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Journal of Personality and Social Psychology April 2000 Vol. 78, No. 4, 772-790 © 2000 by the American Psychological Association For personal use only--not for distribution Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life Craig A. Anderson Department of Psychology University of MissouriColumbia Karen E. Dill Department of Psychology Lenoir-Rhyne College ABSTRACT Two studies examined violent video game effects on aggression-related variables. Study 1 found that real-life violent video game play was positively related to aggressive behavior and delinquency. The relation was stronger for individuals who are characteristically aggressive and for men. Academic achievement was negatively related to overall amount of time spent playing video games. In Study 2, laboratory exposure to a graphically violent video game increased aggressive thoughts and behavior. In both studies, men had a more hostile view of the world than did women. The results from both studies are consistent with the General Affective Aggression Model, which predicts that exposure to violent video games will increase aggressive behavior in both the short term (e.g., laboratory aggression) and the long term (e.g., delinquency). Correspondence may be addressed to Craig A. Anderson, who is now at the Department of Psychology, Iowa State University, W112 Lagomarcino Hall, Ames, Iowa 50014. Electronic mail may be sent to caa@iastate.edu Correspondence may be addressed to Karen E. Dill, Department of Psychology, Lenoir-Rhyne College, P.O. Box 7335, Hickory, North Carolina 26083. Electronic mail may be sent to dillk@lrc.edu. On April 20, 1999, Eric Harris and Dylan Klebold launched an assault on Columbine High School in Littleton, Colorado, murdering 13 and wounding 23 before turning the guns on themselves. Although it is impossible to know exactly what caused these teens to attack their own classmates and teachers, a number of factors probably were involved. One possible contributing factor is violent video games. Harris and Klebold enjoyed playing the bloody, shoot-'em-up video game Doom, a game licensed by the U.S. military to train soldiers to effectively kill. The Simon Wiesenthal Center, which tracks Internet hate groups, found in its archives a copy of Harris' web site with a version of Doom that he had customized. In his version there are two shooters, each with extra weapons and unlimited ammunition, and the other people in the game can't fight back. For a class project, Harris and Klebold made a videotape that was similar to their customized version of Doom. In the video, Harris and Klebold dress in trench coats, carry guns, and kill school athletes. They acted out their videotaped performance in real life less than a year later. An investigator associated with the Wiesenthal Center said Harris and Klebold were "playing out their game in God mode" (Pooley, 1999, p. 32). Entertainment media affects our lives. What behaviors children and adults consider appropriate comes, in part, from the lessons we learn from television and the movies (e.g., Huesmann & Miller, 1994). There are good theoretical reasons to expect that violent video games will have similar, and possibly larger, effects on aggression. The empirical literature on the effects of exposure to video game violence is sparse, however, in part because of its relatively recent emergence in modern U.S. society. About 25 years ago, when video games first appeared, popular games were simple and apparently harmless. In the 1970s, Atari introduced a game called Pong that was a simple video version of the game ping pong. In the 1980s, arcade games like Pac-Man became dominant. In Pac-Man, a yellow orb with a mouth raced around the screen chomping up ghosts and goblins. At this point, some eyebrows were raised questioning whether young people should play such "violent" games. In the 1990s the face of video games changed dramatically. The most popular video game of 1993 was Mortal Kombat (Elmer-Dewitt, 1993). This game features realistically rendered humanoid characters engaging in battle. As the name of the game implies, the goal of the player in Mortal Kombat is to kill any opponent he faces. Unfortunately, such violent games now dominate the market. Dietz (1998) sampled 33 popular Sega and Nintendo games and found that nearly 80% of the games were violent in nature. Interestingly, she also found that 21% of these games portrayed violence towards women. The research to date on video game effects is sparse and weak in a number of ways. Indeed, one reviewer (and many video game creators) has espoused the ... |
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