PC World 04-13-07 by Matt Peckham Violent Cases: A Conversation with Professor Doug Gentile Nothing gets clicks like spotlighting polemical figures, e.g. Jack Thompson or Senators Hillary Clinton and Joe Lieberman...which is why you'll hear nothing more of them in this entry. Instead, I want to take a serious look at something that drew my attention last Monday, when Medical News Today reported on new studies conducted by three Iowa State University researchers. Those studies appear to offer strong correlational evidence between violent video game exposure and unhealthy aggressive behavior in children and adolescents. The results were published in a recent book Violent Video Game Effects on Children and Adolescents. I spoke with study researcher Doug Gentile, Assistant Professor of Psychology at ISU, by phone on Wednesday. (The interview follows, to be published in four parts.) doug_gentile.jpg Game On: Looking at the first study, where you had people play violent and non-violent games, then tested them on their subsequent inclination to punish a live person with loud noises, the result was that participants who played the violent games--even if they were children's games--cranked out higher noise blasts. But how are the violent games they played any different from other stimuli like caffeine and sugar, or competitive sports like football? Doug Gentile: I think it's a very important question you ask. I would phrase the question somewhat differently, say in terms of how it's different from other aggression enhancing circumstances or provocations, such as if you insult someone, or if someone has a prior history of being aggressive, or if the room temperature is uncomfortably hot, i.e. issues we know that all tend to increase aggression. But the short answer is it's not different, and that in fact, media violence exposure is just one among many dozens of risk factors for increased aggression. We also know, for instance, that things which increase arousal can increase aggression. I don't personally know of any studies looking at caffeine and aggression, but alcohol has certainly been linked to increased aggressive behavior. But even if we just made you run around, and your heart rate is up, your blood pressure is up, and so on, that can also result in increased aggressive behavior in the short term. That's one of the things I think people misunderstand about this research, that aggression researchers aren't out to pick on games. They're out to try to understand all of the factors that can go into making someone more likely to be aggressive over time. And violent video games are just one of those risk factors. They're not the biggest. They're also not the smallest. GO: Is there anything distinctive about the sort of aggressive activity you're measuring? DG: Yes, and I'll give you two answers. First, violent and non-violent games need to be matched. For example, we know that frustration increases aggression, so if the violent game is just a harder game to play, then it's not necessarily the violence that provokes aggression. Or in fact if the non-violent game is frustrating, you could actually get people being more aggressive in the nonviolent condition. So there are a number of features that we match to the games to determine how frustrating they are, how fun they are, how boring they are, how difficult to play, and so on. It's a list of some ten different dimensions that we try to match the games on ahead of time. So they're equally fun, equally frustrating, but only different in terms of whether they include violence or not. So is there something distinctive? We try to make them as equivalent as possible with the exception that one includes violent actions. GO: How do you interpret a "violent action"? DG: Aggression researchers have a very clear definition of this, that it would be behavior that is intended to harm another being that would not want to be harmed. So under that definition, football is no longer aggression. You can play it in kind of an aggressive way, but you're not actually intending to injure the other people. With that in mind, even many cartoonish E-rated children's games are violent. They're just not bloody. You know, you shoot a ray gun and things disappear, and there's happy music and bright colors. And yet--and here's what's surprising about study one--we've assumed that what matters is how realistic the violence is. But in study one what we found is that even the children's games that included violence by this definition ("intending to harm someone who'd rather not be") had the same size effect as T-rated games, which are more graphic, and the same size effect as M-rated games in other studies that we've done. And that was true whether we were talking about kids playing them, or college students playing them. Even college students playing E-rated games with violent content were more aggressive than after playing children's game without any. When the public judges these games, they tend to do so base on how graphic a game is, rather than whether it meets this definition of intentional harm.