The Anderson et al., paper is on an interesting topic. Unfortunately
there are numerous flaws in the literature review, methodology and
conclusions that greatly reduce my enthusiasm for it, and call into
question the meaningfulness of the study.
In the literature review the authors suggest that research on video
game violence is consistent when this is hardly the case. The authors
here simply ignore a wide body of research which conflicts with their
views. A bibliography of research studies finding either null results for
video game violence or results that suggest that violent game play reduces
aggression is appended to this review.
The authors fail to control for relevant "third" variables that could
easily explain the weak correlations that they find. Family violence
exposure for instance, peer group influences, certainly genetic influences
on aggressive behavior are just a few relevant variables that ought either
be controlled or at minimum acknowledged as alternate causal agents for
(very small) link between video games and aggression.
Overall results are very weak with effect sizes ranging from (.07 to
.15). Video game exposure overlapped in this study approximately half a
percent to 2% with the variance in aggression, which is as close to zero
as one can get without being zero. If anything it is remarkable how
little effect that violent games had on trait aggression, considering that
other relevant variables were not controlled. Likely if other variables
had been better controlled, such small effects may have vanished.
Lastly the authors link their results to youth violence in ways that
are misleading and irresponsible. The authors do not measure youth
violence in their study. The Buss Aggression measure is not a violence
measure, nor does it even measure pathological aggression. Rather this
measure asks for hypothetical responses to potential aggressive
situations, not actual aggressive behaviors. In the paragraph beginning
"youth violence is a public…" the authors appear to generalize their
results to youth violence, but offer no compelling reason why this should
be, particularly in light of the weak results they achieve. The authors
also fail to note that during the period in which violent video games
became increasingly popular, youth violence has plummeted approximately
66% to levels not seen since the 1960s (childstats.gov, 2008; FBI, 1951-
2007). Although I suspect the authors would simply try to argue that this
does not matter, such arguments are disingenuous, particularly as they
raise the issue of youth violence themselves.
In short, given the weak effect sizes, the lack of control of
relevant variables, and the failure of the authors to acknowledge data and
research which contradicts their hypothesis, I am left with little
confidence that the results of the current study provides much meaningful
information on the impact of violent games.
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Conflict of Interest:
None declared