Study shows no evidence that violent video games lead to real-life violence
City University London
As the latest Call of Duty video game is released in the UK today, and with Battlefield 2042 and a remastered Grand Theft Auto trilogy to follow later this month, new research finds no evidence that violence increases after a new video game is released.
Mass media and general public often link violent video games
to real-life violence, although there is limited evidence to support the link.
Debate on the topic generally intensifies after mass public
shootings, with some commentators linking these violent acts to the
perpetrators' interests in violent video games.
However, others have pointed out that different factors,
such as mental health issues and/or easy access to guns, are more likely
explanations.
In the light of these conflicting claims, President Obama
called in 2013 for more government funding for research on video games and
violence.
But before governments introduce any policies restricting
access to violent video games, it is important to establish whether violent
video games do indeed make players behave violently in the real world.
Research by Dr Agne Suziedelyte, Senior Lecturer in the Department of Economics at City, University of London, provides evidence of the effects of violent video game releases on children's violent behaviour using data from the US. Dr Suziedelyte examined the effects of violent video games on two types of violence: aggression against other people, and destruction of things/property.
The study, published in the Journal of Economic
Behavior & Organization, focused on boys aged 8-18 years -- the group
most likely to play violent video games.
Dr Suziedelyte used econometric methods that identify
plausibly causal effects of violent video games on violence, rather than only
associations. She found no evidence that violence against other people
increases after a new violent video game is released. Parents reported,
however, that children were more likely to destroy things after playing violent
video games.
Dr Suziedelyte said: "Taken together, these results
suggest that violent video games may agitate children, but this agitation does
not translate into violence against other people -- which is the type of
violence which we care about most.
"A likely explanation for my results is that video game
playing usually takes place at home, where opportunities to engage in violence
are lower. This 'incapacitation' effect is especially important for
violence-prone boys who may be especially attracted to violent video games.
"Therefore, policies that place restrictions on video
game sales to minors are unlikely to reduce violence."