bias. Results indicated that publication bias was a problem for studies of both aggressive behaviour and visuospatial cognition. Once corrected for publication bias, studies of video game violence provided no support for the hypothesis that violent video game playing is associated with higher aggression. However playing violent video games remained related to higher visuospatial cognition (rx = 0.36). Conclusions Results from the current analysis did not support the conclusion that violent video game playing leads to aggressive behaviour. However, violent video game playing was associated with higher visuospatial cognition. It may be advisable to reframe the violent video game debate in reference to potential costs and benefits of

this medium.

Keywords: Video games, Aggression, Cognition, Visual perception.

REFERENCES

 

  1. Lawrence R, Birkland T: Guns, hollywood and school safety: Defining the school-shooting problem across multiple arenas. Social Science Quarterly 85:1193–1207, 2004
  2. Kotaku: WaPost removes Counterstrike reference from story. Available at: http://kotaku.com/

   gaming/washington-post/wapost-removes-counterstrike-from-story-253356.php. April 25, 2007

  1. Griffiths M, Hunt N: Computer game playing in adolescence: Prevalence and demographic indicators. Journal of Community and Applied Social Psychology 5:189–193, 1995
  2. Bartholow B, Anderson C: Effects of violent video games on aggressive behaviour: Potential sex

   differences. Journal of Experimental Social Psychology 38:283–290, 2002

  1. Bartholow B, Bushman B, Sestir M: Chronic violent video game exposure and desensitization to violence: Behavioural and event related brain potential. Journal of Experimental Social Psychology 42:532–539, 2006
  2. Anderson C, Dill K: Video games and aggressive thoughts, feelings and behaviour in the laboratory and in life. Journal of Personality and Social Psychology 78:772–790, 2000
  3. Ferguson CJ, Rueda S, Cruz A, Ferguson D, Fritz S, Smith S: Violent video games and aggression: Causal relationship of family violence and intrinsic violence motivation? Criminal Justice and Behaviour (in press)
  4. Weigman O, Van Schie E: Video game playing and its relations with aggressive and prosocial behaviour. British Journal of Social Psychology 37:367–378, 1998
  5. Williams D, Skoric M: Internet fantasy violence: A test of aggression in an online game. Communication Monographs 72:217–233, 2005
  6. Anderson C, Bushman B: Effects of violent video games on aggressive behaviour, aggressive cognition, aggressive affect, physiological arousal and prosocial behaviour: A meta-analysis. Psychology and Science 12:353–359, 2001
  7. Anderson C: An update on the effects of playing violent video games. Journal of Adolescence 27:113–122, 2004
  8. Sherry J: The effects of violent video games on aggression: A meta-analysis. Human Communication Research 27:409–431, 2001
  9. Sherry J: Violent video games and aggression: Why can’t we find links? In Preiss R, Gayle B, Burrell N, Allen M, Bryant J, Eds Mass Media Effects Research: Advances Through Meta-analysis. Mahwah, NJ, L. Erlbaum, 2007, pp 231–248
  10. Ferguson CJ: Evidence for publication bias in video game violence effects literature: A meta-analytic review. Aggression Violent Behaviour 12:470–482, 2007
  11. Ryan R, Rigby S, Przybylski A: The motivational pull of video games: A self determination theory

   approach. Motivation and Emotion 30:347–363, 2006

  1. Green CS, Bavelier D: Action video game experience alters the spatial resolution of vision. Psychology and Science 18:88–94, 2007
  2. Rosser J, Lynch P, Caddihy L, Gentile D, Klonsky J, Merrell R: The impact of video games on training surgeons in the 21st century. Archives of Surgery 142:181–186, 2007
  3. Castel A, Pratt J, Drummond E: The effect of action video game experience on the time course of

   inhibition of return and the efficiency of visual search. Acta Psychologica 119:217–230, 2005

  1. Green CS, Bavelier D: Action video game modifies visual selective attention. Nature 423:534–537, 2003 20. Sims V, Mayer R: Domain specificity of spatial expertise: The case of video game players. Applied Cognitive Psychology 16:95–115, 2002
  2. Carnagey N, Anderson C: The effects of reward and punishment in violent video games on aggressive affect, cognition and behaviour. Psychology Science 16:882–889, 2004
  3. Hunter J, Schmidt F: Methods of meta-analysis: Correcting error and bias in research findings. Thou-sand Oaks, CA, Sage, 2004
  4. Kato P, Cole S, Marin-Bowling V, Dahl G, Pollock B: Controlled trial of a video game to improve health-related outcomes among adolescents and young adults with cancer. Presented at the Society of

   Behavioural Medicine 27th Annual Meeting, San Francisco CA, 2006 (April)

  1. http://www.theesa.com/facts/pdfs/ESA_EF_2013.pdf

Downloads

Published

2014-01-31

Issue

Section

Research Article