the psychological effects of violent video game playing in ... acfp poster 2018.pdf · personality...

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Violent crimes committed by adolescents have declined in recent decades (Hein et al., 2017). The estimated rate for 2015 was 45,900 compared to 94,800 for the year 2000 (OJJDP, 2015). At the same time, children and adolescents have gained greater access to horrific videos and images, many that can be viewed repeatedly if desired. Furthermore, the advances in technology in the form of violent video games (VVGs) have also been implicated as a cause of violent behavior especially in teens. Research into the validity of this assertion was equivocal initially, but with increased specificity, some strong relationships have been noted. For example, studies show interactions between certain personality traits and VVG play in predicting violent behavior. One researcher has proposed a model, tested it with archival data, and reported it to have the potential to be at least partially predictive of violence (Markey & Markey, 2010; Markey, Markey & French, 2015; Merritt, LaQuea, Cromwell, & Ferguson, 2016). ! The influence of video game violence on adolescents has been and continues to be a current topic among psychologists, psychiatrists, the media, policymakers, and the general public. ! When the first arcade video game, Pong, was released in the 1970s, very few people had concerns. ! Since this time, graphics have become more developed with characters engaging in morbid battles that look realistic. Realistic violent video games like Mortal Kombat sparked congressional hearings. ! The hearings resulted in the establishment of the Entertainment Software Rating Board. It was this board’s responsibility to implement a rating system and label all games alerting consumers to the content. ! Lawsuits began in the 1990s claiming that video game producers were negligent in distributing materials to minors. ABSTRACT ! Research results have been mixed for many years, both supporting and refuting the correlation between VVGs and violent behaviors. ! As studies in the early 2000s began to emerge refuting the link between VVGs and actual violence, advocates desiring the removal of VVGs ignored the evidence. ! Those opposing VVGs argued that these games created violence in children even though the research did not support their stance (Ferguson, 2007; Ferguson et al., 2016; Markey, 2016; Olson, 2004; Vessey & Lee, 2000). ! Ferguson conducted numerous research studies but repeatedly failed to find supporting evidence correlating VVGs and actual violence (Ferguson, 2007; Ferguson et al., 2016; Ferguson, Olson, Kutner & Warner, 2014). ! In one study, however, Ferguson found a correlation between VVGs and violence in adolescents with depressive symptoms. ! Ferguson and colleagues (2014) also found that a child’s trait aggression and stress levels were better predictors of violence than exposure to VVGs. ! Even though the majority of research to date has concluded that VVGs are not related to severe forms of violence, the most recent studies have pointed to the possibility that individuals with pre- existing characteristics may be susceptible to violent media. ! Serious violent behaviors and crimes typically emerge around 12 years of age and peak around 14-15 years of age (Hein et al., 2017). ! Thus, before children reach this critical age period, it is important to identify those with the ‘perfect storm’ of personality and environmental risk factors. ! In such children, eliminating access to VVGs may prevent or reduce violent crimes. American Psychological Association (2010). Review of general psychology special issue on video games. Retrieved from http://www.apa.org/news/press/releases/2010/06/violent- video- games.aspx Bargeron, A. H., & Hormes, J. M. (2017). Psychosocial correlates of internet gaming disorder: Psychopathology, life satisfaction, and impulsivity. Computers in Human Behavior, 68, 388-394. Bartel, C. (2015). Free will and moral responsibility in video games. Ethics and Information Technology, 17(4), 285-293. Carras, M. C., Van Rooij, A. J., Van, d. M., Musci, R., Xue, Q., & Mendelson, T. (2017). Video gaming in a hyperconnected world: A cross-sectional study of heavy gaming, problematic gaming symptoms, and online socializing in adolescents. Computers in Human Behavior, 68, 472-479. Etchells, P. J., Gage, S. H., Rutherford, A. D., & Munafò, M. R. (2016). Prospective investigation of video game use in children and subsequent conduct disorder and depression using data from the avon longitudinal study of parents and children. PLoS ONE, 11(1), 11. Ferguson, C. J. (2007). The good, the bad and the ugly: A meta- analytic review of positive and negative effects of violent video games. Psychiatric Quarterly, 78(4), 309-316. Ferguson, C. J., & Olson, C. K. (2014). Video game violence use among vulnerable populations: The impact of violent games on delinquency and bullying among children with clinically elevated depression or attention deficit symptoms. Journal of Youth and Adolescence, 43(1), 127-136. Markey, P. M., & Markey, C. N. (2010). Vulnerability to violent video games: A review and integration of personality research. Review of General Psychology, 14(2), 82-91. U.S. Department of Justice, Office of Justice Programs. (2015). Statistical Briefing Book. ! Recently, it has been hypothesized that children with certain personality traits in combination with specific risk factors may behave aggressively after playing VVGs (Bargeron & Hormes, 2016; Etchells, Gage, Rutherford & Munafo, 2016; Ferguson et al., 2014; Sarda et al., 2016; Tortolero et al., 2014; Van Rooij et al., 2014). ! Markey (2016) stated that a certain combination or “perfect storm” of childhood personality traits might be aggravated by exposure to violent video games. ! Using the Five-Factor Model of Personality Traits (FFM), Markey (2016) found that children with high neuroticism, extraversion, and openness to experience, and low agreeableness and conscientiousness tended to experience greater adverse effects when playing VVGs. ! Using three of the five factors of the FFM, high neuroticism, low agreeableness, and low conscientiousness, Markey created a three- axis model which he refers to as a “spherical model.” ! When this model was tested with archival data, it significantly predicted post-VVG play aggression and hostility. Patricia Mojdara, MS & Kristine M. Jacquin, PhD The Psychological Effects of Violent Video Game Playing in Certain Children REFERENCES CONCLUSION INTRODUCTION FORENSIC IMPLICATIONS SPHERICAL MODEL RESEARCH SUPPORT INTRODUCTION (CONT.) ! The well-known tragedy at Columbine High School on April 20, 1999, precipitated numerous lawsuits. ! Among others, the entertainment company that produced the game “Doom” was named as a co-defendant. ! The judge found the company not liable. He stated, “The video game manufacturers and the creator of the movie the Basketball Diaries had no reason to suspect that Harris or Klebold would decide to injure their classmates and teachers. The defendants did not know Harris or Klebold, let alone their violent proclivities” (Pankratz, 2002; Vessey & Lee, 2000). ! With some forethought, the judge pointed to the direction research was to take (see research above and to the left). ! The lawsuits argued the games were violent and this caused the adolescent to become desensitized to violence. ! It was also believed that exposure to VVG content conditioned children to be more accepting of violence. ! For instance, the two shooters at Columbine High School were fans of violent video games. The lawsuits filed against the entertainment companies by parents of the Columbine victims argued against producing games that promoted violence. In particular, the parents stated that because of violent video games, school shootings had become common place along with other adolescent shootings ! (Ferguson, 2011; Markey, Markey & Fench, 2015; Vessey & Lee, 2000).

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Page 1: The Psychological Effects of Violent Video Game Playing in ... ACFP poster 2018.pdf · personality traits might be aggravated by exposure to violent video games. ! Using the Five-Factor

Violent crimes committed by adolescents have declined in recent decades (Hein et al., 2017). The estimated rate for 2015 was 45,900 compared to 94,800 for the year 2000 (OJJDP, 2015). At the same time, children and adolescents have gained greater access to horrific videos and images, many that can be viewed repeatedly if desired. Furthermore, the advances in technology in the form of violent video games (VVGs) have also been implicated as a cause of violent behavior especially in teens. Research into the validity of this assertion was equivocal initially, but with increased specificity, some strong relationships have been noted. For example, studies show interactions between certain personality traits and VVG play in predicting violent behavior. One researcher has proposed a model, tested it with archival data, and reported it to have the potential to be at least partially predictive of violence (Markey & Markey, 2010; Markey, Markey & French, 2015; Merritt, LaQuea, Cromwell, & Ferguson, 2016).

! The influence of video game violence on adolescents has been and continues to be a current topic among psychologists, psychiatrists, the media, policymakers, and the general public.

! When the first arcade video game, Pong, was released in the 1970s, very few people had concerns.

! Since this time, graphics have become more developed with characters engaging in morbid battles that look realistic. Realistic violent video games like Mortal Kombat sparked congressional hearings.

! The hearings resulted in the establishment of the Entertainment Software Rating Board. It was this board’s responsibility to implement a rating system and label all games alerting consumers to the content.

! Lawsuits began in the 1990s claiming that video game producers were negligent in distributing materials to minors.

ABSTRACT

! Research results have been mixed for many years, both supporting and refuting the correlation between VVGs and violent behaviors.

! As studies in the early 2000s began to emerge refuting the link between VVGs and actual violence, advocates desiring the removal of VVGs ignored the evidence.

! Those opposing VVGs argued that these games created violence in children even though the research did not support their stance (Ferguson, 2007; Ferguson et al., 2016; Markey, 2016; Olson, 2004; Vessey & Lee, 2000).

! Ferguson conducted numerous research studies but repeatedly failed to find supporting evidence correlating VVGs and actual violence (Ferguson, 2007; Ferguson et al., 2016; Ferguson, Olson, Kutner & Warner, 2014).

!  In one study, however, Ferguson found a correlation between VVGs and violence in adolescents with depressive symptoms.

! Ferguson and colleagues (2014) also found that a child’s trait aggression and stress levels were better predictors of violence than exposure to VVGs.

!  Even though the majority of research to date has concluded that VVGs are not related to severe forms of violence, the most recent studies have pointed to the possibility that individuals with pre-existing characteristics may be susceptible to violent media.

!  Serious violent behaviors and crimes typically emerge around 12 years of age and peak around 14-15 years of age (Hein et al., 2017).

!  Thus, before children reach this critical age period, it is important to identify those with the ‘perfect storm’ of personality and environmental risk factors.

!  In such children, eliminating access to VVGs may prevent or reduce violent crimes.

American Psychological Association (2010). Review of general psychology special issue on video games. Retrieved from http://www.apa.org/news/press/releases/2010/06/violent-video-games.aspx

Bargeron, A. H., & Hormes, J. M. (2017). Psychosocial correlates of internet gaming disorder: Psychopathology, life satisfaction, and impulsivity. Computers in Human Behavior, 68, 388-394.

Bartel, C. (2015). Free will and moral responsibility in video games. Ethics and Information Technology, 17(4), 285-293.

Carras, M. C., Van Rooij, A. J., Van, d. M., Musci, R., Xue, Q., & Mendelson, T. (2017). Video gaming in a hyperconnected world: A cross-sectional study of heavy gaming, problematic gaming symptoms, and online socializing in adolescents. Computers in Human Behavior, 68, 472-479.

Etchells, P. J., Gage, S. H., Rutherford, A. D., & Munafò, M. R. (2016). Prospective investigation of video game use in children and subsequent conduct disorder and depression using data from the avon longitudinal study of parents and children. PLoS ONE, 11(1), 11.

Ferguson, C. J. (2007). The good, the bad and the ugly: A meta-analytic review of positive and negative effects of violent video games. Psychiatric Quarterly, 78(4), 309-316.

Ferguson, C. J., & Olson, C. K. (2014). Video game violence use among vulnerable populations: The impact of violent games on delinquency and bullying among children with clinically elevated depression or attention deficit symptoms. Journal of Youth and Adolescence, 43(1), 127-136.

Markey, P. M., & Markey, C. N. (2010). Vulnerability to violent video games: A review and integration of personality research. Review of General Psychology, 14(2), 82-91.

U.S. Department of Justice, Office of Justice Programs. (2015). Statistical Briefing Book.

!  Recently, it has been hypothesized that children with certain personality traits in combination with specific risk factors may behave aggressively after playing VVGs (Bargeron & Hormes, 2016; Etchells, Gage, Rutherford & Munafo, 2016; Ferguson et al., 2014; Sarda et al., 2016; Tortolero et al., 2014; Van Rooij et al., 2014).

!  Markey (2016) stated that a certain combination or “perfect storm” of childhood personality traits might be aggravated by exposure to violent video games.

!  Using the Five-Factor Model of Personality Traits (FFM), Markey (2016) found that children with high neuroticism, extraversion, and openness to experience, and low agreeableness and conscientiousness tended to experience greater adverse effects when playing VVGs.

!  Using three of the five factors of the FFM, high neuroticism, low agreeableness, and low conscientiousness, Markey created a three-axis model which he refers to as a “spherical model.”

!  When this model was tested with archival data, it significantly predicted post-VVG play aggression and hostility.

Patricia Mojdara, MS & Kristine M. Jacquin, PhD

The Psychological Effects of Violent Video Game Playing in Certain Children

REFERENCES

CONCLUSION

INTRODUCTION

FORENSIC IMPLICATIONS

SPHERICAL MODEL

RESEARCH SUPPORT

INTRODUCTION (CONT.)

! The well-known tragedy at Columbine High School on April 20, 1999, precipitated numerous lawsuits.

! Among others, the entertainment company that produced the game “Doom” was named as a co-defendant.

! The judge found the company not liable. He stated, “The video game manufacturers and the creator of the movie the Basketball Diaries had no reason to suspect that Harris or Klebold would decide to injure their classmates and teachers. The defendants did not know Harris or Klebold, let alone their violent proclivities” (Pankratz, 2002; Vessey & Lee, 2000).

! With some forethought, the judge pointed to the direction research was to take (see research above and to the left).

! The lawsuits argued the games were violent and this caused the adolescent to become desensitized to violence.

!  It was also believed that exposure to VVG content conditioned children to be more accepting of violence.

! For instance, the two shooters at Columbine High School were fans of violent video games. The lawsuits filed against the entertainment companies by parents of the Columbine victims argued against producing games that promoted violence. In particular, the parents stated that because of violent video games, school shootings had become common place along with other adolescent shootings

! (Ferguson, 2011; Markey, Markey & Fench, 2015; Vessey & Lee, 2000).