TO WHAT EXTENT DOES MEDIA VIOLENCE TRIGGER AGGRESSION IN SCHOOL-AGED CHILDREN? Name: Alyssa San Jose IB Number: 000046-137 Subject: Psychology Date: January 9, 2013 Examination Session: May 2013 Word Count: 3999 Table of Contents Abstract ............................................................................................................................... 1 Introduction ......................................................................................................................... 2 Investigation ........................................................................................................................ 5 Media Violence: Television............................................................................... 5 Media Violence: Video Games .......................................................................... 7 Other Causes of Violence .................................................................................. 9 Fixing the Problem .......................................................................................... 10 Conclusion ........................................................................................................................ 12 References ......................................................................................................................... 14 Appendices ........................................................................................................................ 17 Appendix I—Bouchard et al (1990) ................................................................ 17 Abstract This extended essay investigated the research question: To what extent does media violence trigger aggression in school-aged children? To deal with this issue, the amount of violence present in television programming and video games is first established while evaluating evidence of the effects from observation of these programs and partaking in these games. The aims of the sociocultural level of analysis of psychology are defined with reference to the Social Learning Theory proposed by Bandura (1961) and Script Theory proposed by Huesmann (1986). Evidence from studies is presented explaining the correlation between television or video games and violent, aggressive behavior to support these theories. The results from these studies support a relationship between media violence and aggression among children and increasing amounts of hostile behavior. Criticisms of the Social Learning Theory (Bandura, 1961), which supports the influence of a behavior stimulus from an external source, are presented and discussed. They suggest that violence has a genetic factor, in contrast to the studies supporting media violence triggering aggression, since it seemed that a strong environmental influence of the media on violent behavior exists but the genetic inheritance of behavior cannot be disregarded. The results from these studies support a relationship between genetics and intelligence, and therefore violence as a genetically inherited trait. It was concluded that psychology may not yet understand to the full extent of how television programs or video games influence a child’s behavior (Gunter & MacAleer, 1990); however, the studies conducted which investigate the effects of violence in television and video games on aggressive behavior in children cannot be discounted. In conclusion, violence present in television and in video games has been shown to be a substantial contribute towards aggressive behavior in school-aged children. (281 words) 1 Introduction The average American youth spends 900 hours in school per year (Barber, 1993). In this same year, he or she will watch 1,023 hours of television (Nielsen, 2000) and play 1,040 hours of video games (Barnett, 2004) on average. 40% of the top grossing non-animated PG and G rated films include at least one main character with a gun. In one week of animated cartoons on television, 26% will also include a gun (Pelletier et al, 1999). On average, children viewers see two gun related violent incidents for every hour they watch television (Smith et al., 2001). In addition, children will see 7,954 violent incidents televised in one year (Huston et al., 1992). Within these television programs alone, young people are bombarded with relentless violent content. Increasing media violence such as murder, rape, or aggravated assault broadcasted over television or through electronic games has been seen to encourage aggression in school-aged children (Centerwall, 1993). This hostility can be seen in the increasing destructive acts in children watching television violence and playing games incorporating aggression. On April 20, 1999, two high school students rampaged through their school and killed twelve students and one teacher, making Columbine the United States’ deadliest high school shooting in history. Interest in the motivations and psyche of the culprits initiated an investigation of their mindsets, specifically finding what drove them towards the shooting and how they were able to rationalize their actions. The aspect of motivation was researched in depth to find causes such as family issues, over exposure to violence, or mental instability within the shooters. In the process of this research, however, a discovery was uncovered that the Columbine massacre happened as one of myriad other shootings. March 5, 2001 in Santee, California: two killed and thirteen wounded by a fifteen year old boy. April 16, 2007 at Virginia Tech: thirtythree dead and fifteen wounded by a twenty-three year old man. February 27, 2012 in Chardon, Ohio: three killed and six injured by a former classmate. July 20, 2012 in Aurora, Colorado: twelve murdered by a graduate student at a premiere of The Dark Knight Rises. These acts of violence are becoming widespread through the news every year, even showing up on Facebook Newsfeeds. Research of these incidents poses the suggestion of a correlation between the real acts of crime and the increasing levels of media violence present in video games and television programs. The level of violence broadcast in the media seems to be the correlation between these crimes as many of the shooters emulated video games or movies, such as the shooter dressing as 2 “the Joker” during the shooting at the Colorado Dark Knight movie premiere as well as the actions of the Columbine shooters mimicking the video game Doom. However, these crimes show that it is not just a video game or a television program displaying this violence, these brutal acts are present in society. The aim of psychology is to understand, predict, control and explain behavior of human beings. Through the sociocultural level of analysis, the way social and cultural environment influences affect an individual’s behavior can be studied. By investigating the environmental stimulus of the media and violence resulting from it, the effects on behavior can be used to study and form an understanding, prediction, control, and explanation for psychology. This correlation between violence present in the media and succeeding violent events is necessary to investigate to be able to understand, explain, and eventually predict human behavior. The number of violent acts broadcasted through media in society pushes for an investigation of this correlation. This results in a number of studies investigating the extent of the impact from the correlation between media violence and aggression. Studies in support of the correlation show that watching television with multifarious violent acts increases the aggressive behaviors and apathetic emotions of children. However, studies that refute the correlation show the individual differences of children and their biological and genetic make-up. As media violence may contribute to aggression, the question of how much violence present in the media leads to violent behavior as opposed to other factors that play a role in aggressive behavior is suggested. To what extent does media violence trigger aggression in school-aged children? To deal with this issue, one must first confront the level of violence present in television programming and video games while evaluating evidence of the effects from observation of these programs and partaking in these games. The aims of the sociocultural level of analysis of psychology must be defined with reference to the Social Learning Theory proposed by Bandura (1961) and Script Theory proposed by Huesmann (1986). Evidence from studies will be presented explaining the correlation between television and video games and violent, aggressive behavior to support these theories. The results from these studies support a relationship between media violence and aggression among children and increasing amounts of hostile behavior. Evidence will also be presented from studies that do not support the findings of afore mentioned studies. Discussion of the influence of genetic inheritance of behavior will be presented as a counterclaim to the Social Learning Theory (Bandura, 1961). Alternative methods of decreasing 3 the amount of violence and eliminating the link between violence and praise will then be examined. Through this investigation, a causal relationship between violence existing in media and increasing aggression becomes present such that media violence influences children’s behaviors. 4 Investigation Media Violence: Television Television has become increasingly ingrained in society today. Teenagers follow television series almost as closely as social events happening outside the artificial world of television programming. Television is used as a babysitter to keep little kids quiet and behaved. The combination of meeting for dinner and going out to the cinema to watch movies is a common practice for adolescents nearly every weekend. This exposure to television programming and cinematic movie content influences society through its vast presence in the general public. Sociocultural psychology investigates how humans think about, influence, and relate to one another. This level of analysis suggests that social and cultural aspects of the environment influence the behaviors of individuals in society, rather than by genetic influences. Bandura et al (1961) proposed that learning could occur through observation. Based on this Social Learning Theory, it is suggested that watching others and replicating their actions determine the learning of behaviors. Two versions of learning exist within this theory: vicarious learning, where others are rewarded or punished for their behaviors in the view of the learner, and pure modeling learning, where a person models their behavior on someone else. Four elements for observational learning include attention, retention, motor reproduction, and motivation. Attention requires that one pay attention to the model. Retention requires that one remember the behavior. Motor reproduction requires the ability to do the behavior. Motivation requires that one be motivated to demonstrate what was learnt. These four elements are crucial and observational learning would not take place without them. Bandura et al’s (1961) theory of observational learning is exemplified through his study where children were individually shown into one of three rooms. In each room was one of three variables: an aggressive model attacking a Bobo doll, a non-aggressive model playing with the doll, or a control group with no model. The children were left in these rooms with the variable. The children were then individually shown into another room and were angered and frustrated by a researcher in order to illicit aggressive behavior. The room contained a one-way mirror to observe the reactions of the children after the interaction with the researcher. It was found that the children’s attention was caught by the aggressive model and reproduced the actions of the model, attacking the Bobo doll and playing violently with the toys while the non-aggressive and 5 control group had significantly less destructive and hostile behavior. Bandura et al’s (1961) study shows that aggression has the ability to be learnt through pure modeling, causing aggressive behavior to be elicited, an example of observational learning. Observational learning is present when watching television. Children pay attention to the television programs and vicariously experience receiving rewards for cruel actions. Because of the repeated acts of violence in these programs, the retention of behaviors is increased. In television programs such as Batman or The Mighty Morphin’ Power Rangers, children observe praise to the main characters, following their acts of brutality towards other characters. The children are then motivated to demonstrate what they have learnt from the television superheroes. Supporting this idea, Boyatzis et al (1995) conducted a study to test aggression after watching violent programs. Children were randomly assigned to the Power Rangers condition or a control group. The control group was observed while playing in their classroom and the number of aggressive acts by each child was recorded in a two-minute interval per child. On the following day, an episode of The Power Rangers was shown to the Power Rangers group. The children in the Power Rangers condition were observed to commit more aggressive acts per interval than control group children. Expressed as a ratio, for every one aggressive act by control group children there were seven by children who viewed The Power Rangers episode. It can be concluded from Boyatzis et al’s (1995) study that a correlation exists between the violent television episodes and aggressive acts committed while playing in the classroom. This study supports the idea that vicariously experiencing rewards for barbarity through everyday cartoons or television programs promotes aggression because of the observational learning that Bandura (1961) proposed. The results of this study can be supported with the case on July 28, 1999 of a twelveyear-old boy who emulated pro-wrestling moves he had encountered on a television program and killed a six-year-old girl. Lionel Tate was convicted of first-degree murder although he claimed it was an accident and he didn’t know the moves would hurt Tiffany Eunick. This incident supports the conclusion of Boyatzis et al’s (1995) study because, through observational learning proposed by Bandura (1961), Tate’s attention was caught by the wrestling programs where his retention of the moves increased as he watched the wrestling program, learning the admiration for the wrestlers shown on television. By watching the wrestling program on television and 6 seeing the praise and lack of negative consequences, Tate imitated these wrestling moves on Eunick without realizing the potential harm he would cause her. However, studies have been conducted that contradict the Social Learning Theory as proposed by Bandura (1961). Charlton et al (1999) proposes the assessment of impact caused by the introduction of television to a remote community on a small island in the Atlantic. The sample consisted of children who were school-aged living in St. Helena. Using a natural experiment with repeated measures, the behavior of the children was observed before the introduction of television for the first time as well as after the introduction. Charlton et al (1999) observed no significant change in aggressive behavior after being introduced to television. This study shows that behaviors shown on television do not necessarily impact the behaviors of children, as this study focuses on a community that had not previously been exposed to television. Media Violence: Video Games In video games such as Assassins’ Creed, the player’s aim is to maim or kill your opponents in different ways to unlock achievements, with higher levels of violence than compared to video games in previous years such as Sonic, where the player is required to guide the character between obstacles at a high speed, attempting to collect coins along the way. Video games today have incorporated escalating amounts of violence, increasing lethal attacks, even becoming more realistic throughout the years (Grossman et al, 1999). These games are targeted towards children consumers and have exceeded several billions of dollars worldwide in profit. Through the sociocultural level of analysis, investigating the cultural and social effects on behavior, Huesmann (1986) proposes that children develop a script for aggressive behavior based on video games with no negative consequences. Behavioral scripts are a set of situation specific expectations and behavioral guidelines for implementations of a sequence of behaviors. Scripts are a set of behaviors associated with content that has been repeated, eventually causing action (Abelson 1981). Rehearsing a script solidifies the links and associated behaviors of the script. For example, a behavioral script of a restaurant would be entering, being seated at a table, picking a meal from the menu, ordering the meal by telling the waiter/waitress, eating the meal, paying the bill, and leaving. This script is 7 solidified in the minds of society because every time a person goes to a restaurant, they follow the same behaviors and a restaurant eventually becomes associated with this script. Behavioral scripts are present in electronic games when playing, watching, and going through the actions of killing or targeting an enemy. Calvert and Tan (1994) conducted a study that compared the effects of playing video games in opposition to observation of video games. It was concluded that the children playing the video games tended to be in more of an aggressive state afterwards than the child who observed the video game. The participant playing the video game also exhibited more violent thoughts than the other group. This increased hostile behavior is exhibited as the participant follows the character throughout the game and learns the destructive, violent scripts that the games provide. The lack of negative consequences for the characters develops a script for the participant. This script consists of aggressive behavior to react to situations in real life with no negative outcome. Kirsh (1997) investigated a similar claim of the effects of playing a violent video game versus a nonviolent one. The participants were asked to play the games and respond to a story afterwards. The actions of this hypothetical character were ambiguous, and required interpretation. The participants in the violent game group responded with a more aggressive response 50% of the time than the group with the nonviolent video game exposure. The behavioral script that the violent video game establishes is being accessed in these situations to answer the questions about the actions of a fictional character. The script situation is being implemented in the fictional character’s situation and therefore the responses are more hostile and violent than the others. However, it has also been seen that video games are helpful in decreasing violence in classrooms as shown in the study conducted by Sherer (1998). Junior and senior high school students were asked to play a computerized board game that incorporated moral dilemmas throughout the progression of the game. Before the study, they were asked about six indices of moral development. After twenty weeks of playing the game, points were accumulated and the participants were asked again about the six indices. Three of these indices had improved positively including moral stages, punishment, and posttransgressional reactions. By including moral dilemmas in his video game, Sherer (1998) implemented behavioral scripts into the participants by having them follow their character and make decisions in the game, establishing a script for good behavior. 8 Other Causes of Violence Some psychologists claim that children are not motivated to be violent because of exposure to hostility broadcasted on television, but are instead predisposed to the violent condition because of their genetic make up or chemical imbalances in the brain. Gur et al (1995) used a PET scan to monitor glucose metabolism in a subject’s brain. The subject was given radioactive glucose and the particles were detected on the scanner as a colored map of activity. The PET scan was done on both male and female subjects; however, the male subjects were found to have a more active metabolism in their brain that controls violence. This study shows a link between biology and behavior because it shows specific activity in the brain relating to a specific behavior exhibited. This contradicts the Social Learning Theory because no external factors are influencing these subjects to be violent. Instead, they are predisposed to this violent behavior because of their gender. Bouchard and McGue (1981) reviewed 111 studies of IQ correlations between siblings from research studies on intelligence from around the world. In these studies, Bouchard and McGue (1981) found that the closer the kinship, the higher the correlation of the IQ. However for there to be proper study of the role of genetics in intelligence, participants needed to be genetically identical, this is where the use of twins in studies started. The studies of identical (monozygotic) twins can be used to examine the influence of heredity or environment in behavior as the twins are from a single fertilized ovum, resulting in the exact same genetic make up (Crane & Hannibal, 2009). Bouchard et al (1990) conducted a longitudinal study that started in 1979. The participants of the study were classified as: Identical Twins Raised Apart (MZAs) or Identical Twins Raised Together (MZTs). Each twin completed approximately fifty hours of testing and interviews. In the IQ tests given, the correlations between intelligence levels and genetic relationship are found in Appendix I. From these figures, Bouchard et al (1990) concluded that 70% of intelligence could be attributed to genetic inheritance, leaving only 30% to other factors. Violence, like intelligence, could also be a heritable characteristic. A person’s predisposition to violent, aggressive behavior could be inherited, similar to intelligence, by genetics, instead of fueled from outside sources such as the media. These studies of inheritance using identical twins do not support Bandura’s 9 (1961) Social Learning Theory, instead they suggest that behaviors are determined genetically through inheritance instead of stimulated from outside sources. Fixing the Problem Television programs and electronic games are a part of an entertainment industry that contains numerous job fields and employs thousands of people around the world. This industry has been growing markedly in the U.S. economy, even being predicted to grow at 5% per year until the year 2015 by PricewaterhouseCoopers. In games alone, every second, approximately seven games were sold in the year 2010 and 7.3 billion dollars were generated as the revenue for video games in the year 2011. The high-grossing profit of an ever-growing industry shows that it would be improbable to suggest that this industry shut down its marketing in order to stop exposing children to violent acts. It is impractical to modify the media violence, as it would cut profit from the industries. Even though no action has been put forth to limit media violence, Hollywood is aware of the exposure to violence taking tolls on children today, a quote from a producer states: “I’d be lying if I said that people don’t imitate what they see on screen… look how dress styles change. We have people who want to look like Julia Roberts, Michelle Pfeiffer, and Madonna. Of course we imitate. It would be impossible to think they would imitate our dress…but not imitate any of our violence” (Auletta, 1993; Gentile, 2003). This imitation is affecting society, and can be seen in the arrests and imprisonments of male criminals where 22 to 34% have been reported intentionally emulating crimes they had seen broadcasted over television programs (Centerwall, 1993) Accepting that violence will continue to be prominent and prolific in television media and the video game industry, there must be a way for violent acts replicated by children to be suppressed as opposed to encouraged through the vicariously learned rewards on television. Without cutting the profitable and growing industry, other methods must be implicated in our society to prevent violent acts, such as the shooting at Columbine, from repeating. Presenting alternative messages that deprive the accustomed glorification of violence would potentially reverse the effects of the rewards that children experience in television and 10 video games today. The adoration and praise given after hostile acts are committed by characters would be neutralized by a message that notified viewers of potential harm that these acts could create, causing vicarious learning of destructive behaviors to be subsided. Exemplifying this, Huesmann et al (1983) conducted a study where participants aged nine through eleven wrote, as a school project, about how violence in television programs was detrimental. The subjects were found to have decreased aggressive acts towards their peers than in comparison to the control group, who did not write about the violence in television. By eliminating this relationship between adoration and violence, there was a decrease in aggression. Television companies also have the option to have watershed times. The term ‘watershed’ in the United Kingdom, and ‘safe harbor’ in America both have the same definition: a divisor between when content suitable for children to watch airs on television and when content that includes, but is not limited to, violence, nudity, sexual innuendo, or drug usage. This would eliminate some impact of hostility on television since children are usually in bed by safe harbor times, around ten o’clock at night. This would allow children to watch safe television with fewer acts of belligerence during their day; however, it would not completely eliminate the issue, as praise for aggression would still be learned. Video games are at a disadvantage because the user can play on his or her own time, without limitations on content in their own homes. To limit the ownership of content unsuitable for children, video game companies could further mark their products with potential harm their games could cause and rate how much violent or aggressive content is present in their product. The stores that sell the product could also enforce the age limitations on distribution of these games and require that a parent or guardian be there to purchase a game if the child is underage. This could discourage parents from allowing their children to purchase video games that contain destructive behavior, and therefore limit the child’s exposure to this violence. Much like observational learning, behavioral scripts can be broken when the link between praise and violence is severed. By providing feedback of the video game and discussing the outcomes of the violence with children, impulsivity and violence are reduced as shown in the study by Kappes and Thompson (1985). Talking about the video game and the real life situations with violence and aggression can eliminate the correlation established by the lack of negative consequences in video games. 11 Conclusion Media and the entertainment industry affect our lives by increasing amounts each day. Psychology may not yet understand to the full extent of how television programs or video games influence a child’s behavior (Gunter & MacAleer, 1990); however, the studies conducted investigating the effects of violence in television and video games on aggressive behavior in children cannot be discounted. In conclusion to the question, to what extent does media violence trigger aggression in school-aged children, media violence present in television and in video games has been shown to contribute substantially towards aggressive behavior. The prominent influence of television in our society is ever escalating as technology advances. Seeing all these violent images with little to no negative consequence for actions and often, even praise for their aggression, children will learn vicariously the correlation between praise and violence, following Bandura’s (1961) social learning theory. Electronic video games are growing in popularity, as well. Along with that growth is the exposure to more media violence. By having first-person shooter games, behavioral scripts can be established for the approval of violence as an acceptable method of solving problems in daily life. The acts of aggression learned through vicarious and pure modeling as well as behavioral scripts show how television and video games are extensive contributors to violence in children. Alternative methods to deprive the accustomed glorification of this violence should be implemented in our society to sever the relationship between praise and violence. This can be achieved by exposing the alternative messages to children, utilizing watershed times on television, enforcing rating systems, and limiting distribution of video games could potentially lower the amount of violence in our society. However, television and video games are not the sole cause of violence in society’s children today. There are implications of violence being a gene that can be inherited or a sexlinked trait as mentioned in Gur et al’s (1995) study of glucose metabolism in the aggression center of the brain in male and female participants. Inheritance of a violent gene was also suggested in Bouchard et al (1990) where it was concluded that 70% of intelligence could be attributed to genetic inheritance, leaving only 30% to external factors. A person’s predisposition to violent, aggressive behavior could be inherited, similar to intelligence, by genetics, instead of fueled from outside sources such as the media. 12 Media violence alone may not be the sole cause of making a child violent, yet the violence shown on television and in video games enforces the idea that violence is a normal way of solving problems without negative consequences and therefore contributes towards the aggressive, violent behavior found in school-aged children in society. 13 References Auletta, K. (1993). “Annals of communication: What won’t they do.” The New Yorker, 69, 4553. Abelson, R. P. "Psychological status of the script concept." American psychologist 36.7 (1981): 715. Anderson, C.A. (in press). Video games and aggressive behavior. Chapter to appear in Kids’ Stuff: Marketing Violence and Vulgarity in the Popular Culture, D. Ravitch and J.P. Viteritti (eds.). Baltimore, MD: Johns Hopkins University Press. Anderson, C. A. & Bushman, B. J. 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US Bureau of Justice Statistics. (2001). Criminal victimization 2000: Changes 1999–2000 with trends 1993–2000 (NCJ187007). From http://www.ojp.usdoj.gov/bjs/abstract/cv00.htm. 16 Appendices Appendix I—Bouchard et al (1990) Results: Correlation between intelligence levels and genetic relationship are as follows: Similarity in Intelligence Genetic Relationship Same Person Tested Twice 87% Identical Twins Raised Together 86% Identical Twins Raised Apart 76% Fraternal Twins Raised Together 55% Biological Siblings Raised Together 47% 17