Violent video games lead to brain activity characteristic of aggression, MSU researcher showsOctober 12, 2005EAST LANSING, Mich. - A Michigan State University researcher and his colleagues have shown that playing violent video games leads to brain activity pattern that may be characteristic for aggressive thoughts. In a functional magnetic resonance imaging (fMRI) study, 13 male research participants were observed playing a latest-generation violent video game. Each participant's game play was recorded and content analyzed on a frame-by-frame basis. "There is a causal link between playing the first-person shooting game in our experiment and brain-activity pattern that are considered as characteristic for aggressive cognitions and affects," said René Weber, assistant professor of communication and telecommunication at MSU and a researcher on the project. "There is a neurological link and there is a short-term causal relationship. "Violent video games frequently have been criticized for enhancing aggressive reactions such as aggressive cognitions, aggressive affects or aggressive behavior. On a neurobiological level we have shown the link exists." Weber conducted the research with his colleagues Klaus Mathiak of RWTH Aachen University (Germany) and Ute Ritterfeld of the University of Southern California. FMRI is a technique for determining which parts of the brain are activated by different types of physical sensation or activity, such as sight, sound or the movement of a subject's fingers. This "brain mapping" is achieved by setting up an advanced MRI scanner in a special way so that the increased blood flow to the activated areas of the brain shows up on functional MRI scans. Thirteen German male volunteers between the ages 18 and 26 participated in the study. The participants played a minimum of five hours of video games weekly. On average, participants played video games for 15 hours per week and started playing video games at the median age of 12. Eleven of the 13 subjects showed large observed effects that can be considered as caused by the virtual violence. Participants played the mature-rated first-person-shooter game "Tactical Ops: Assault on Terror" for five rounds, 12 minutes per round (an average of 60 minutes total), while in an fMRI scanner. Brain activity was measured throughout game play. Physiological measures were also taken. These data as well as audio data from the game were recorded and synchronized with the fMRI signal. Game-play recordings were content analyzed with a novel frame-by-frame method, which assessed whether virtual violence was involved at any moment during play. The video game industry is a $10 billion dollar industry in the United States and more than 90 percent of all U.S. children and adolescents play video games, on average for about 30 minutes daily. The National Youth Violence Prevention Resource Center reported in 2004 that a 2001 review of the 70 top-selling video games found 49 percent contained serious violence. In 41 percent of all games, violence was necessary for the protagonists to achieve their goals. In 17 percent of the games, violence was the primary focus of the game itself. "Mature" rated games are extremely popular with pre-teen and teenage boys who report no trouble buying the games. New-generation violent video games contain substantial amounts of increasingly realistic portrayals of violence. Elaborate content analyses revealed that the favored narrative is a human perpetrator engaging in repeated acts of justified violence involving weapons that results in some bloodshed to the victim. "However, it is essential to understand how violence is interpreted by players and that only a part of M-rated games contain concerning violence: that is, realistic, rewarded and justified violent activities of attractive perpetrators in real-life settings," added Weber. "Although there are probably more positive effects of playing all types of video games and even violent video games, such as socializing with peers or improving cognitive and physical abilities, it is important that we continue to explore this causal relationship we have shown in this research." The entire report of the research will appear in the January 2006 edition of Media Psychology. Michigan State University |
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| Related Violent Video Games Current Events and Violent Video Games News Articles Playing video games for better, not worse Some video games can make children kinder and more likely to help-not hurt-other people. Violent Video Games Can Improve Vision Video killed the radio star, the old song goes - but violent video games, a new Tel Aviv University study finds, can also improve the real-world vision of teens who play them. ISU psychologists explore public policy and effects of media violence on children Although hundreds of studies link media violence to aggression in children and adolescents, most public policy attempts to reduce children's media violence exposure in the U.S. have failed. Efforts to restrict children's access to violent video games have been struck down by the courts as infringing on children's First Amendment rights. ISU psychologists publish three new studies on violent video game effects on youths New research by Iowa State University psychologists provides more concrete evidence of the adverse effects of violent video game exposure on the behavior of children and adolescents. Violent video games leave teenagers emotionally aroused A new study has found that adolescents who play violent video games may exhibit lingering effects on brain function, including increased activity in the region of the brain that governs emotional arousal and decreased activity in the brain's executive function, which is associated with control, focus and concentration. ISU psychologists produce first study on violence desensitization from video games Research led by a pair of Iowa State University psychologists has proven for the first time that exposure to violent video games can desensitize individuals to real-life violence. Does playing violent video games increase aggression in teenagers? Playing violent video games seems to increase hostility and anger in teenagers, but it may not be just related to whether the game contains violence. A study carried out by Anna Warm, whilst at the Department of Psychology, University of Central Lancashire, presented today Thursday 7 September at The British Psychological Society's Social Psychology Section Annual Conference at Nottingham Trent University, explored the role of video game violence on short-term states of hostility, anger and anxiety. Dr. Warm carried out a preliminary study to identify two video games that were considered significantly different in terms of violent content. 192 people (114 undergraduates and 78 teenagers) we More Violent Video Games Current Events and Violent Video Games News Articles |
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