Video games and physical violence

There is an increasing amount of rhetoric with regards to linking video games to physical violence. This rhetoric increased because of recent mass shootings here in the States. Is there such a link?

Initial studies into the phenomenon (video games and physical aggressive tendencies) showed a correlation. Some studies showed causation—that is, some studies showed that playing violent video games lead to an increase in aggressive tendencies. Many of these initial studies were flawed in their designs. Most of these studies involved quantitative inquiries that did not look into other variables and contexts of human behavior. I’m not surprised such studies ignored other variables and contexts. These researchers were not (necessarily) displaying bias against video games. Quantitative studies do not account for variables external to a given study, nor are quantitative studies adept at exploring the complexity of human behavior.

It appears that scholars started with quantitative research when qualitative research was needed first. Qualitative research is needed to better understand what variables exist that could lead to physical violent tendencies in the first place.

More recent studies looked at video games and the suppression of empathy and emotional reaction to violent images. Gamers who regularly play violent games do exhibit reduced empathy and emotional reaction to the violent images they see in the virtual space. However, this does not mean that video gamers lack empathy and emotional reactions to violent images in the physical world. We must not be quick to reach a conclusion that is not supported by the data within a study.

These recent studies also do not account for a gamer’s adaptive tendencies. Yes, a video gamer who does not normally play violent games may have a more emotional response to the violent images within the virtual world, but the studies do not discuss what type of emotional response was observed. The researchers only show that an emotional response was seen. Humans are complex creates and context of emotional responses is important to consider before applying conclusions to a larger population.

Humans are also highly adaptable. If video gamers who play violent video games show lower to no emotional responses to violent images, that does not mean they lack emotional ability at all. It merely means they have adapted to the virtual world. I think these gamers adapted to the virtual world so they can focus on playing the game and achieving in-game objectives. However, additional studies should be conducted to explore gamers’ perceptions of lower emotional responses.

I realize that I am biased in this debate. I play video games. I identify as a video gamer. I do have an interest to see non-video gamers stop demonizing a hobby I enjoy. Having said that, I take the position that hypotheses should be tested to prove them false rather than tested to prove them true, at least in the social sciences.

Researchers who test hypotheses to prove them false do better at checking their biases. This is the standpoint of the null hypothesis. If the hypothesis is that there is a causal relationship between violent video games and physical violence, then the null hypothesis is that there is no causal relationship between those characteristics. As researchers we take the stance that the null hypothesis is true until proven false.

Of course there is a possibility that a researcher could ignore data that proves the alternative hypothesis to be true. There is no magic bullet to rid a researcher of all bias. We have to place a modicum of trust in researchers to manage and check their biases when conducting research.

So far the null hypothesis (there is no relationship between video game violence and physical violence) appears to be winning the debate. The science is far from settled. The more researchers learn about the phenomenon, the more they can refine their studies.

I can’t help but wonder: Do parents of young children, fearing violent tendencies, increase their parenting and supervision of their children because their children play violent video games? Could parents be stepping up their game (so to speak) to ensure their kids walk a path of moral up-righted-ness? In other words, could parents be more involved in managing their children’s lives that they are compensating for their children playing violent video games? I’m not sure that question has been explored, but I think there’s some merit to understanding the phenomenon of violent video games’ affect on human behavior.