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How and What Do Videogames Teach
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Figure 3.5. Meta-analysis of videogame violence effects on five outcome variables: Overall.
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K = number of independent samples. N = total number of participants. C.I. = the upper and lower 95 confidence intervals.
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Figure 3.6. How big are violent videogame effects
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Edward L. Swing and Craig A. Anderson variables such as violent videogame use and aggression does not have to be large in order to be deserving of public concern, because so many people are exposed to it and because the outcome (aggression) is of sufficient societal importance that even moderate effects are worthy of attention and concern. Aggression is an important variable in part because factors that increase aggression, such as violent videogames, can increase extreme forms of aggression (i.e., violent behavior). Although it is unethical to use severe violence as a dependent measure in experimental research, correlational data suggests that playing such games is predictive of violent behavior. Taken together with the findings of experimental research (which relies on other forms of aggression such as setting punishment levels), this suggests that playing violent videogames causes an increase in the probability that someone will behave violently.
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Public Policy and Videogames
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Some resistance to the findings of violent videogame researchers is due to concern that acknowledging such effects means that it will be necessary to ban those videogames. This is a misconception of the meaning of the research findings. The question of whether or not such a policy is necessary is not a scientific one. In order to create public policies to deal with videogames in light of the findings on violent videogames, it is necessary to understand the role that science plays in public policy (Gentile & Anderson, 2006). One of the primary roles of science in public policy is to provide factual answers (or as close to factual answers as the science is capable of providing) to key questions. In order to fulfill this role, science must have good theory. This theoretical basis must have an empirical basis in the form of scientific studies that provide data to support the theory. The scientific tests of a theory may lead to revisions of the theory. Based on the current scientific theories, scientists are able to answer some public policy questions. For example, scientists can comment on whether a specific public policy is or is not likely to prove successful at achieving a specific result. For example, the question of whether Midnight Basketball (an inner-city program for organizing basketball games among youth that are at risk for committing crimes) is likely to be effective at reducing inner-city crime can be addressed by scientists within the framework of established scientific theory. Science cannot be the only factor determining public policies. Other factors including legal issues, personal values, and political realities, go into shaping public policies as well (see Figure 3.7). Personal values are a particularly important factor in shaping policy. For example, personal values 80
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How and What Do Videogames Teach
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Figure 3.7. The role of science in public policy.
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influence public policy decisions about gun control laws. Even if there were indisputable evidence that stricter gun control laws would reduce homicide rates, one could still argue against having such laws. If a person valued lessrestricted access to guns more than they valued low homicide rates, such a position could be logical. There are several ways that the effects of violent media on children can be reduced, primarily by reducing exposure. We have described three pillars of responsibility for such action (Gentile & Anderson, 2003). First, the television, film, and videogame industries need to accurately label their products to indicate the content. They must also educate parents about the meaning of this labelling system. These industries should also maintain ethical marketing practices, ensuring that their advertisements are not aimed at children for whom the games are inappropriate based on their age. The second pillar of responsibility lies with the retail and rental industry. Once media is accurately labelled regarding its content, these industries can enforce appropriate restrictions on the distribution of such media. Third, parents should educate themselves about the meanings of the ratings systems used to label television, films, and videogames. Parents also need to learn why both the content of videogames and the amount of play are important in determining the effects these games produce. Parents also need to act on this knowledge if they are to reduce the negative impact that videogames can have on their children.
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