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Craig A. Anderson, Ph.D.
Professor & Chair
Department of Psychology
Iowa State University
Copyright 2002 by Craig A. Anderson
Craig Anderson of Iowa State University is a preeminent researcher
in the field of media violence. He has recently released this document
which gives answers to Frequently Asked Questions (FAQs) about violent
video games and other media violence.
1. You have been reviewing 50 years of research
on media violence and aggression: what have the main research steps
been?
2. How does exposure to media violence increase
later aggressive behavior?
3. Is there a difference between the effects of
TV/movie violence versus video game violence?
4. Are results of video game studies consistent?
Are some social groups more susceptible to the negative effects
of violent video games than others? Are some groups immune to these
effects?
5. How important is the distinction between realistic
violence versus fantasy violence?
6. Aren’t there studies of violent video games that
have found no significant effects on aggression?
7. But what about the claims made by the media industries
and by some other media violence experts, who say that the existing
research evidence shows no effects of violent media?
8. But haven’t other media violence experts also
claimed that there is no valid scientific evidence linking media
violence to aggression?
9. Are there any evaluations of the media violence
research literature done by groups who have the appropriate expertise
but who are not themselves media violence researchers?
10. The claim has been made that in terms of the
general public’s beliefs about media violence effects, we are currently
in a situation that is very similar to where the public was some
30 years ago in the tobacco/lung cancer issue. In what ways are
these two cases similar? Dissimilar?
11. The U.S. Senate invited you to deliver an expert’s
opinion on violent video games in March, 2000. Has anything changed
in the video game research literature since then?
12. What is your advice concerning public policy
towards violent entertainment media, particularly violent video
games?
13. Does violence sell?
14. Where can I find more information about media
violence?

Question 1:
You have been reviewing 50 years of research on media violence and
aggression: what have the main research steps been?
Most of the early research focused on two questions:
1. Is there a significant association between exposure to media
violence and aggressive behavior?
2. Is this association causal?
The results, overall, have been fairly consistent across types
of studies (experimental, cross-sectional (often called “correlational”),
and longitudinal (another type of “correlational” study). There
is a significant relation between exposure to media violence and
aggressive behavior. Increased exposure leads to increased aggressive
behavior. A single exposure can increase aggression in the immediate
situation. Repeated exposure leads to general increases in aggressiveness
over time. This relation is causal.

Question 2:
How does exposure to media violence increase later aggressive behavior?
Although a few of the early studies investigated underlying psychological
mechanisms, most focused on testing the linkage between exposure
to media violence and aggressive behavior. More recent research
has focused somewhat more on the underlying psychological mechanisms.
We now have a pretty clear picture of how exposure to media violence
can increase aggression in both the immediate situation as well
as in long term contexts.
Immediately after exposure to media violence, there is an increase
in aggressive behavior tendencies because of several factors.
1. Aggressive thoughts increase, which in turn increase the likelihood
that a mild or ambiguous provocation will be interpreted in a hostile
fashion.
2. Aggressive (or hostile) affect increases, which is directly
related to aggressive behavior.
3. General arousal (e.g., heart rate) increases, which tends to
increase the dominant behavioral tendency. If the dominant behavioral
tendency in the present situation is aggressive, then the increased
arousal will further increase that tendency.
4. People learn new aggressive behaviors by observing, and will
reenact them almost immediately afterwards if the observed aggression
was successful in producing desired results and if the situational
context is sufficiently similar.
Repeated exposure to media violence over time increases aggression
across a range of situations and across time because of several
related factors.
1. Repeated exposure creates more positive attitudes, beliefs,
and expectations regarding aggressive solutions to interpersonal
problems.
2. It leads to the development of aggressive scripts, which are
basically ways of thinking about how the social world works. Once
learned, such scripts influence how one interprets events and one’s
behavioral decisions. Heavy media violence consumers tend to view
the world in a more hostile fashion, and tend to respond with more
aggressive behaviors.
3. It decreases the relative cognitive accessibility of nonviolent
ways to handle conflict. In other words, people are less able to
generate and carry out nonviolent solutions.
4. It produces an emotional desensitization to aggression and violence.
Normally, people have a pretty negative emotional reaction to conflict,
aggression, and violence, and this can be seen in their physiological
reactions to observation of violence (real or fictional, as in entertainment
media). Repeated exposure to violence reduces this negative emotional
reaction.
5. Repetition increases learning, including learning how to aggress.

Question 3:
Is there a difference between the effects of TV/movie violence versus
video game violence?
Most of the research has focused on TV/movie violence (so-called
“passive” media), mainly because they have been around so much longer
than video games. However, the existing research literature on violent
video games, experimental and correlational, has yielded the same
general types of effects as the TV and movie research. Of course,
there currently are no large scale longitudinal studies of violent
video game effects. Such studies will require additional time and
resources.
At a theoretical level, there are reasons to believe that violent
video game effects may prove larger than TV and movie effects. However,
this is a very difficult research question, and to date it has not
been adequately examined, so there currently is no definitive answer.

Question 4:
Are results of video game studies consistent? Are some social groups
more susceptible to the negative effects of violent video games
than others? Are some groups immune to these effects?
There is some research suggesting that individuals who are already
fairly aggressive may be more affected by exposure to violent video
games, but it is not yet conclusive. There aren’t enough large scale
studies using video games to yield a conclusive answer.
However, there is some reason to believe that the negative effects
of exposure to media violence in general (including TV/movies) may
be larger for some groups of people than others. Occasionally, they
appear larger for boys than girls, but that may no longer be true
(at least, in U.S. society). Some of the observed gender differences
in media violence studies may have occurred because measures of
aggression often focus on boy-type aggression (e.g., physical aggression)
rather than girl-type aggression (e.g., relational aggression).
In general, people who already are highly aggressive sometimes
appear to be more affected by media violence in the immediate situation
than those who are not highly aggressive. But again, this doesn’t
always occur. Those from poorer backgrounds may be more at risk,
but that may be because they tend to be exposed to higher levels
of media violence, or because of other aggression-enhancing factors
present in their environments. There is also some evidence that
younger people (children, young adolescents) are more negatively
affected by exposure to media violence than adults. However, a recent
longitudinal study in Science magazine (March 29, 2002) revealed
that even young adults are negatively affected.
Two additional points are worth remembering.
1. No one has ever identified a group of people who consistently
appear immune to the negative effects of media violence.
2. Extreme aggression, such as aggravated assault and homicide,
typically occurs only when there are a number of risk factors present.
Exposure to violent media is only one risk factor. In other words,
none of the risk factors are “necessary and sufficient” causes of
extreme aggression. Of course, cigarette smoking is not a necessary
and sufficient cause of lung cancer, even though it is a major cause
of it.

Question 5:
How important is the distinction between realistic violence versus
fantasy violence?
This is an extremely important question because it is so frequently
misunderstood. Many people tend to think: “Well, it is just a game,
the boy (girl) understands the difference between entertainment
violence and reality. Therefore, we shouldn’t worry about fantasy
violence.” One of the great myths surrounding media violence is
this notion that if the individual can distinguish between media
violence and reality, then it can’t have an adverse effect on that
individual. Of course, the conclusion does not logically follow
from the premise. And in fact, most of the studies that have demonstrated
a causal link between exposure to media violence and subsequent
aggressive behavior have been done with individuals who were fully
aware that the observed media violence was not reality. For instance,
many studies have used young adult participants who knew that the
TV show, the movie clip, or the video game to which they were exposed
was not “real.” These studies still yielded the typical media violence
effect on subsequent aggressive behavior.

Question 6:
Aren’t there studies of violent video games that have found no significant
effects on aggression?
Yes, such studies do exist. In any field of science, some studies
will produce effects that differ from what most studies of that
type find. If this weren’t true, then one would need to perform
only one study on a particular issue and we would have the “true”
answer. Unfortunately, science is not that simple. As an example,
consider the hypothesis that a particular coin is "fair,” by
which I mean that upon tossing it in the air it is equally likely
to come up “heads” as it is to come up “tails.” To test this hypothesis,
you toss it 4 times, and it comes up heads 3 times (75% heads).
I toss it 4 times and get 2 heads (50%). My two graduate students
toss it 4 times each, getting 4 tails and 2 heads (0% heads, 50%
heads, respectively). What is the answer? Is the coin fair? Why
have different people gotten different results? Well, part of the
problem is that each of us has conducted a “study” with a sample
size that is much too small to produce consistent results. We each
should have tossed the coin at least 100 times. Had we done so,
each of us would have had about 50% heads (if the coin was truly
a “fair” coin). But we still wouldn’t have gotten the exact same
results. Chance plays some role in the outcome of any experiment.
So even if all the conditions of the test are exactly the same,
the results will differ to some extent. Of course, in the real world
of science the situation is much more complex. Each study differs
somewhat from every other study, usually in several ways.
So, given that we know that different scientific studies of the
same question will yield somewhat different results, purely on the
basis of chance, how should we go about summarizing the results
of a set of studies? One way is to look at the average outcome across
studies. This is essentially what a meta-analysis does. And when
one does a meta-analysis on the media violence research literature,
the clear conclusion is that the results are quite consistent. Similarly,
meta-analyses of the violent video game studies also yield surprisingly
consistent results. On average there is a clear effect: exposure
to media violence (including violent video games) increases subsequent
aggression. Some of the few contradictory studies can be explained
as being the result of poor methods, others may suffer from a too
small sample size. But the main point is that even well conducted
studies with appropriate sample sizes will not yield identical results.
For this reason, any general statements about a research domain
must focus on the pooled results, not on individual studies.

Question 7:
But what about the claims made by the media industries and by some
other media violence experts, who say that the existing research
evidence shows no effects of violent media?
The various entertainment media industries have lots of money to
spend on trying to convince the general public and political leaders
that there is nothing to worry about. And they do spend large sums
on this. Unlike the research community, which is interested in scientific
truth, the media industry is very concerned about profits and will
do almost anything to protect those profits. A recent book by James
Steyer titled “The Other Parent: The Inside Story of the Media’s
Effect on Our Children,” reveals much about how this works in the
U.S.. I suspect that most people would be shocked by many of the
revelations contained in this book (published by Simon & Schuster,
2002). I personally have witnessed media industry lobbyists lie
about a factual issue, watched them get caught in that lie, and
then seen the same lobbyist deliver the same lie to a different
group a year later. So, whenever listening to an expert, one must
first distinguish between real vs. industry-supported experts.

Question 8:
But haven’t other media violence experts also claimed that there
is no valid scientific evidence linking media violence to aggression?
Yes, and no. The media industries seek out, promote, and support
“experts” who will make such claims. There are several such “experts”
who have made their careers by bashing legitimate research. Examining
the credentials of these industry-supported experts is quite revealing.
Many do not have any research training in an appropriate discipline.
Some are so opposed to any access restrictions, even for children,
that scientific “truth” is irrelevant to them. Furthermore, they
often fail to realize the importance of distinguishing between scientific
facts and public policies. Of those who do have advanced degrees
in an appropriate discipline (for example, social psychology), almost
none of them have ever conducted and published original empirical
research on media violence. That is, they have never designed, carried
out, and published a study in which they gathered new data to test
scientific hypotheses about potential media violence effects. In
other words, they are not truly experts on media violence research.
Again, to get at the truth, one must distinguish between actual
vs. self-proclaimed (and often industry-backed) experts.

Question 9:
Are there any evaluations of the media violence research literature
done by groups who have the appropriate expertise but who are not
themselves media violence researchers?
Interestingly, a number of health profession organizations have
asked their own experts to evaluate the media violence research
literature. One of the most recent products of such an evaluation
was a “Joint Statement on the Impact of Entertainment Violence on
Children,” issued by six medical and public health professional
organizations at a Congressional Public Health Summit on July 26,
2000. This statement noted that “...entertainment violence can lead
to increases in aggressive attitudes, values, and behavior, particularly
in children.” The statement also noted that the research points
“...overwhelmingly to a causal connection between media violence
and aggressive behavior in some children.” The six signatory organizations
were: American Academy of Pediatrics, American Academy of Child
& Adolescent Psychiatry, American Medical Association, American
Psychological Association, American Academy of Family Physicians,
and the American Psychiatric Association. Along the same line, several
reports by the U.S. Surgeon General have concluded that exposure
to media violence is a significant risk factor for later aggression
and violence.

Question 10:
The claim has been made that in terms of the general public’s beliefs
about media violence effects, we are currently in a situation that
is very similar to where the public was some 30 years ago in the
tobacco/lung cancer issue. In what ways are these two cases similar?
Dissimilar?
The medical research community knew that cigarette smoking causes
lung cancer long before the general public came to hold such beliefs.
In fact, there are still sizable numbers of smokers who don’t really
believe this to be true. The tobacco industry was quite effective
keeping the public confused regarding the true causal effect of
tobacco on lung cancer. Among other tactics, they promoted “experts”
who claimed that the research was badly done, or was inconsistent,
or was largely irrelevant to lung cancer in humans. The media industries
have been doing much the same thing, seeking out, promoting, and
supporting “experts” willing to bash media violence research.
The tobacco industry successfully defended itself against lawsuits
for many years. There have been several lawsuits filed in the U.S.
against various video game companies in recent years. As far as
I know, none have been successful yet.
One big difference between the tobacco industry case and the violent
media case is that the main sources of information to the public
(e.g., TV news shows, newspapers, magazines) are now largely owned
by conglomerates that have a vested interest in denying the validity
of any research suggesting that there might be harmful effects of
repeated exposure to media violence. The tobacco industry certainly
had some influence on the media, because of their advertising revenues,
but the violent media industries are essentially a part of the same
companies that own and control the news media. Thus, it is likely
to be much more difficult for the general public to get an accurate
portrayal of the scientific state of knowledge about media violence
effects than it was to get an accurate portrayal of the tobacco/lung
cancer state of scientific knowledge. Given that it took 30-some
years for the public to learn and accept the tobacco/lung cancer
findings, it seems unlikely that we’ll soon see a major shift in
the public’s understanding of media violence effects. Indeed, a
recent study that my colleague Brad Bushman and I published (American
Psychologist, volume 56, 2001) suggests that the media violence/aggression
link was firmly established scientifically by 1975, and that news
reports on this research have gotten less accurate over time.

Question 11:
The U.S. Senate invited you to deliver an expert’s opinion on violent
video games in March, 2000. Has anything changed in the video game
research literature since then?
Yes, since that time a number of new video game studies have been
published. In addition, my colleagues and I have done several meta-analyses
of all of the video game studies. It is even clearer today than
it was at that earlier date that violent video games should be of
concern to the general public. That is, even stronger statements
can now be made on the basis of the scientific literature. There
are still gaps and many unanswered questions, of course.

Question 12:
What is your advice concerning public policy towards violent entertainment
media, particularly violent video games?
I try very hard to restrict my role in this debate to that of an
expert media violence researcher. After all, that’s what my training
is in, and what I have devoted much of my life and career to doing.
So, when the U.S. Senate (or anyone else) asks what the current
scientific research literature shows, I tell them as plainly and
clearly as possible. There is a “correct” answer to such a question,
and I do my best to convey that answer. When asked what society
should do about it, well, that’s a political question that should
(in my view) be publicly debated. There is no single “correct” answer
to this public policy question because a host of personal values
are relevant to the debate, in addition to the relevant scientific
facts. Because different people will weight these personal values
differently, people who all agree on the relevant scientific facts
may reasonably come to hold different public policy opinions. For
example, someone who highly values open access to all types of media
for all age groups, and indeed holds this to be a more important
value than reducing societal violence, can reasonably agree with
the scientific evidence that exposure to media violence increases
aggression and still oppose any public policy action that would
restrict access. For this reason, my personal views about the appropriateness
of this versus that potential public policy are not terribly relevant
to the public policy debate. But my scientific expertise is very
relevant to the scientific questions. Thus, my reluctance to get
drawn into public policy debates is based on my desire to retain
my role as a science expert.
Nonetheless, I am willing to give a vague answer to the public
policy question. Given the scientific evidence that exposure to
media violence increases aggression in both the short-term and the
long-term, and given my belief that the level of aggression in modern
society could and should be reduced, I believe that we need to reduce
the exposure of youth to media violence. My preference for action
is to somehow convince parents to do a better job of screening inappropriate
materials from their children. It is not an easy task for parents,
and perhaps there are appropriate steps that legislative bodies
as well as the media industries could take to make it easier for
parents to control their children’s media diet. But of course, as
long as the media industries persist in denying the scientific facts
and persist in keeping the general public confused about those facts,
many parents won’t see a need to screen some violent materials from
their children. Ironically, the industry’s success in keeping parents
confused and in making parental control difficult is precisely what
makes many citizens and legislators willing to consider legislation
designed to reign in what they perceive to be an industry totally
lacking in ethical values.

Question 13:
Does violence sell?
Clearly, violence does sell, at least in the video game market.
But it is not clear whether the dominance of violent video games
is due to an inherent desire for such games, or whether this is
merely the result of the fact that most marketing dollars are spent
on promoting violent games instead of nonviolent ones. One great
irony in all of this is the industry belief that violence is necessary
in their product in order to make a profit. One result of that belief
is that most marketing efforts go into marketing violence. In fact,
the media has seemingly convinced many people in the U.S. that they
like only violent media products. But nonviolent and low violent
products can be exciting, fun, and sell well. Myst is a good
example of an early nonviolent video game that sold extremely well
for quite some time. A more recent example is The Sims.
In some of our studies we require some college student participants
to play nonviolent video games. Some of these students report that
they have not played nonviolent games in years, and are surprised
to learn that they like some of the nonviolent ones as much as the
typical violent games. In other words, the industry belief than
only violence will sell has reduced their profitability by blinding
them to the potential market for nonviolent games.
My colleague Brad Bushman has recently reported some research that
reveals another irony, this time in the TV world. Specifically,
he found that violence (and sex) in TV shows actually reduces the
audiences’ ability to remember commercials embedded in those shows.

Question 14:
Where can I find more information about media violence?
There are a number of web sites that provide good information about
media violence. Here is a partial listing, categorized by type of
site.
A. Access to my research articles
http://www.psychology.iastate.edu/faculty/caa/index.html
B. The “Joint Statement on the Impact of Entertainment Violence
on Children” that was presented at the Congressional Public Health
Summit on July 26, 2000
http://www.aap.org/advocacy/releases/jstmtevc.htm
C. Child advocacy/parent tips
http://www.mediafamily.org/index.shtml
http://www.lionlamb.org/
http://www.youngmedia.org.au/
http://www.childrennow.org/
D. Youth violence research/advice
http://www.colorado.edu/cspv/
http://curry.edschool.Virginia.EDU/curry/centers/youthvio/
E. Video-taped series of lectures on The Impact of Entertainment
Media Violence on Children and Families, and related materials,
by the Iowa State University Extension Office
http://www.extension.iastate.edu/families/media/
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