Several select responses follow:
Email Whenever there is a mass shooting in the United States, it doesn't take long before pundits suggests violent video games might be to blame.
But a new report from the American Psychological Association APA found there is insufficient research to support that link.
It found that there is evidence showing the games increase aggression but not enough to demonstrate that playing the games lead to criminal behavior or delinquency.
But the task force also found that the video games alone can't explain this aggression. Rather, it concluded that the "accumulation of risk factors," such as antisocial behavior, depression, trouble at home, delinquency or academic problems, also played a role.
The findings are unlikely to put to rest the concerns about violent video games, especially given that over 90 percent of children play video games, with 85 percent of those games containing some violence.
The games came under fire in after Adam Lanza gunned down 20 children and six teachers Sandy Hook Elementary School in Connecticut. It later turned out that he was obsessed with violent video games, prompting calls from some members of Congress for restrictions on them.
Ohio State University's Brad J. Bushman, who has done extensive work on violent media including games and aggression, said he disagreed with the APA conclusion that there is no link between violent video games and violent behavior, although he acknowledged it is difficult to prove a link in an experimental setting.
The results showed that boys who played a violent game and strongly identified with the violent game character selected noise levels loud enough to cause permanent hearing damage to their partner.
But other studies have found no linkincluding one from the University of Missouri in April that found violent video games did not cause gamers with Autism Spectrum Disorder - something Lanza is believed to have suffered - to act violently.
Another study found that violent video games such as "Mortal Kombat," "Halo," and "Grand Theft Auto" did not trigger violence in teenagers with symptoms of depression or attentions deficit disorder.
The Entertainment Software Association, which represents the U. In tearing down similar faulty research, the U. Supreme Court specifically ruled that 'psychological studies purporting to show a connection between exposure to violent video games and harmful effects on children do not prove that such exposure causes minors to act aggressively.
But even with the limited evidence of criminal behavior, the APA is calling on the gaming industry to design video games that include increased parental control over the amount of violence the games contain. The APA's Council of Representatives, earlier this month, also adopted a resolution encouraging the Entertainment Software Rating Board to refine its video game rating system "to reflect the levels and characteristics of violence in games, in addition to the current global ratings" and for developers to design games that are appropriate to users' age and psychological development.Research has failed to show a causal relation between playing violent games and perpetrating violent acts.
The fighting that kids engage in with video games is more akin to play than violence. Violent song lyrics increase negative emotions and thoughts that can lead to aggression, according to a study published in the May issue of the Journal of Personality and Social Psychology (Vol.
5).. The study challenges the ancient Greek "catharsis hypothesis" that claims that expressing aggressive emotion will later decrease aggressive behavior. 2 Rap Music Lyrics and the Construction of Violent Identities Among Adolescents This paper explores the relationship between lyrical rap music content and the.
Many researchers have examined the effects of how music pro-vokes violent behavior. This is an important issue because of how esis in this experiment was that there would be a positive relation-ship between the music one listens to (violent and aggressive .
Whatever impact music has on behavior is bound to be complex and variant.
The No-Relation View: third variables that predicted serious aggression and violence – C (depression anti-social traits) causes both A (violent aggressive behavior) and B (choosing violent games). Whatever impact music has on behavior is bound to be complex and variant. The best way to determine what that impact is, what influence violent lyrics exert, and how such lyrics fit into the impact of popular entertainment is to encourage research, debate, and discussion. Because violence is a “multiply determined behavior,” Boxer and the research team collected data on several risk factors for aggression, to examine whether violent media exposure has an impact.
The best way to determine what that impact is, what influence violent lyrics exert, and how such lyrics fit into the impact of popular entertainment is to encourage research, debate, and discussion.
games, and music reveals unequivocal evidence that media vio- lence on aggressive and violent behavior was real, causal, and signiﬁcant. What does research say about the relation—both short-term and long-term—between media violence and aggressive and violent behavior?
(Overview of Empirical Research).