
WHAT DO 23 MARTIAL-ARTS FIGHTERS have in common with a talking Australian marsupial? According to one team of video game researchers, they’re identical.
Last year, the journal Aggressive Behavior published a study by a group of Dutch psychologists examining gaming and violence in children. As in most video game research, a lack of fundamental video game knowledge led to a study no gamer would consider credible.
Other psychologists, social scientists, court judges and game industry spokespeople have voiced disapproval of research that purportedly links video games with violence or aggression. Among many criticisms, they say results found in labs are not related to what occurs in the real world, measures of violence and aggression are inconsistent and unreliable, researchers ignore contradictory evidence, and journals are more likely to publish articles that cast gaming in a bad light.
There is also a much more basic criticism of video game research that needs to be made. The researchers, quite simply, don’t understand video games.
In a common videogame research setup, the Dutch psychologists divided their participants into groups in which some would play a violent game and some would play a non-violent game. They then measured aggression levels afterward. (The Dutch study also included a group that only watched the “violent” game being played). The Dutch psychologists chose PlayStation games Tekken 3 and Crash Bandicoot 2 as their contrasting games, assuring readers that the former “differed only on violent content” from the latter.
Anyone suggesting that the presence of violence is the only difference between Tekken 3 and Crash Bandicoot 2 cannot be taken seriously. Tekken 3 is a one-on-one fighting game in which the player controls one of 23 combatants (most human, some cyborgs and humanoid creatures, plus one trained bear) in a mixed martial arts tournament. The character models are lifelike as much as 1998’s polygonal graphics technology would allow, but many of their fighting techniques are unrealistic. One fighter can teleport, for example.
Crash Bandicoot 2, on the other hand, is an action/adventure game with 3D, cartoon-style graphics. Players control Crash, an anthropomorphic bandicoot, who runs and leaps through Australia-inspired environments, dodging traps and defeating humanoid animal enemies by jumping on them, spinning into them or body slamming them.
Tekken 3 involves playing a series of timed fights, whereas Crash Bandicoot 2 lets players explore environments and progress through levels. The gameplay is different. The graphic styles are not the same. The characters are mostly human in one, mostly animals in the other. The control schemes don’t match. Plus, Crash Bandicoot 2 isn’t even non-violent. Players kill Crash’s enemies when they attack them.
Saying the games differ “only on violent content” is false, but the assertion is typical of the kinds of mistakes researchers make when they’re studying videogames. Researchers often pair up completely unrelated games but act like they’re equivalents. One experiment contrasts sci-fi first-person horror game Doom 3 with falling-bricks puzzle game Tetris. Another pairs dark and suspenseful stealth game Manhunt with a colourful, fast-paced game based on the Animaniacs cartoon. Modern blockbuster titles with lifelike graphics and complex gameplay are compared with shareware versions of Pac-Man. You get the feeling that if video game researchers studied fruit, they’d see no difference between an apple and an orange.
Most researchers assume that video games are completely interchangeable with one another, a concept any gamer would find as ludicrous as the idea that all books are the same or all movies are basically identical. One study by two American media researchers acknowledged this limitation. In an article published in the Journal of Communication in 2007, James Ivory and Sriram Kalyanaraman carefully chose to contrast violent and non-violent games with very similar gameplay styles and presentations. Probably not coincidentally, their study found no significant differences in aggression levels between the players of the different games.
Many of the errors that researchers make would be obvious to video game players. One study using gore-filled fighting game Mortal Kombat: Deadly Alliance measured aggressive acts within the game only when players used weapons, but not when using their fighters’ hands and feet. Mortal Kombat fans would point out that doing the most damage in the game has nothing to do with using weapons or not. Another study found players of zombie-shooting game House of the Dead 2 were faster at identifying angry faces than players of a kayaking game. The study’s authors considered this evidence that violent games produce aggressive thinking. Gamers would point out that House of the Dead 2 is a reflex-oriented shooting game. Success in the game specifically relies on being able to quickly identify angry faces. Surely, that would have affected the study’s results.
While individual experiments suffer many design flaws like these, the most common problems come from how researchers define which games are violent or aggressive. People familiar with gaming know there is more than one kind of violence. Researchers, though, are shockingly imprecise. They don’t distinguish between violence done to innocents or done to “bad guys,” humans or animals, living beings or machines, monsters or supernatural creatures, vehicles or property, soldiers or terrorists, or the many other contexts that affect how players perceive violence. We’d never lump movies together that way. We all know there’s a difference between the violence in Saving Private Ryan, The Dark Knight and Kung Fu Panda.
The same differences exist in video games. The Mortal Kombat series is notoriously gory, but gamers see the blood and guts as ridiculous, not realistic. The Super Mario games are considered non-violent, but gaming icon Mario actually kills hundreds of creatures by crushing them with his body weight, hurling fireballs at them or feeding them bombs. Second World War games like Call of Duty are violent shooters, but players re-enact real historical battles in them and nobly liberate the virtual world from Axis forces. All are violent, but in radically diverse ways.
Researchers also don’t say whether a game’s level of violence is related to the quantity of violence or the brutality of the violence. Does a single violent act make a game violent? Is a game with no blood less violent than a game that shows blood, even if the actions are the same? Does a game still count as violent if the player witnesses violence rather than acting it out?
In some studies, researchers use rankings to evaluate how much violence a person experiences in their regular game-playing. The results look scientific and mathematical, but they’re useless. For example, two German psychologists, Ingrid Möller and Barbara Krahé, used rankings by six university students to assign subjective numerical values to games. A ranking of five represented a vague “high level of violent content.” Adolescents listed games they played and then the psychologists classified each child depending on how high the total violence ratings of his or her games were.
The study, and others that use a similar system, has two main flaws. Without a precise definition of violence, it’s hard to determine why certain games were ranked higher than others. Many rankings make little sense. The fantasy strategy game WarCraft’s low rating of 2.67 is strange given that it’s a war simulator whereas Second World War game Medal of Honor received a 4.75 rating. Were the differences due to WarCraft’s fantasy setting (humans fighting orcs), Medal of Honor’s use of guns or because WarCraft’s bird’s-eye view distances players from the killing whereas Medal of Honor uses a first-person perspective? It’s impossible to tell and calls the accuracy of the ratings into question.
The other flaw is that assigning numbers to the games doesn’t give us any useful information. What is the difference between a game with a 2.00 rating and a 4.00 rating? Is the latter twice as violent? If so, what does “twice as violent” mean? More weapons? More instances of violence? More blood? When measuring distance, we can tell the difference between 2.00 cm and 4.00 cm because we know precisely what the numbers represent. Ranking games with numerical values gives the illusion of precision without really meaning anything.
Some researchers point out the results of their experiments are limited to the specific game or genre they used. Most don’t. They generalize their results as if they applied to all “violent video games,” a feat that’s even more ridiculous since they don’t define what a “violent video game” is. Many pick questionable games in their research as well, choosing titles with extreme levels of violence that were never particularly popular with gamers and contrasting them with amateurish, low-quality free games that no one’s ever heard of. And then these are supposed to represent all video games.These leaps of illogic make reading video game research like peering into a parallel universe, where everything may seem internally consistent, but nothing matches up with the real world. Researchers cite flawed studies as proven fact, then base their assumptions on those mistakes and carry out the same errors in their own experiments. Next, their research is uncritically reported by the media, is used as evidence by politicians and lawyers to restrict game sales, and scares panic-prone parents across the world. A growing number of academics (e.g., Andrew Przybylski, Christopher Ferguson) more familiar with gaming are calling for the research to improve. If it does, it will be a change misrepresented gamers have deserved for a long time.
19 Comments
I see you are still trying to give them the benefit of the doubt — this has been TOO OBVIOUS for TOO LONG for it to be because of incompetence.
It is very, very clear that these studies do EXACTLY what they are intended to do — mislead the “audience” — and that it is not by accident.
These studies are criminal fraud/perjury when used as evidence for anything, in my opinion. They are fake from the ground up with the intended “findings” being designed to cripple the video game industry.
All you are doing here is giving them a pass. Scientific fraud is still fraud, and the authors of these studies should be punished in some way — be it loss of funding or tenure at their university, or even criminal charges if the authors attempt to use the study for anything but toilet paper.
Posted by Karmakaze on June 7, 2009
While researchers are surely the ones who bear the most blame in this arena, it’s important to note that there are others who aid them in misinforming the general public.
Scientific journals, supposedly edited by those who know enough of statistical research to pass judgment on such material, will often publish studies filled with enough biases even a Statistics 101 student would reject them. This needs to stop.
Publicists for the researchers, scientific journals and/or firms involved in conducting the research often draw ridiculous conclusions from the results of otherwise innocuous studies, and send them to news organizations. This needs to stop.
Journalists at those news organizations who are lazy or undercompensated will turn those same conclusions into cheap news stories without bothering to check the original study. This needs to stop.
Finally, the general public will often accept these news stories without question simply because they seem to come from a reliable source.
We need to stop trusting everything we read — and start holding our media accountable for publishing misleading information. Then, without a market for misleading studies like the ones you reference above, researchers will be forced to work smarter from the get-go.
Posted by Sean on June 7, 2009
This is a quite timely article, but how about applying your own logic for a moment? Not all researchers are the same, you know. There’s a large group of researchers who are doing their very best to document the use and culture of digital games, and who know perfectly well the difference between games. You mention that briefly at the end, but I’d suggest a quick look at journals such as gamestudies.org, Games and Culture (Sage), and eludamos.org, for a start.
None of the researchers working in this field will disagree with your sentiment though: That we need to read with a critical eye, and that we need to learn a lot more about games and gaming in order to understand it, than what often reaches the newspapers.
Posted by Torill on June 8, 2009
It’s not surprising about the lack of video game knowledge among researchers, especially the older ones since they didn’t grow up with video games. Further, being a professor (or an academic) is quite hard to balance a lot of things (e.g. teaching, researching, writing research papers, reading research papers, writing for grants, administrative stuff, family life, supervising grad students, etc.), so for some individuals, they don’t play video games quite as often for them to familiarize.
You have pointed an insightful flaw about using one video game per condition, there were some studies that tried using multiple video games per condition to address that flaw, but their analyses showed no differences between them. Of course, they based their analyses not on the variables of interest, but on something else, the video game ratings scale (more on that later).
If I were a researcher, picking one video game would be the most simplest because the more games we add, the more participants we need and the more complex the statistical analysis will become. Getting participants is an arduous task ,IMO, you need a carrot on a stick which means money, money, money from a granting agency who you’d have a tough time convincing them that it’s worth it.
Now on to the video game ratings scale, how researchers rate video game violence. Usually, the participants themselves rate the video games in terms of several factors, including violence, excitement, realism, how fast the action, etc. So the numbers come from the participants’ subjective responses. Indeed, you WILL have participants who have very different definitions of what is violence (speaking as someone who did a media effects research project). But it will work out nicely when you have a large enough sample. Indeed, the numbers may be meaningless, so a 4 is not the double of a 2. But, it does SUGGEST that participants see the violent and non-violent games differently.
Onto your last paragraph, the sole reason (IMO) in using obscure or extremely violent video games is usually concerned having problems with confounding variables. One: using Halo is not advisable since most gamers had played it and therefore had experience of it of which that experience may influence the results of a study (although it would be interesting to see the effects of video game familiarity). One example could be that a participant might have bad experiences or one finds this game too boring, or academic-wise they might be desensitized. Hence, the use of obscure games. Two: (IMO) researchers want the clearest depiction of violence, hence the extreme levels because mentioned earlier someone will have a very different definition of violence and gore. So, people don’t see Mario as violent character because of the apparent non-violent nature whereas the blood and gore of Call of Duty is more violence apparent. You could say people (mostly directed to non-gamers) don’t see the underlying themes in these games.
Posted by janarius on June 8, 2009
Videogames are only beginning to become a part of our lives…
Posted by Cody on June 12, 2009
Not all gamea are meant to bring harm to the gamer in real life. Actually, I read this article: http://www.articlecounty.com/index.php?page=article&article_id=445816 I was given a new outlook towards video games. It’s really interesting to think that video games have good effects as well.
Posted by Schmidt on July 14, 2009
I would love to be a participant in such a study… preferably on the ‘non-violent’ video-game side.
I would, at some point during the gaming session, start to pummel the living crap out of the other players and researchers in the area, screaming nonsense about the games control on my mind.
Posted by Adamant on July 16, 2009
I think a whole lot of this is confused between young people playing extremely violent games obviously marked as adult. This is a problem for the parents; if they feel comfortable with letting their children play games marked with adult tab for graphic violence, it’s the same as they let them watch adult violent movies, or hard-core porn for that matter.
It’s a generalisation problem, which seems harsh, just like Elvis, or Beatles or Judas Priest, or anything else that the next older generation doesn’t understand. I still think Elvis should be banned, just because it sounds so… produced. So much unlike the overproduced punk of the 80s.
Anyway, shooter games are violent, because they’re meant to be. Depiction of violence is okay, any depiction of sex is forbidden, unless it is indirect, like in having characters like Betty Boop. Reality be damned, big eyes and big boobs make it ok.
Posted by Humwawa on July 16, 2009
It’s lucky that playing video games has been show to actually improve intelligence due to their interactive qualities. They’re all about mastering a system, whether in single or multiplayer.
Posted by FunLover on July 20, 2009
I do find the comment about ‘only varying levels of violence’ to be like comparing ex-president Bush (either, for that matter) to Winston Churchill to Hitler to Ghandi, as their only ‘real difference’ is the amount of leadership they had. Imagine the outrage people who follow history or politics would have. I mean, next they are going to tell us that ‘Grave of the Fireflies’ and ‘Hamtaro’ are only different in their levels of violence….
Posted by acce245 on July 21, 2009
If researchers really wanted to judge the effects of violence in video games, they should select a single game that has both violent and non-violent portions (Half-Life 2, for example, has several puzzle-solving sections), and have one group play a violent portion, and another group a non-violent one. This method controls for many more variables than any of the laughable studies that proclaim links to real world violence.
There may actually exist some correlation between media violence and real violence, but most of the studies so far on the matter are nigh-fraudulent in their methodologies. If such a link existed, it would need to be truthfully researched, and knowledge of it must not based on what essentially amounts to paranoid speculation.
Posted by Prof. Faust on July 28, 2009
Someone needs to send this article to every single game researching institute in the U.S. Along with a subpoena calling out the so-called ‘scientists’ on charges of falsifying scientific evidence in an attempt to ruin a major media industry. If these jackasses keep filling the ‘concerned’ parents’ heads with this balogna, it could easily cripple the economy even more than it is alreay. Think of how many jobs would be lost if more and more people took their findings seriously!
Posted by AAGarcia on August 2, 2009
good article, maybe these researchers need to play some games, get inside gamers head? that way they know the true beauty of gaming, and not as a violent raging simulator or w/e they think it is, they need to know that we play these games for fun and not for real.
Posted by unknown on November 7, 2009
One of my favorite games out there is Grand Theft Auto IV. I have played the expansions and have pretty much cleared the entire game. Off screen in the real world I am considered by myself and many others, a pacifist as I would never bring harm to another person.
Posted by random stumbler on November 15, 2009
The only bad things about video games is that they make you fat (if you play constantly and eat junk) which ironically would make you useless and totally unable to commit any violent acts. (A fat person cannot steal something and run away nor can they perform any crazy karate moves.) Video games probably keep “juveniles” off the streets.
Posted by Joe on January 7, 2010
You gotta realize there is money to be made by the psychologists here. If they can convince enough politicians that videogames are a core cause of violent behavior, they get more grant money to research the problem more thoroughly. They can then “diagnose” various addictions, imbalances and psychosis among video gamers which allows researchers to recommend various “treatments” to the politicians who will then fund “research” into various medications intended to treat all the terrible, violent mental illnesses that gamers suffer from. The next phase is to convince politicians/educators/parent groups that any non-conformist behavior observed among gamers is the result of dire and potentially deadly mental instabilities that resulted only from the playing of violent games and that only “medication” and “therapy” can save them from themselves and eliminate potential threats to society. The aforementioned government/education/parent groups will then plead with the psychologists and psychiatrists to “cure” the gamers and will be willing to shell out obscene amounts of money for all the “medications”. Massive spending bills will be passed among various governing bodies and the marketing machine of BIG MEDICINE will continue to have it’s gears greased by the sweat and labors of the taxpayers.
Posted by RD on February 5, 2010
I think that the only way to ever achieve a credible video games rating system would be to submit the game to games/pc magazines for their content ratings on the game, and perhaps record many bits of the gameplay throughout the whole game to submit to the people who rate films for the same purpose, and get everyone’s opinion, and there should be a standardized scale to rate things on. THEN it should go to the games rating committee. That’d make it a lot of work, but it’d get done right that way.
Posted by Matt on February 20, 2010
There has been some concern lately as to how video gaming in young children and now even toddlers affects language development and social skills. I would like to see some solid research in this are. Do you know of any? Apparently, some psychologists and educators are concerned that children spend far less time interacting with other human beings, learning about body language, learning how to carry a conversation, etc. I wonder about these games that are targeted at 1-3 year olds who should be playing with three dimensional objects and interactig with live adults and other toddlers. Any ideas?
Posted by Bonnie Tittaferrante on March 30, 2010
@Bonnie:
It has been long documented that ‘play’ in general is one of the most effective learning tools for young children. It’s coming to light now that video games in general improve hand/eye coordination, problem solving, reaction time, and decision making even in adults. I’ve included one link below that shows how lessons created in the form of games is helping High School biology students to learn the early principles of biology quickly and with better retention than with textbooks and lectures alone. There are numerous pieces of research other than blogs and public media that can be accessed, though not from where I am right now.
http://www.scienceprogress.org/2008/08/better-learning-through-video-games/
On your second bit, I think that the move on many games right now, starting with games meant for teenagers and college students but moving into other demographics, is on multiplayer and mass multiplayer settings. With technologies like integrated VOIP the level of human interaction in these games falls somewhere between a phone conversation and a face to face interaction. As this trend continues and interactive technology approves, games for children may move more towards interactive playdates with others around the world, not only helping the children with basic knowledge, but also with cultural integration and respect.
I hope this is helpful.
Posted by Thomas on May 4, 2010