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  • Published: 13 March 2018

Does playing violent video games cause aggression? A longitudinal intervention study

  • Simone Kühn 1 , 2 ,
  • Dimitrij Tycho Kugler 2 ,
  • Katharina Schmalen 1 ,
  • Markus Weichenberger 1 ,
  • Charlotte Witt 1 &
  • Jürgen Gallinat 2  

Molecular Psychiatry volume  24 ,  pages 1220–1234 ( 2019 ) Cite this article

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It is a widespread concern that violent video games promote aggression, reduce pro-social behaviour, increase impulsivity and interfere with cognition as well as mood in its players. Previous experimental studies have focussed on short-term effects of violent video gameplay on aggression, yet there are reasons to believe that these effects are mostly the result of priming. In contrast, the present study is the first to investigate the effects of long-term violent video gameplay using a large battery of tests spanning questionnaires, behavioural measures of aggression, sexist attitudes, empathy and interpersonal competencies, impulsivity-related constructs (such as sensation seeking, boredom proneness, risk taking, delay discounting), mental health (depressivity, anxiety) as well as executive control functions, before and after 2 months of gameplay. Our participants played the violent video game Grand Theft Auto V, the non-violent video game The Sims 3 or no game at all for 2 months on a daily basis. No significant changes were observed, neither when comparing the group playing a violent video game to a group playing a non-violent game, nor to a passive control group. Also, no effects were observed between baseline and posttest directly after the intervention, nor between baseline and a follow-up assessment 2 months after the intervention period had ended. The present results thus provide strong evidence against the frequently debated negative effects of playing violent video games in adults and will therefore help to communicate a more realistic scientific perspective on the effects of violent video gaming.

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The concern that violent video games may promote aggression or reduce empathy in its players is pervasive and given the popularity of these games their psychological impact is an urgent issue for society at large. Contrary to the custom, this topic has also been passionately debated in the scientific literature. One research camp has strongly argued that violent video games increase aggression in its players [ 1 , 2 ], whereas the other camp [ 3 , 4 ] repeatedly concluded that the effects are minimal at best, if not absent. Importantly, it appears that these fundamental inconsistencies cannot be attributed to differences in research methodology since even meta-analyses, with the goal to integrate the results of all prior studies on the topic of aggression caused by video games led to disparate conclusions [ 2 , 3 ]. These meta-analyses had a strong focus on children, and one of them [ 2 ] reported a marginal age effect suggesting that children might be even more susceptible to violent video game effects.

To unravel this topic of research, we designed a randomised controlled trial on adults to draw causal conclusions on the influence of video games on aggression. At present, almost all experimental studies targeting the effects of violent video games on aggression and/or empathy focussed on the effects of short-term video gameplay. In these studies the duration for which participants were instructed to play the games ranged from 4 min to maximally 2 h (mean = 22 min, median = 15 min, when considering all experimental studies reviewed in two of the recent major meta-analyses in the field [ 3 , 5 ]) and most frequently the effects of video gaming have been tested directly after gameplay.

It has been suggested that the effects of studies focussing on consequences of short-term video gameplay (mostly conducted on college student populations) are mainly the result of priming effects, meaning that exposure to violent content increases the accessibility of aggressive thoughts and affect when participants are in the immediate situation [ 6 ]. However, above and beyond this the General Aggression Model (GAM, [ 7 ]) assumes that repeatedly primed thoughts and feelings influence the perception of ongoing events and therewith elicits aggressive behaviour as a long-term effect. We think that priming effects are interesting and worthwhile exploring, but in contrast to the notion of the GAM our reading of the literature is that priming effects are short-lived (suggested to only last for <5 min and may potentially reverse after that time [ 8 ]). Priming effects should therefore only play a role in very close temporal proximity to gameplay. Moreover, there are a multitude of studies on college students that have failed to replicate priming effects [ 9 , 10 , 11 ] and associated predictions of the so-called GAM such as a desensitisation against violent content [ 12 , 13 , 14 ] in adolescents and college students or a decrease of empathy [ 15 ] and pro-social behaviour [ 16 , 17 ] as a result of playing violent video games.

However, in our view the question that society is actually interested in is not: “Are people more aggressive after having played violent video games for a few minutes? And are these people more aggressive minutes after gameplay ended?”, but rather “What are the effects of frequent, habitual violent video game playing? And for how long do these effects persist (not in the range of minutes but rather weeks and months)?” For this reason studies are needed in which participants are trained over longer periods of time, tested after a longer delay after acute playing and tested with broader batteries assessing aggression but also other relevant domains such as empathy as well as mood and cognition. Moreover, long-term follow-up assessments are needed to demonstrate long-term effects of frequent violent video gameplay. To fill this gap, we set out to expose adult participants to two different types of video games for a period of 2 months and investigate changes in measures of various constructs of interest at least one day after the last gaming session and test them once more 2 months after the end of the gameplay intervention. In contrast to the GAM, we hypothesised no increases of aggression or decreases in pro-social behaviour even after long-term exposure to a violent video game due to our reasoning that priming effects of violent video games are short-lived and should therefore not influence measures of aggression if they are not measured directly after acute gaming. In the present study, we assessed potential changes in the following domains: behavioural as well as questionnaire measures of aggression, empathy and interpersonal competencies, impulsivity-related constructs (such as sensation seeking, boredom proneness, risk taking, delay discounting), and depressivity and anxiety as well as executive control functions. As the effects on aggression and pro-social behaviour were the core targets of the present study, we implemented multiple tests for these domains. This broad range of domains with its wide coverage and the longitudinal nature of the study design enabled us to draw more general conclusions regarding the causal effects of violent video games.

Materials and methods

Participants.

Ninety healthy participants (mean age = 28 years, SD = 7.3, range: 18–45, 48 females) were recruited by means of flyers and internet advertisements. The sample consisted of college students as well as of participants from the general community. The advertisement mentioned that we were recruiting for a longitudinal study on video gaming, but did not mention that we would offer an intervention or that we were expecting training effects. Participants were randomly assigned to the three groups ruling out self-selection effects. The sample size was based on estimates from a previous study with a similar design [ 18 ]. After complete description of the study, the participants’ informed written consent was obtained. The local ethics committee of the Charité University Clinic, Germany, approved of the study. We included participants that reported little, preferably no video game usage in the past 6 months (none of the participants ever played the game Grand Theft Auto V (GTA) or Sims 3 in any of its versions before). We excluded participants with psychological or neurological problems. The participants received financial compensation for the testing sessions (200 Euros) and performance-dependent additional payment for two behavioural tasks detailed below, but received no money for the training itself.

Training procedure

The violent video game group (5 participants dropped out between pre- and posttest, resulting in a group of n  = 25, mean age = 26.6 years, SD = 6.0, 14 females) played the game Grand Theft Auto V on a Playstation 3 console over a period of 8 weeks. The active control group played the non-violent video game Sims 3 on the same console (6 participants dropped out, resulting in a group of n  = 24, mean age = 25.8 years, SD = 6.8, 12 females). The passive control group (2 participants dropped out, resulting in a group of n  = 28, mean age = 30.9 years, SD = 8.4, 12 females) was not given a gaming console and had no task but underwent the same testing procedure as the two other groups. The passive control group was not aware of the fact that they were part of a control group to prevent self-training attempts. The experimenters testing the participants were blind to group membership, but we were unable to prevent participants from talking about the game during testing, which in some cases lead to an unblinding of experimental condition. Both training groups were instructed to play the game for at least 30 min a day. Participants were only reimbursed for the sessions in which they came to the lab. Our previous research suggests that the perceived fun in gaming was positively associated with training outcome [ 18 ] and we speculated that enforcing training sessions through payment would impair motivation and thus diminish the potential effect of the intervention. Participants underwent a testing session before (baseline) and after the training period of 2 months (posttest 1) as well as a follow-up testing sessions 2 months after the training period (posttest 2).

Grand Theft Auto V (GTA)

GTA is an action-adventure video game situated in a fictional highly violent game world in which players are rewarded for their use of violence as a means to advance in the game. The single-player story follows three criminals and their efforts to commit heists while under pressure from a government agency. The gameplay focuses on an open world (sandbox game) where the player can choose between different behaviours. The game also allows the player to engage in various side activities, such as action-adventure, driving, third-person shooting, occasional role-playing, stealth and racing elements. The open world design lets players freely roam around the fictional world so that gamers could in principle decide not to commit violent acts.

The Sims 3 (Sims)

Sims is a life simulation game and also classified as a sandbox game because it lacks clearly defined goals. The player creates virtual individuals called “Sims”, and customises their appearance, their personalities and places them in a home, directs their moods, satisfies their desires and accompanies them in their daily activities and by becoming part of a social network. It offers opportunities, which the player may choose to pursue or to refuse, similar as GTA but is generally considered as a pro-social and clearly non-violent game.

Assessment battery

To assess aggression and associated constructs we used the following questionnaires: Buss–Perry Aggression Questionnaire [ 19 ], State Hostility Scale [ 20 ], Updated Illinois Rape Myth Acceptance Scale [ 21 , 22 ], Moral Disengagement Scale [ 23 , 24 ], the Rosenzweig Picture Frustration Test [ 25 , 26 ] and a so-called World View Measure [ 27 ]. All of these measures have previously been used in research investigating the effects of violent video gameplay, however, the first two most prominently. Additionally, behavioural measures of aggression were used: a Word Completion Task, a Lexical Decision Task [ 28 ] and the Delay frustration task [ 29 ] (an inter-correlation matrix is depicted in Supplementary Figure 1 1). From these behavioural measures, the first two were previously used in research on the effects of violent video gameplay. To assess variables that have been related to the construct of impulsivity, we used the Brief Sensation Seeking Scale [ 30 ] and the Boredom Propensity Scale [ 31 ] as well as tasks assessing risk taking and delay discounting behaviourally, namely the Balloon Analogue Risk Task [ 32 ] and a Delay-Discounting Task [ 33 ]. To quantify pro-social behaviour, we employed: Interpersonal Reactivity Index [ 34 ] (frequently used in research on the effects of violent video gameplay), Balanced Emotional Empathy Scale [ 35 ], Reading the Mind in the Eyes test [ 36 ], Interpersonal Competence Questionnaire [ 37 ] and Richardson Conflict Response Questionnaire [ 38 ]. To assess depressivity and anxiety, which has previously been associated with intense video game playing [ 39 ], we used Beck Depression Inventory [ 40 ] and State Trait Anxiety Inventory [ 41 ]. To characterise executive control function, we used a Stop Signal Task [ 42 ], a Multi-Source Interference Task [ 43 ] and a Task Switching Task [ 44 ] which have all been previously used to assess effects of video gameplay. More details on all instruments used can be found in the Supplementary Material.

Data analysis

On the basis of the research question whether violent video game playing enhances aggression and reduces empathy, the focus of the present analysis was on time by group interactions. We conducted these interaction analyses separately, comparing the violent video game group against the active control group (GTA vs. Sims) and separately against the passive control group (GTA vs. Controls) that did not receive any intervention and separately for the potential changes during the intervention period (baseline vs. posttest 1) and to test for potential long-term changes (baseline vs. posttest 2). We employed classical frequentist statistics running a repeated-measures ANOVA controlling for the covariates sex and age.

Since we collected 52 separate outcome variables and conduced four different tests with each (GTA vs. Sims, GTA vs. Controls, crossed with baseline vs. posttest 1, baseline vs. posttest 2), we had to conduct 52 × 4 = 208 frequentist statistical tests. Setting the alpha value to 0.05 means that by pure chance about 10.4 analyses should become significant. To account for this multiple testing problem and the associated alpha inflation, we conducted a Bonferroni correction. According to Bonferroni, the critical value for the entire set of n tests is set to an alpha value of 0.05 by taking alpha/ n  = 0.00024.

Since the Bonferroni correction has sometimes been criticised as overly conservative, we conducted false discovery rate (FDR) correction [ 45 ]. FDR correction also determines adjusted p -values for each test, however, it controls only for the number of false discoveries in those tests that result in a discovery (namely a significant result).

Moreover, we tested for group differences at the baseline assessment using independent t -tests, since those may hamper the interpretation of significant interactions between group and time that we were primarily interested in.

Since the frequentist framework does not enable to evaluate whether the observed null effect of the hypothesised interaction is indicative of the absence of a relation between violent video gaming and our dependent variables, the amount of evidence in favour of the null hypothesis has been tested using a Bayesian framework. Within the Bayesian framework both the evidence in favour of the null and the alternative hypothesis are directly computed based on the observed data, giving rise to the possibility of comparing the two. We conducted Bayesian repeated-measures ANOVAs comparing the model in favour of the null and the model in favour of the alternative hypothesis resulting in a Bayes factor (BF) using Bayesian Information criteria [ 46 ]. The BF 01 suggests how much more likely the data is to occur under the null hypothesis. All analyses were performed using the JASP software package ( https://jasp-stats.org ).

Sex distribution in the present study did not differ across the groups ( χ 2 p -value > 0.414). However, due to the fact that differences between males and females have been observed in terms of aggression and empathy [ 47 ], we present analyses controlling for sex. Since our random assignment to the three groups did result in significant age differences between groups, with the passive control group being significantly older than the GTA ( t (51) = −2.10, p  = 0.041) and the Sims group ( t (50) = −2.38, p  = 0.021), we also controlled for age.

The participants in the violent video game group played on average 35 h and the non-violent video game group 32 h spread out across the 8 weeks interval (with no significant group difference p  = 0.48).

To test whether participants assigned to the violent GTA game show emotional, cognitive and behavioural changes, we present the results of repeated-measure ANOVA time x group interaction analyses separately for GTA vs. Sims and GTA vs. Controls (Tables  1 – 3 ). Moreover, we split the analyses according to the time domain into effects from baseline assessment to posttest 1 (Table  2 ) and effects from baseline assessment to posttest 2 (Table  3 ) to capture more long-lasting or evolving effects. In addition to the statistical test values, we report partial omega squared ( ω 2 ) as an effect size measure. Next to the classical frequentist statistics, we report the results of a Bayesian statistical approach, namely BF 01 , the likelihood with which the data is to occur under the null hypothesis that there is no significant time × group interaction. In Table  2 , we report the presence of significant group differences at baseline in the right most column.

Since we conducted 208 separate frequentist tests we expected 10.4 significant effects simply by chance when setting the alpha value to 0.05. In fact we found only eight significant time × group interactions (these are marked with an asterisk in Tables  2 and 3 ).

When applying a conservative Bonferroni correction, none of those tests survive the corrected threshold of p  < 0.00024. Neither does any test survive the more lenient FDR correction. The arithmetic mean of the frequentist test statistics likewise shows that on average no significant effect was found (bottom rows in Tables  2 and 3 ).

In line with the findings from a frequentist approach, the harmonic mean of the Bayesian factor BF 01 is consistently above one but not very far from one. This likewise suggests that there is very likely no interaction between group × time and therewith no detrimental effects of the violent video game GTA in the domains tested. The evidence in favour of the null hypothesis based on the Bayes factor is not massive, but clearly above 1. Some of the harmonic means are above 1.6 and constitute substantial evidence [ 48 ]. However, the harmonic mean has been criticised as unstable. Owing to the fact that the sum is dominated by occasional small terms in the likelihood, one may underestimate the actual evidence in favour of the null hypothesis [ 49 ].

To test the sensitivity of the present study to detect relevant effects we computed the effect size that we would have been able to detect. The information we used consisted of alpha error probability = 0.05, power = 0.95, our sample size, number of groups and of measurement occasions and correlation between the repeated measures at posttest 1 and posttest 2 (average r  = 0.68). According to G*Power [ 50 ], we could detect small effect sizes of f  = 0.16 (equals η 2  = 0.025 and r  = 0.16) in each separate test. When accounting for the conservative Bonferroni-corrected p -value of 0.00024, still a medium effect size of f  = 0.23 (equals η 2  = 0.05 and r  = 0.22) would have been detectable. A meta-analysis by Anderson [ 2 ] reported an average effects size of r  = 0.18 for experimental studies testing for aggressive behaviour and another by Greitmeyer [ 5 ] reported average effect sizes of r  = 0.19, 0.25 and 0.17 for effects of violent games on aggressive behaviour, cognition and affect, all of which should have been detectable at least before multiple test correction.

Within the scope of the present study we tested the potential effects of playing the violent video game GTA V for 2 months against an active control group that played the non-violent, rather pro-social life simulation game The Sims 3 and a passive control group. Participants were tested before and after the long-term intervention and at a follow-up appointment 2 months later. Although we used a comprehensive test battery consisting of questionnaires and computerised behavioural tests assessing aggression, impulsivity-related constructs, mood, anxiety, empathy, interpersonal competencies and executive control functions, we did not find relevant negative effects in response to violent video game playing. In fact, only three tests of the 208 statistical tests performed showed a significant interaction pattern that would be in line with this hypothesis. Since at least ten significant effects would be expected purely by chance, we conclude that there were no detrimental effects of violent video gameplay.

This finding stands in contrast to some experimental studies, in which short-term effects of violent video game exposure have been investigated and where increases in aggressive thoughts and affect as well as decreases in helping behaviour have been observed [ 1 ]. However, these effects of violent video gaming on aggressiveness—if present at all (see above)—seem to be rather short-lived, potentially lasting <15 min [ 8 , 51 ]. In addition, these short-term effects of video gaming are far from consistent as multiple studies fail to demonstrate or replicate them [ 16 , 17 ]. This may in part be due to problems, that are very prominent in this field of research, namely that the outcome measures of aggression and pro-social behaviour, are poorly standardised, do not easily generalise to real-life behaviour and may have lead to selective reporting of the results [ 3 ]. We tried to address these concerns by including a large set of outcome measures that were mostly inspired by previous studies demonstrating effects of short-term violent video gameplay on aggressive behaviour and thoughts, that we report exhaustively.

Since effects observed only for a few minutes after short sessions of video gaming are not representative of what society at large is actually interested in, namely how habitual violent video gameplay affects behaviour on a more long-term basis, studies employing longer training intervals are highly relevant. Two previous studies have employed longer training intervals. In an online study, participants with a broad age range (14–68 years) have been trained in a violent video game for 4 weeks [ 52 ]. In comparison to a passive control group no changes were observed, neither in aggression-related beliefs, nor in aggressive social interactions assessed by means of two questions. In a more recent study, participants played a previous version of GTA for 12 h spread across 3 weeks [ 53 ]. Participants were compared to a passive control group using the Buss–Perry aggression questionnaire, a questionnaire assessing impulsive or reactive aggression, attitude towards violence, and empathy. The authors only report a limited increase in pro-violent attitude. Unfortunately, this study only assessed posttest measures, which precludes the assessment of actual changes caused by the game intervention.

The present study goes beyond these studies by showing that 2 months of violent video gameplay does neither lead to any significant negative effects in a broad assessment battery administered directly after the intervention nor at a follow-up assessment 2 months after the intervention. The fact that we assessed multiple domains, not finding an effect in any of them, makes the present study the most comprehensive in the field. Our battery included self-report instruments on aggression (Buss–Perry aggression questionnaire, State Hostility scale, Illinois Rape Myth Acceptance scale, Moral Disengagement scale, World View Measure and Rosenzweig Picture Frustration test) as well as computer-based tests measuring aggressive behaviour such as the delay frustration task and measuring the availability of aggressive words using the word completion test and a lexical decision task. Moreover, we assessed impulse-related concepts such as sensation seeking, boredom proneness and associated behavioural measures such as the computerised Balloon analogue risk task, and delay discounting. Four scales assessing empathy and interpersonal competence scales, including the reading the mind in the eyes test revealed no effects of violent video gameplay. Neither did we find any effects on depressivity (Becks depression inventory) nor anxiety measured as a state as well as a trait. This is an important point, since several studies reported higher rates of depressivity and anxiety in populations of habitual video gamers [ 54 , 55 ]. Last but not least, our results revealed also no substantial changes in executive control tasks performance, neither in the Stop signal task, the Multi-source interference task or a Task switching task. Previous studies have shown higher performance of habitual action video gamers in executive tasks such as task switching [ 56 , 57 , 58 ] and another study suggests that training with action video games improves task performance that relates to executive functions [ 59 ], however, these associations were not confirmed by a meta-analysis in the field [ 60 ]. The absence of changes in the stop signal task fits well with previous studies that likewise revealed no difference between in habitual action video gamers and controls in terms of action inhibition [ 61 , 62 ]. Although GTA does not qualify as a classical first-person shooter as most of the previously tested action video games, it is classified as an action-adventure game and shares multiple features with those action video games previously related to increases in executive function, including the need for hand–eye coordination and fast reaction times.

Taken together, the findings of the present study show that an extensive game intervention over the course of 2 months did not reveal any specific changes in aggression, empathy, interpersonal competencies, impulsivity-related constructs, depressivity, anxiety or executive control functions; neither in comparison to an active control group that played a non-violent video game nor to a passive control group. We observed no effects when comparing a baseline and a post-training assessment, nor when focussing on more long-term effects between baseline and a follow-up interval 2 months after the participants stopped training. To our knowledge, the present study employed the most comprehensive test battery spanning a multitude of domains in which changes due to violent video games may have been expected. Therefore the present results provide strong evidence against the frequently debated negative effects of playing violent video games. This debate has mostly been informed by studies showing short-term effects of violent video games when tests were administered immediately after a short playtime of a few minutes; effects that may in large be caused by short-lived priming effects that vanish after minutes. The presented results will therefore help to communicate a more realistic scientific perspective of the real-life effects of violent video gaming. However, future research is needed to demonstrate the absence of effects of violent video gameplay in children.

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SK has been funded by a Heisenberg grant from the German Science Foundation (DFG KU 3322/1-1, SFB 936/C7), the European Union (ERC-2016-StG-Self-Control-677804) and a Fellowship from the Jacobs Foundation (JRF 2016–2018).

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Kühn, S., Kugler, D., Schmalen, K. et al. Does playing violent video games cause aggression? A longitudinal intervention study. Mol Psychiatry 24 , 1220–1234 (2019). https://doi.org/10.1038/s41380-018-0031-7

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Do Video Games Influence Violent Behavior?

Featured image for “Do Video Games Influence Violent Behavior?”

By:  Roanna Cooper, MA and Marc Zimmerman, PhD, MI-YVPC Director

An op-ed article appeared recently in the The New York Times  discussing the Supreme Court’s decision to strike down California’s law barring the sale or rental of violent video games to people under 18.  The author, Dr. Cheryl Olson,   describes how the proposed law was based on the erroneous assumption that such games influence violent behavior in real life.

Dr. Olson suggests that the deliberately outrageous nature of violent games, though disturbing, makes them easily discernible from real life and suggests that the interactivity could potentially make such games less harmful.

She raises the question of how these two behaviors can be linked if youth violence has declined over the last several years while violent video game playing has increased significantly during the same period.

This analysis ignores the fact that such variation may be explained by factors other than the link between the two. A spurious variable–a third variable that explains the relationship between two other variables—may explain the negative correlation of video game playing and violent behavior. As one example, socioeconomic status may explain both a decline in violent behavior and an increase in video game playing. More affluent youth have the means and time to buy and play video games, which keeps them safely inside while avoiding potentially violent interactions on the street.  Dr. Olsen also cites several studies that have failed to show a connection between violent video game playing and violent behavior among youth.

This conclusion, however, may not be as clear cut as it appears.

Youth violence remains a significant public health issue

The decline of youth violence notwithstanding, it remains a significant public health issue that requires attention.Youth homicide remains the number one cause of death for African-American youth between 14 and 24 years old, and the number two cause for all children in this age group. Furthermore, the proportion of youth admitting to having committed various violent acts within the previous 12 months has remained steady or even increased somewhat in recent years ( http://pediatrics.aappublications.org/content/108/5/1222.full.pdf+html ).  Although the Columbine tragedy and others like it make the headlines, youth are killed everyday by the hands of another.  A more critical analysis of the link between video game playing and violence is necessary for fully understanding a complex problem like youth violent behavior that has many causes and correlates.

do violent video games affect behavior essay

Studies support a link between violent video games and aggressive behavior

Researchers have reported experimental evidence linking violent video games to more aggressive behavior, particularly as it relates to children who are at more sensitive stages in their socialization.  These effects have been found to be particularly profound in the case of child-initiated virtual violence.

  • In one study, 161 9- to 12-year olds and 354 college students were randomly assigned to play either a violent or nonviolent video game.  The participants subsequently played another computer game in which they set punishment levels to be delivered to another person participating in the study (they were not actually administered).  Information was also gathered on each participant’s recent history of violent behavior; habitual video game, television, and move habits, and several other control variables.  The authors reported three main findings: 1) participants who played one of violent video games would choose to punish their opponents with significantly more high-noise blasts than those who played the nonviolent games; 2) habitual exposure to violent media was associated with higher levels of recent violent behavior; and 3) interactive forms of media violence were more strongly related to violent behavior than exposure to non-interactive media violence.
  • The second study was a cross-sectional correlational study of media habits, aggression-related individual difference variables, and aggressive behaviors of an adolescent population.  High school students (N=189) completed surveys about their violent TV, movie, and video game exposure, attitudes towards violence, and perceived norms about violent behavior and personality traits.  After statistically controlling for sex, total screen time and aggressive beliefs and attitudes, the authors found that playing violent video games predicted heightened physically aggressive behavior and violent behavior in the real world in a long-term context.
  • In a third study, Anderson et al. conducted a longitudinal study of elementary school students to examine if violent video game exposure resulted in increases in aggressive behavior over time.  Surveys were given to 430 third, fourth, and fifth graders, their peers, and their teachers at two times during a school year.  The survey assessed both media habits and their attitudes about violence.  Results indicated that children who played more violent video games early in a school year changed to see the world in a more aggressive way and also changed to become more verbally and physically aggressive later in the school year.  Changes in attitude were noticed by both peers and teachers.
  • Bushman and Huesmann, in a 2006 Pediatrics and Adolescent Medicine article , examined effect size estimates using meta-analysis to look at the short- and long-term effects of violent media on aggression in children and adults.  They reported a positive relationship between exposure to media violence and subsequent aggressive behavior, aggressive ideas, arousal, and anger across the studies they examined.  Consistent with the theory that long-term effects require the learning of beliefs and that young minds can easier encode new scripts via observational learning, they found that the long-term effects were greater for children.
  • In a more recent review, Anderson et al. (2010) also analyzed 136 studies representing 130,296 participants from several countries.  These included experimental laboratory work, cross-sectional surveys and longitudinal studies.  Overall, they found consistent associations between playing violent video games and many measures of aggression, including self, teacher and parent reports of aggressive behavior.  Although the correlations were not high (r=0.17-0.20), they are typical for psychological studies in general and comparable with other risk factors for youth violence suggested in the 2001 Surgeon General’s Report on youth violence .

Violent video games may increase precursors to violent behavior, such as bullying

Although playing violent video games may not necessarily determine violent or aggressive behavior, it may increase precursors to violent behavior.  In fact, Dr. Olson points out that violent video games may be related to bullying, which researchers have found to be a risk factor for more serious violent behavior. Therefore, video game playing may have an indirect effect on violent behavior by increasing risk factors for it.  Doug Gentile notes that the only way for violent video games to affect serious criminal violence statistics is if they were the primary predictor of crime, which they may not be.  Rather, they represent one risk factor among many for aggression ( http://www.apa.org/monitor/2010/12/virtual-violence.aspx ).

Should video games be regulated?

L. Rowell Huesmann (2010) points out that violent video game playing may be similar to other public health threats such as exposure to cigarette smoke and led based paint .  Despite not being guaranteed, the probability of lung cancer from smoking or intelligence deficits from lead exposure is increased.  Nevertheless, we have laws controlling cigarette sales to minors and the use of lead-based paint (and other lead-based products such as gasoline) because it is a risk factor for negative health outcomes.  Huesmann argues the same analysis could be applied to video game exposure.  Although exposure to violent video games is not the sole factor contributing to aggression and violence among children and adolescents, it is a contributing risk factor that is modifiable.

do violent video games affect behavior essay

Violent behavior is determined by many factors

Finally, most researchers would agree that violent behavior is determined by many factors which may combine in different ways for different youth. These factors involve neighborhoods, families, peers, and individual traits and behaviors. Researchers, for example, have found that living in a violent neighborhood and experiencing violence as a victim or witness is associated with an increased risk for violent behavior among youth. Yet, this factor alone may not cause one to be violent and most people living in such a neighborhood do not become violent perpetrators. Similarly, researchers have found consistently that exposure to family violence (e.g., spousal and child abuse, fighting and conflict) increases the risk for youth violent behavior, but does not necessarily result in violent children. Likewise, researchers have found that first person killing video game playing is associated with increased risk for violent behavior, but not all the time. Yet, constant exposure to violence from multiple sources, including first person violent video games, in the absence of positive factors that help to buffer these negative exposures is likely to increase the probability that youth will engage in violent behavior.

Despite disagreements on the exact nature of the relationship between violent video game playing and violent or aggressive behavior, significant evidence exists linking video game playing with violent behavior and its correlates.  Although we are somewhat agnostic about the role of social controls like laws banning the sale of violent video games to minors, an argument against such social controls based on the conclusion  that the video games have no effect seems to oversimplify the issue. A more in-depth and critical analysis of the issue from multiple perspectives may both help more completely understand the causes and correlates of youth violence, and provide us with some direction for creative solutions to this persistent social problem.

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July 1, 2015

Do Video Games Inspire Violent Behavior?

Conventional wisdom suggests violent media is harming kids. But sometimes a game is just a game

By Greg Toppo

On the morning of August 12, 2013, nearly eight months after 20-year-old Adam Lanza shot his way into Sandy Hook Elementary School in Newtown, Conn., and killed 26 people, Michael Mudry, an investigator with the Connecticut State Police, drove to nearby Danbury to try to solve a little mystery. Police had found a Garmin GPS unit in Lanza's house, and its records showed that the gunman had driven to the same spot nine times in April, May and June 2012, arriving around midnight each time and staying for hours.

The GPS readout took Mudry to the vast parking lot of a suburban shopping center, about 14 miles west of Lanza's home. Workers at a movie theater there immediately recognized Lanza from a photograph. He was at the theater constantly, they told Mudry, but never to see movies. He came to the lobby to play an arcade game, the same one, over and over again, sometimes for eight to 10 hours a night. Witnesses said he would whip himself into a frenzy, and on occasion the theater manager had to unplug the game to get him to leave.

Police had been scouring Lanza's home since the shootings, and on his computer hard drive they found information on weapons magazine capacities, images of Columbine killers Eric Harris and Dylan Klebold, copies of the violent movies Bloody Wednesday and Rampage , and a list of ingredients for TNT. And like many teenaged boys, Lanza owned the typical first-person shooter, fighting and action games: Call of Duty, Dead or Alive, Grand Theft Auto.

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But those weren't the games that possessed Lanza at the movie theater. The title that so consumed the Sandy Hook shooter? Dance Dance Revolution—an arcade staple that has players dance on colored squares to the rhythm of Asian techno-pop. That discovery not only surprised investigators, it also was at odds with overheated speculation in the media and around dinner tables that violent video games had helped turn Lanza into a killer.

Yet no one knows how any of these games—Dance Dance Revolution included—might have affected a kid who was clearly struggling. The truth is that decades of research have turned up no reliable causal link between playing violent video games and perpetrating actual violence. This is not to say that games have no effect. They're built to have an effect. It's just not necessarily the one that most people think.

A tradition of worry The implicit connection between violent media and violent behavior is so old that, like a barnacle clinging to a hull, it's not easily dislodged. The notion dates at least to the Victorian era, when educators, tastemakers and clergymen began criticizing what was then a fairly raucous popular culture. Violent, sex-soaked dime novels and penny-dreadful magazines were immensely popular, and upstanding publications such as Harper's and the Atlantic Monthly took delight in denouncing them. Author and critic Harold Schechter, whose 2005 book Savage Pastimes lays out a social history of violent entertainment, notes that the trend divided the literati of the time. Ralph Waldo Emerson complained about his countrymen “reading all day murders & railroad accidents,” but Nathaniel Hawthorne loved the scandal sheets so much that he had a friend ship stacks of them to Liverpool, England, while he lived abroad as a U.S. consul. The belle of Amherst herself, Emily Dickinson, relished stories of “those funny accidents where railroads meet each other, and gentlemen in factories get their heads cut off quite informally.”

The 20th century saw criticism grow more robust. In 1936 Catholic scholar John K. Ryan laid out what he called the “mental food of American children,” as seen through the media they consumed. It was a long menu, one that included “sadism, cannibalism, bestiality. Crude eroticism. Torturing, killing, kidnapping.” He was talking about daily newspaper comic strips. In 1947 critic and actor John Houseman lodged similar complaints about cartoons on television. They “run red with horrible savagery,” he wrote.

Into this fray entered Stanford University psychologist Albert Bandura, now 89, whose experimental studies in the early 1960s established the theoretical basis for limiting kids' access to violent media. In a 1961 study, Bandura and his colleagues gathered 72 preschoolers. Laboratory assistants led the kids, one at a time, into a playroom, where they sat at a small table and received instruction on how to make potato-print pictures. Soon another adult entered the room and settled into the opposite corner with a Tinkertoy set, a mallet and a five-foot, inflated Bobo clown doll, the kind that rights itself if knocked over. The adult then either quietly assembled the Tinkertoys, ignoring Bobo, or turned to the doll and began “aggressing toward it”—punching it, sitting on it, kicking it around the room, all the while saying things such as “Sock him in the nose!” and “Pow!”

After 10 minutes, each child was led into another room and invited to play with some “relatively attractive toys,” such as a fire engine, a spinning top and a doll set. But after two minutes, a lab assistant announced that these were “her very best toys” and that she'd decided to reserve them for other children. The kids were swept into a third room that held more toys, both “aggressive and nonaggressive”: a tea set, crayons, dart guns, a mallet … and a three-foot Bobo doll. You see where this is going.

Faced with the frustration of having nice new toys suddenly snatched away, the preschoolers who had watched Bobo get mistreated were more likely than the others to take out their aggression on the mini Bobo. Bandura repeated the experiment in 1963, using film and cartoon depictions of Bobo's mistreatment, with similar results. The conclusions seemed clear: watching unchecked aggression in real life, on film or in cartoons makes us more aggressive because it provides us with “social scripts” to guide our behavior. Bandura's conclusions opened a floodgate of “media effects” research that continues today.

The problem is that many of the findings, especially when applied to children's media and play, are misleading at best. Critic Gerard Jones, whose 2003 book Killing Monsters makes a case for giving kids access to “make-believe violence,” writes: “There is no evidence to suggest that punching an inflatable clown has any connection to real-life violence.” In many cases, he and others say, researchers mistake natural competitiveness or the effects of discomfort for aggression or mislabel the subjects' temporary aggression as behavior that holds the potential for violence. In an often quoted 1976 study led by Brian Coates at Washington State University, researchers found that preschoolers who watched the famously mild Mister Rogers' Neighborhood were three times more aggressive afterward. Jones suggests that the experiment itself may have made kids anxious or even angry by compelling them to “sit in a hard plastic chair in a strange room” and watch TV on cue.

It was the 1999 Columbine High School shootings that got many Americans thinking about violent video games. After the attacks, victims' families sued more than two dozen game makers, saying titles such as Doom, a first-person shooter that the two teen gunmen played, desensitized them to violence. A judge dismissed the lawsuits, but the post-Columbine uproar led more researchers to begin dissecting games, much as Bandura did for TV, in search of the roots of aggression.

Deciphering the data A few studies tried to draw distinctions between good and bad games. In a 2010 experiment, Tobias Greitemeyer, then at the University of Sussex in England, and Silvia Osswald of Ludwig Maximilian University in Germany asked subjects to play one of three video games—either a “prosocial” game, an “aggressive” game or the “neutral” game Tetris. After eight minutes, an experimenter reached for a stack of questionnaires but “accidentally” knocked a cup of pencils off the table and onto the floor. Participants who had played the prosocial game were twice as likely to help pick up the pencils as those who played the neutral or aggressive game.

Others have tried to tease out the aftereffects of playing violent games. In a 2012 study, André Melzer of the University of Luxembourg, along with Mario Gollwitzer of Philipps University Marburg in Germany, found that inexperienced players felt a need to “cleanse” themselves after playing a violent video game (the so-called Macbeth effect: “Out, damned spot!”). Researchers asked subjects to play either a driving game or the mayhem-heavy Grand Theft Auto for 15 minutes, then pick gifts from an assortment, half “hygienic” (shower gel, deodorant, toothpaste) and half nonhygienic (gummy bears, Post-it notes, a box of tea). Inexperienced players who played Grand Theft Auto were more likely to pick out hygienic products than were experienced players or inexperienced players who had played the driving game.

But neither of those studies make the case that these games lead to real-word violence. Although drawing conclusions about small population subgroups—such as kids at risk of violence—from broad population trends can be dicey, it is still worth noting that as violent video games proliferated in recent years, the number of violent youthful offenders fell—by more than half between 1994 and 2010, according to the U.S. Department of Justice. This trend is not what you would expect if these games had the power to make good boys go bad. Indeed, in a 2011 analysis of game sales from 2004 to 2008, A. Scott Cunningham of Baylor University, Benjamin Engelstätter of the Center for European Economic Research in Mannheim, Germany, and Michael R. Ward of the University of Texas at Arlington found that higher rates of violent game sales actually coincided with a drop in crimes, especially violent crimes. They concluded that any negative behavioral effects playing violent games might have are more than offset because violent people are drawn to such games, and the more they play, the less time they have for crime.

Even if violent video games are not turning people into killers, we might still wonder if they are harming our kids in subtler ways. As psychologist Douglas A. Gentile of Iowa State University puts it, whatever we practice repeatedly affects the brain. If we practice aggressive ways of thinking, feeling and reacting, he writes, “then we will get better at those.” In a 2008 survey on the gaming habits of about 2,500 young people, Gentile and his father, psychologist J. Ronald Gentile, found that children and adolescents who played more violent games were likelier to report “aggressive cognitions and behaviors.” They concluded that violent video games “appear to be exemplary teachers of aggression.” They also found that eighth and ninth graders who played violent games more frequently displayed greater “hostile attribution bias” (being vigilant for enemies) and got into more arguments with teachers.

The greatest worry is the impact on children who are already at risk. “Media is most powerful in our lives when it reinforces our existing values,” media scholar Henry Jenkins, now at the University of Southern California, said in a 2003 episode of Religion & Ethics Newsweekly . Indeed, Jenkins argued in an essay for PBS, a child who responds to a video game the same way he or she does to a real-world trauma could be showing symptoms of an emotional disturbance. So used in the right setting, a violent game could actually serve as a diagnostic tool.

But beyond such special circumstances, media effects research, with its Bobo dolls as markers of real-world aggression, is problematic. The fighting kids do in physical games and video games alike is just a simulation. In other words, it is play. It looks like fighting, wrote Brian Sutton-Smith, the late renowned play theorist, in his book The Ambiguity of Play , “but it is also the opposite of fighting … carried on by those who are not enemies and who do not intend to harm each other.”

In a way, we are pointing fingers at the wrong people. When we worry that a violent game is going to turn our kids into killers, aren't we the ones who can't tell fantasy from reality? Kids already know the difference.

Adapted from The Game Believes in You: How Digital Play Can Make Our Kids Smarter , with permission from Palgrave Macmillan, a division of St. Martin's Press. Copyright © 2015.

SA Mind Vol 26 Issue 4

The evidence that video game violence leads to real-world aggression

A 2018 meta-analysis found that there is a small increase in real-world physical aggression among adolescents and pre-teens who play violent video games. Led by Jay Hull, a social psychologist at Dartmouth College, the study team pooled data from 24 previous studies in an attempt to avoid some of the problems that have made the question of a connection between gaming and aggression controversial.

Many previous studies, according to a story in Scientific American, have been criticized by “a small but vocal cadre of researchers [who] have argued much of the work implicating video games has serious flaws in that, among other things, it measures the frequency of aggressive thoughts or language rather than physically aggressive behaviors like hitting or pushing, which have more real-world relevance.”

Hull and team limited their analysis to studies that “measured the relationship between violent video game use and overt physical aggression,” according to the Scientific American article .

The Dartmouth analysis drew on 24 studies involving more than 17,000 participants and found that “playing violent video games is associated with increases in physical aggression over time in children and teens,” according to a Dartmouth press release describing the study , which was published Oct. 1, 2018, in the Proceedings of the National Academy of Sciences .

The studies the Dartmouth team analyzed “tracked physical aggression among users of violent video games for periods ranging from three months to four years. Examples of physical aggression included incidents such as hitting someone or being sent to the school principal’s office for fighting, and were based on reports from children, parents, teachers, and peers,” according to the press release.

The study was almost immediately called in to question. In an editorial in Psychology Today , a pair of professors claim the results of the meta-analysis are not statistically significant. Hull and team wrote in the PNAS paper that, while small, the results are indeed significant. The Psychology Today editorial makes an appeal to a 2017 statement by the American Psychological Association’s media psychology and technology division “cautioning policy makers and news media to stop linking violent games to serious real-world aggression as the data is just not there to support such beliefs.”

It should be noted, however, that the 2017 statement questions the connection between “serious” aggression while the APA Resolution of 2015 , based on a review of its 2005 resolution by its own experts, found that “the link between violent video game exposure and aggressive behavior is one of the most studied and best established. Since the earlier meta-analyses, this link continues to be a reliable finding and shows good multi-method consistency across various representations of both violent video game exposure and aggressive behavior.”

While the effect sizes are small, they’ve been similar across many studies, according to the APA resolution. The problem has been the interpretation of aggression, with some writers claiming an unfounded connection between homicides, mass shootings, and other extremes of violence. The violence the APA resolution documents is more mundane and involves the kind of bullying that, while often having dire long-term consequences, is less immediately dangerous: “insults, threats, hitting, pushing, hair pulling, biting and other forms of verbal and physical aggression.”

Minor and micro-aggressions, though, do have significant health risks, especially for mental health. People of color, LGBTQ people , and women everywhere experience higher levels of depression and anger, as well as stress-related disorders, including heart disease, asthma, obesity, accelerated aging, and premature death. The costs of even minor aggression are laid at the feet of the individuals who suffer, their friends and families, and society at large as the cost of healthcare skyrockets.

Finally, it should be noted that studies looking for a connection between game violence and physical aggression are not looking at the wider context of the way we enculturate children, especially boys. As WSU’s Stacey Hust and Kathleen Rodgers have shown, you don’t have to prove a causative effect to know that immersing kids in games filled with violence and sexist tropes leads to undesirable consequences, particularly the perpetuation of interpersonal violence in intimate relationships.

No wonder, then, that when feminist media critic Anita Saarkesian launched her YouTube series, “ Tropes vs. Women in Video Games ,” she was the target of vitriol and violence. Years later she’d joke about “her first bomb threat,” but that was only after her life had been upended by the boys club that didn’t like “this woman” showing them the “grim evidence of industry-wide sexism.”

Read more about WSU research and study on video games in “ What’s missing in video games .”

APS

Violent Video Games and Aggression: The Connection Is Dubious, at Best

  • Childhood Development
  • Perspectives on Psychological Science
  • Video Games

do violent video games affect behavior essay

Summary: If you are worried about violent video games triggering aggressive behavior in children, new research may help to alleviate your concerns.

The coronavirus pandemic put a damper on many traditional summertime activities for kids, like trips to the pool and youth camps. This gave more opportunity for children to socialize with friends virtually through online gaming. But many hours of extra screen time may have worried parents, especially in light of a highly publicized 2015 report by the American Psychological Association (APA) linking violent video games with aggressive behavior in children.

However, a recent reanalysis of these findings published in the journal Perspectives on Psychological Science came to a very different conclusion, finding no clear link between video game violence and aggression in children. Both the 2015 and the 2020 studies were meta-analyses, statistical methods of finding significant patterns in a large group of independent studies.

“Our new meta-analysis found that the evidence base was not sufficient to make the conclusions outlined in the 2015 report,” said Christopher J. Ferguson, lead author on the new paper and a professor of psychology at Stetson University. “We found that violent video games do not appear to be linked to aggression.”

When Ferguson and his colleagues reexamined the data used in the earlier meta-analysis, they found that it did not include most of the existing studies of video games and violence and failed to take quality issues into consideration.

“Studies that are well designed, such as those using standardized and well-validated aggression measures, almost never find evidence for negative, violent effects,” said Ferguson. “Our new meta-analysis also illustrates the need to focus on well-designed studies when researching the impact of violent media.”

“Games are now more important than ever for socialization, feeling autonomy and control during an uncertain time, and just de-stressing,” said Ferguson.

Additional research on the potential connection between video games and violent behavior is featured in the APS Research Topic Video Games and Violence .

Reference : Ferguson, C. J., Coperhaver, A., & Marley, P. (2020). Reexamining the Findings of the American Psychological Association’s 2015 Task Force on Violent Media: A meta-analysis. Perspectives on Psychological Science . Advance online publication. https://doi.org/10.1177/1745691620927666

Perspectives on Psychological Science  is a bimonthly journal publishing an eclectic mix of provocative reports and articles, including broad integrative reviews, overviews of research programs, meta-analyses, theoretical statements, and articles on topics such as the philosophy of science, opinion pieces about major issues in the field, autobiographical reflections of senior members of the field, and even occasional humorous essays and sketches.

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do violent video games affect behavior essay

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Blame Game: Violent Video Games Do Not Cause Violence

What research shows us about the link between violent video games and behavior..

Updated June 20, 2023 | Reviewed by Matt Huston

In February 2018, President Trump stated in response to the school shooting in Parkland, Florida that “the level of violence (in) video games is really shaping young people’s thoughts.” He’s far from the first to suggest that violent video games make children violent.

It certainly looks like they do. Jimmy Kimmel humorously pointed this out when he challenged parents to turn off their children’s TVs while they were playing the popular shooter game Fortnite and film the results. Unsurprisingly, many of the children lashed out, some cursing, others striking their parents.

The research

Decades of research seem to support this, too. Three common ways that researchers test levels of aggression in a laboratory are with a “hot sauce paradigm,” the “Competitive Reaction Time Test,” and with word or story completion tasks.

In the hot sauce paradigm , researchers instruct participants to prepare a cup of hot sauce for a taste tester. They inform them that the taste tester must consume all of the hot sauce in the cup and that the taste tester detests spicy food. The more hot sauce the participants put into the cup, the more “aggressive” the participants are said to be.

In the Competitive Reaction Time Test , participants compete with a person in the next room. They are told that both people must press a button as fast as possible when they see a light flash. Whoever presses the button first will get to “punish” the opponent with a blast of white noise. They are allowed to turn up the volume as loud and as long as they want. In reality, there is no participant in the next room; the test is designed to let people win exactly half of the games. The researchers are measuring how far they turned the dial and how long they held it for. In theory, people who punish their opponent more severely are more aggressive.

During a word or story completion task , participants are shown a word with missing letters or a story without an ending. Participants are asked to guess what word can be made from those letters or to predict what will happen next in a story. When participants choose “aggressive” words (such as assuming that “M _ _ _ E R” is “murder” instead of “mother”) or assuming that characters will hurt one another, they are considered more aggressive.

These tests have been used to examine whether violent games increase aggression. Several representative studies are summarized below. In each study, the participants assigned to play a violent game seemed more prone to acting or thinking aggressively than those who played a non-violent game for an equivalent amount of time.

  • 2000: Undergraduate psychology students played a video game for 30 minutes and were given the Competitive Reaction Time Test. Those who played Wolfenstein 3D (a violent game) turned the “ punishment ” dial for a longer period of time than those who played Myst (a non-violent game).
  • 2002: Participants played a video game for 20 minutes and were given a story completion task. Players who played Carmageddon , Duke Nukem , Mortal Kombat , or Future Cop (violent games) were more likely to predict that the characters in an ambiguous story would react to conflict aggressively than those who had played Glider Pro , 3D Pinball , Austin Powers , or Tetra Madness (non-violent games).
  • 2004: Participants played a video game for 20 minutes and were given a word-completion task. Players who played Dark Forces , Marathon 2 , Speed Demon , Street Fighter , and Wolfenstein 3D (violent games) were more likely to predict that word fragments were part of aggressive words than non-aggressive words than those who had played 3D Ultra Pinball , Glider Pro , Indy Car II , Jewel Box , and Myst (non-violent games).
  • 2004: Participants played a video game for 20 minutes and were given the Competitive Reaction Time Test. Those who played Marathon 2 (a violent game) turned the “noise punishment” dial to higher levels than those who had played Glider PRO (a non-violent game).
  • 2014: Participants played a video game for 30 minutes and were given the hot sauce test. People who played Call of Duty: Modern Warfare (a violent game) put more hot sauce into the cup than people who played LittleBigPlanet 2 (a non-violent game).

It is easy to conclude from this research that violent games make people more aggressive. In 2015, The American Psychiatric Association (APA) Task Force on Violent Media analyzed 31 similar studies published since 2009 and concluded that “violent video game use has an effect on... aggressive behavior, cognitions, and affect.”

Is this research valid?

However, experienced gamers would notice a critical problem with the studies’ construction.

Although Wolfenstein 3D , Call of Duty , and Duke Nukem are certainly more violent than Myst , LittleBigPlanet 2 , and Glider Pro , violence is far from the only variable.

For example, Wolfenstein 3D is an action-packed, exciting, and fast-paced shooting game, while Myst is a slow, methodical, exploration and puzzle game. To help illustrate this point, here is footage of people playing Wolfenstein and Myst .

Comparing the two and assuming that any differences in the level of aggression after playing must be due to the different levels of violence ignores all of these other variables.

If it’s not violence, what is it?

Some researchers have taken note of this criticism in recent years and begun exploring alternative hypotheses for the differences found, such as that the violent games chosen were also harder to master and that many people had aggressive thoughts simply because they lost . When they have conducted more nuanced studies to explore these other hypotheses, they have found that the violence was not the critical variable.

do violent video games affect behavior essay

For example, one clever set of studies examined whether players acted out simply because some games “impeded competence.”

  • The first study demonstrated that two of the games in the previous studies differed significantly in how difficult the games were to master; Glider Pro 4 uses just two buttons, while Marathon 2 requires the mouse plus 20 different buttons. This additional variable they identified makes it inappropriate to compare the two and draw a scientifically credible conclusion.
  • The researchers then created two first-person-shooter games with differing levels of violence. In the violent game, characters who the players shot suffered horrific, bloody deaths. The other was a paintball game in which characters simply disappeared when shot. The two games were otherwise identical. When they tested the level of aggression afterward, they found no differences between the groups .
  • In two other studies, these researchers manipulated the game Tetris to be more complicated for half of the participants, either by making the controls complicated or by giving them pieces that could not fit into the grid easily. The groups playing complicated, frustrating versions of the game showed more aggression afterward.

In each of these studies, it was the level of difficulty— not the presence of violence—that predicted aggressive thoughts and actions afterward. When the games were better matched than the previous studies, violence did not appear to affect aggression after playing.

In other words, these researchers concluded that games can make people angry just by being difficult to win.

A clear example of how frustration alone can lead to aggression in a non-violent game can be seen on YouTube, on well-known streamer Markiplier’s first attempt to beat Getting Over It . The game is bizarre; players try to guide a shirtless man in a cauldron up a mountain using only a hammer. It is designed to be extraordinarily unforgiving; one minor misstep might undo an hour of progress. Here ’s a video of him throwing a chair when he slipped down the mountain.

Others have suggested that it is the level of competition present in many games which fosters aggressive thoughts and actions. This is easy to understand—how many of us have yelled at friends or overturned the board at the end of a tense game of Monopoly? One gaming writer quipped , “What makes you angrier: dying to a horde of violent aliens in Gears of War , or losing a close match to your taunting brother in the very non-violent Mario Kart ?”

Anecdotally, I have found these two hypotheses to be true for my clients. I frequently hear from them or their parents that they act aggressively while playing video games, e.g. breaking controllers or yelling at their parents or other players. When I ask my clients about the situation, they talk about feeling frustrated, usually because of difficult gameplay, opponents playing unfairly, losing, or having to stop playing at an inopportune time in the game. These outbursts happen for violent and non-violent games alike.

What if violence is the variable?

In order to understand the results of the experiments, it is important to understand the difference between “statistical significance” and “clinical significance.” Statistical significance is a way to assess whether the results of the study were due to a real difference between groups or whether the results might have been due to chance. Clinical significance is whether the results are important for individuals or the population as a whole.

For example, the 2000 study which found that, on average, players turned the “punishment” dial longer when they played Wolfenstein 3D than those who had played Myst did reach statistical significance.

However, the actual difference was between 6.81 and 6.65 seconds, a difference of 0.16 seconds. To put that number into context, blinking takes roughly 0.1 to 0.4 seconds . That is, subjects who played violent and non-violent games both chose to punish an imaginary opponent for roughly seven seconds. The difference between how long the groups held the dial was less than the blink of an eye .

A 2 percent difference in how long someone holds a dial in a laboratory is hardly cause for alarm. Further, studies have shown that this tiny increase in aggression fades quickly, lasting less than 10 minutes .

Despite this, the researchers linked violent video games to the school shooting at Columbine High School in the first paragraph of the paper.

The APA’s Society for Media Psychology and Technology has since firmly stated that this kind of comparison is inappropriate : “Journalists and policymakers do their constituencies a disservice where they link acts of real-world violence with the perpetrators’ exposure to violent video games...there’s little scientific evidence to support the connection...Discovering that a young crime perpetrator also happened to play violent video games is no more illustrative than discovering that he or she happened to wear sneakers or used to watch Sesame Street.”

In fact, the Secret Service’s report studying characteristics of school shooters showed that only 14 percent of school shooters enjoyed violent video games , compared to 70 percent of their peers.

What about long-term effects?

Some researchers who study aggression use the General Aggression Model (GAM) , a unified theory of aggression created by the researcher who authored many of the papers that found a link between aggression and violent video games. The theory explains that many things may increase aggression in the short-term, including being insulted, unpleasant noises, and the temperature of the room.

The GAM theory further suggests that repeatedly acting on aggressive impulses may push people toward becoming permanently more aggressive. For example, a normally peaceful person may act out when insulted. The more times the person acts out, the more “accessible” violent responses become and the more likely this person is to act violently in future situations.

This makes intuitive sense, and researchers sometimes state that even a tiny increase in aggression, like the aforementioned 2 percent, could be cumulative and lead to long-term aggressive tendencies.

However, it does not appear that this is true. Researchers recently surveyed more than 1,000 British teens ages 14-15 on how often they play games, independently examined how violent those games are, and asked their parents to report how aggressively their children acted over the past month. They examined whether each variable was connected and found no evidence of a correlation. Teens who played violent games many hours per week did not act more aggressively than those who played peaceful games or no games at all.

Should children play violent games?

Of course, I am not suggesting that it is appropriate for young children to play violent games. I would not recommend that young children play Call of Duty for the same reason that I would not recommend they watch Saving Private Ryan until they are mature enough to understand it.

Even though it is not likely to make peaceful people aggressive, media which contains graphic violence can be frightening and hard to understand, especially for young people. Parents should take reasonable steps to ensure that their children are playing age-appropriate games, in the same way that they should ensure their children are watching age-appropriate movies.

Some parents choose to play video games with their children, ask them to play in a common area, or sit with them while they play to help provide context to the content of the games. These are great ideas; they allow parents to teach their children the difference between violence in games and in real life, to have conversations about the actions their characters take, and to comfort children who become scared.

It also helps parents understand what their children are experiencing while playing games so they can help them learn to manage these feelings of frustration. Parents who are familiar with their children’s video games can determine whether they are age-appropriate, their children’s motivations for play, how their children are affected, and how to set appropriate limits.

Adachi, P.J.C. & Willoughby, T. (2011). The effect of video game competition and violence on aggressive behavior: Which characteristic has the greatest influence? Psychology of Violence, 1 (4). Retrieved from https://pdfs.semanticscholar.org/2cab/940f9292928a48d57c375259442c9dc7d…

Allen, J.J., Anderson, C.A., & Bushman, B.J. (2017). The General Aggression Model. Current Opinion in Psychology, 19 . Retrieved from https://www.researchgate.net/publication/316119742_The_General_Aggressi…

Anderson, C.A., Carnagey, N.L., & Eubanks, J. (2003). Exposure to violent media: The effects of songs with violent lyrics on aggressive thoughts and feelings. Journal of Personality and Social Psychology, 84 (5). Retrieved from http://www.craiganderson.org/wp-content/uploads/caa/abstracts/2000-2004…

Anderson, C.A. & Dill, K.E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78 (4). Retrieved from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.583.6828&rep=r…

APA Task Force on Violent Media (2015). Technical report on the review of the violent video game literature. Retrieved from https://www.apa.org/pi/families/review-video-games.pdf

Barlett, C., Branch, O., Rodeheffer, C., & Harris, R. (2009). How long do the short-term violent video game effects last? Aggressive Behavior, 35 . Retrieved from https://www.researchgate.net/publication/23996782_How_Long_Do_the_Short…

Breuer, J., Scharkow, M., & Quandt, T. (2013, December 23). Sore Losers? A Reexamination of the Frustration–Aggression Hypothesis for Colocated Video Game Play. Psychology of Popular Media Culture. Advance online publication. doi: 10.1037/ppm0000020 Retrieved from https://www.researchgate.net/publication/261794000_Sore_losers_A_reexam…

Bushman, B.J. & Anderson, C.A. (2002). Violent video games and hostile expectations: A test of the General Aggression Model. Personality and Social Psychology Bulletin. Retrieved from https://www.researchgate.net/publication/237308783_Violent_Video_Games_…

Chester, D.S. & Lasko, E. (2018). Validating a standardized approach to the Taylor Aggression Paradigm. Social Psychological and Personality Science. Retrieved from https://www.researchgate.net/publication/325749887_Validating_a_Standar…

CNN. (2018, February 22). Trump blames video games, movies for violence [Video file]. Retrieved from https://www.youtube.com/watch?v=3RKZn2Sf7bo

Doommaster1994 [Doommaster1994]. (2008, November 13). Wolfenstein 3D Gameplay [Video file]. Retrieved from https://www.youtube.com/watch?v=561sPCk6ByE

Ferguson, C.J. (2008). The school shooting/violent video game link: Causal relationship or moral panic? Journal of Investigative Psychology and Offender Profiling, 5. Retrieved from https://www.academia.edu/725227/The_school_shooting_violent_video_game_…

Ferguson, C. (2017, Spring/Summer). News Media, Public Education and Public Policy Committee: Societal violence and video games: Public statements of a link are problematic. The Amplifier Magazine . Retrieved from https://div46amplifier.com/2017/06/12/news-media-public-education-and-p…

Filardodesigns [filardodesigns]. (2008, September 8). MYST - Chapter 1 [Video file]. Retrieved from https://www.youtube.com/watch?v=e-8CFun3nEw

Fischbach, M.E. [Markiplier]. (2017, December 7). I LITERALLY THROW A CHAIR IN RAGE | Getting Over It - Part 1 [Video file]. Retrieved from https://youtu.be/dH9w9VlyNO4

Hollingdale, J. & Greitemeyer, T. (2014). The effect of online violent video games on levels of aggression. PLoS ONE 9 (11). Retrieved from https://journals.plos.org/plosone/article?id=10.1371/journal.pone.01117…

Jimmy Kimmel Live [Jimmy Kimmel Live]. (2018, December 13). YouTube Challenge - I Turned Off the TV During Fortnite [Video file]. Retrieved from https://www.youtube.com/watch?v=AggZU8sg5HI

Lieberman, J.D., Solomon, S., Greenberg, J., & McGregor, H.A. (1999). A hot new way to measure aggression: Hot sauce allocation. Aggressive Behavior, 25 . Retrieved from https://pdfs.semanticscholar.org/3a78/9895c3e18f9e3356e98feda68521b726f…

Milo, R., Jorgensen, P., Moran, U., Weber, G., & Springer, M. (2009). BioNumbers - the database of key numbers in molecular and cell biology. Nucleic Acids Research, 38 . Retrieved from https://bionumbers.hms.harvard.edu/bionumber.aspx?&id=100706&ver=4

Przybylski, A.K., Deci, E.L., Rigby, C.S., & Ryan, R.M. (2014). Competence-impeding electronic games and players’ aggressive feelings, thoughts, and behaviors. Journal of Personality and Social Psychology, 106 (3). Retrieved from http://selfdeterminationtheory.org/wp-content/uploads/2015/01/2014_Przy…

Przybylski, A.K. & Weinstein, N. (2019). Violent video game engagement is not associated with adolescents’ aggressive behaviour: Evidence from a registered report. Royal Society Open Science, 6 (2). Retrieved from https://www.researchgate.net/publication/331409534_Violent_video_game_e…

Schreier, J. (2015, August 14). Why most video game “aggression” studies are nonsense. Retrieved from https://kotaku.com/why-most-video-game-aggression-studies-are-nonsense-…

Andrew Fishman LCSW

Andrew Fishman is a licensed social worker in Chicago, Illinois. He is also a lifelong gamer who works with clients to understand the impact video games have had on their mental health.

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ORIGINAL RESEARCH article

The relation of violent video games to adolescent aggression: an examination of moderated mediation effect.

Rong Shao,

  • 1 Research Institute of Moral Education, College of Psychology, Nanjing Normal University, Nanjing, China
  • 2 The Lab of Mental Health and Social Adaptation, Faculty of Psychology, Research Center for Mental Health Education, Southwest University, Chongqing, China

To assess the moderated mediation effect of normative beliefs about aggression and family environment on exposure to violent video games and adolescent aggression, the subjects self-reported their exposure to violent video games, family environment, normative beliefs about aggression, and aggressive behavior. The results showed that there was a significant positive correlation between exposure to violent video games and adolescent aggression; normative beliefs about aggression had a mediation effect on exposure to violent video games and adolescent aggression, while family environment moderated the first part of the mediation process. For individuals with a good family environment, exposure to violent video games had only a direct effect on aggression; however, for those with poor family environment, it had both direct and indirect effects mediated by normative beliefs about aggression. This moderated mediation model includes some notions of General Aggression Model (GAM) and Catalyst Model (CM), which helps shed light on the complex mechanism of violent video games influencing adolescent aggression.

Introduction

Violent video games and aggression.

The relationship between violent video games and adolescent aggression has become a hot issue in psychological research ( Wiegman and Schie, 1998 ; Anderson and Bushman, 2001 ; Anderson et al., 2010 ; Ferguson et al., 2012 ; Greitemeyer, 2014 ; Yang et al., 2014 ; Boxer et al., 2015 ). Based on the General Aggression Model (GAM), Anderson et al. suggested that violent video games constitute an antecedent variable of aggressive behavior, i.e., the degree of exposure to violent video games directly leads to an increase of aggression ( Anderson and Bushman, 2001 ; Bushman and Anderson, 2002 ; Anderson, 2004 ; Anderson et al., 2004 ). Related longitudinal studies ( Anderson et al., 2008 ), meta-analyses ( Anderson et al., 2010 ; Greitemeyer and Mugge, 2014 ), event-related potential studies ( Bailey et al., 2011 ; Liu et al., 2015 ), and trials about juvenile delinquents ( DeLisi et al., 2013 ) showed that exposure to violent video games significantly predicts adolescent aggression.

Although Anderson et al. insisted on using the GAM to explain the effect of violent video games on aggression, other researchers have proposed alternative points of view. For example, a meta-analysis by Sherry (2001) suggested that violent video games have minor influence on adolescent aggression. Meanwhile, Ferguson (2007) proposed that publication bias (or file drawer effect) may have implications in the effect of violent video games on adolescent aggression. Publication bias means that compared with articles with negative results, those presenting positive results (such as statistical significance) are more likely to be published ( Rosenthal and Rosnow, 1991 ). A meta-analysis by Ferguson (2007) found that after publication bias adjustment, the related studies cannot support the hypothesis that violent video games are highly correlated with aggression. Then, Ferguson et al. proposed a Catalyst Model (CM), which is opposite to the GAM. According to this model, genetic predisposition can lead to an aggressive child temperament and aggressive adult personality. Individuals who have an aggressive temperament or an aggressive personality are more likely to produce violent behavior during times of environmental strain. Environmental factors act as catalysts for violent acts for an individual who have a violence-prone personality. This means that although the environment does not cause violent behavior, but it can moderate the causal influence of biology on violence. The CM model suggested that exposure to violent video games is not an antecedent variable of aggressive behavior, but only acts as a catalyst influencing its form ( Ferguson et al., 2008 ). Much of studies ( Ferguson et al., 2009 , 2012 ; Ferguson, 2013 , 2015 ; Furuya-Kanamori and Doi, 2016 ; Huesmann et al., 2017 ) found that adolescent aggression cannot be predicted by the exposure to violent video games, but it is closely related to antisocial personality traits, peer influence, and family violence.

Anderson and his collaborators ( Groves et al., 2014 ; Kepes et al., 2017 ) suggested there were major methodological shortcomings in the studies of Ferguson et al. and redeclared the validity of their own researches. Some researchers supported Anderson et al. and criticized Ferguson’s view ( Gentile, 2015 ; Rothstein and Bushman, 2015 ). However, Markey (2015) held a neutral position that extreme views should not be taken in the relationship between violent video games and aggression.

In fact, the relation of violent video games to aggression is complicated. Besides the controversy between the above two models about whether there is an influence, other studies explored the role of internal factors such as normative belief about aggression and external factors such as family environment in the relationship between violent video games and aggression.

Normative Beliefs About Aggression, Violence Video Games, and Aggression

Normative beliefs about aggression are one of the most important cognitive factors influencing adolescent aggression; they refer to an assessment of aggression acceptability by an individual ( Huesmann and Guerra, 1997 ). They can be divided into two types: general beliefs and retaliatory beliefs. The former means a general view about aggression, while the latter reflects aggressive beliefs in provocative situations. Normative beliefs about aggression reflect the degree acceptance of aggression, which affects the choice of aggressive behavior.

Studies found that normative beliefs about aggression are directly related to aggression. First, self-reported aggression is significantly correlated to normative beliefs about aggression ( Bailey and Ostrov, 2008 ; Li et al., 2015 ). General normative beliefs about aggression can predict young people’s physical, verbal, and indirect aggression ( Lim and Ang, 2009 ); retaliatory normative beliefs about aggression can anticipate adolescent retaliation behavior after 1 year ( Werner and Hill, 2010 ; Krahe and Busching, 2014 ). There is a longitudinal temporal association of normative beliefs about aggression with aggression ( Krahe and Busching, 2014 ). Normative beliefs about aggression are significantly positively related to online aggressive behavior ( Wright and Li, 2013 ), which is the most important determining factor of adolescent cyberbullying ( Kowalski et al., 2014 ). Teenagers with high normative beliefs about aggression are more likely to become bullies and victims of traditional bullying and cyberbullying ( Burton et al., 2013 ). Finally, normative beliefs about aggression can significantly predict the support and reinforcement of bystanders in offline bullying and cyberbullying ( Machackova and Pfetsch, 2016 ).

According to Bandura’s social cognitive theory ( Bandura, 1989 ), violent video games can initiate adolescents’ observational learning. In this situation, not only can they imitate the aggressive behavior of the model but also their understanding and acceptability about aggression may change. Therefore, normative beliefs about aggression can also be a mediator between violent video games and adolescent aggression ( Duan et al., 2014 ; Anderson et al., 2017 ; Huesmann et al., 2017 ). Studies have shown that the mediating role of normative beliefs about aggression is not influenced by factors such as gender, prior aggression, and parental monitoring ( Gentile et al., 2014 ).

Family Environment, Violence Video Games, and Aggression

Family violence, parenting style, and other family factors have major effects on adolescent aggression. On the one hand, family environment can influence directly on aggression by shaping adolescents’ cognition and setting up behavioral models. Many studies have found that family violence and other negative factors are positively related to adolescent aggression ( Ferguson et al., 2009 , 2012 ; Ferguson, 2013 ), while active family environment can reduce the aggressive behavior ( Batanova and Loukas, 2014 ).

On the other hand, family environment can act on adolescent aggression together with other factors, such as exposure to violent video games. Analysis of the interaction between family conflict and media violence (including violence on TV and in video games) to adolescent aggression showed that teenagers living in higher conflict families with more media violence exposure show more aggressive behavior ( Fikkers et al., 2013 ). Parental monitoring is significantly correlated with reduced media violence exposure and a reduction in aggressive behavior 6 months later ( Gentile et al., 2014 ). Parental mediation can moderate the relationship between media violence exposure and normative beliefs about aggression, i.e., for children with less parental mediation, predictability of violent media exposure on normative beliefs about aggression is stronger ( Linder and Werner, 2012 ). Parental mediation is closely linked to decreased aggression caused by violent media ( Nathanson, 1999 ; Rasmussen, 2014 ; Padilla-Walker et al., 2016 ). Further studies have shown that the autonomy-supportive restrictive mediation of parents is related to a reduction in current aggressive behavior by decreasing media violence exposure; conversely, inconsistent restrictive mediation is associated with an increase of current aggressive behavior by enhancing media violence exposure ( Fikkers et al., 2017 ).

The Current Study

Despite GAM and CM hold opposite views on the relationship between violent video games and aggression, both of the two models imply the same idea that aggression cannot be separated from internal and external factors. While emphasizing on negative effects of violent video games on adolescents’ behavior, the GAM uses internal factors to explain the influencing mechanism, including aggressive beliefs, aggressive behavior scripts, and aggressive personality ( Bushman and Anderson, 2002 ; Anderson and Carnagey, 2014 ). Although the CM considers that there is no significant relation between violent video games and aggression, it also acknowledges the role of external factors such as violent video games and family violence. Thus, these two models seem to be contradictory, but in fact, they reveal the mechanism of aggression from different points of view. It will be more helpful to explore the effect of violent video games on aggression from the perspective of combination of internal and external factors.

Although previous studies have investigated the roles of normative beliefs about aggression and family factors in the relationship between violent video games and adolescent aggression separately, the combined effect of these two factors remains unstudied. The purpose of this study was to analyze the combined effect of normative beliefs about aggression and family environment. This can not only confirm the effects of violent video games on adolescent aggression further but also can clarify the influencing mechanism from the integration of GAM and CM to a certain extent. Based on the above, the following three hypotheses were proposed:

Hypothesis 1: There is a significant positive correlation between exposure to violent video games and adolescent aggression.

Hypothesis 2: Normative beliefs about aggression are the mediator of exposure to violent video games and adolescent aggression.

Hypothesis 3: The family environment can moderate the mediation effects of normative beliefs about aggression in exposure to violent video games and adolescent aggression; exposure to violent video games, family environment, normative beliefs about aggression, and aggression constitute a moderated mediation model.

Materials and Methods

Participants.

All subjects gave informed written consent for participation in this investigation, and their parents signed parental written informed consent. The study was reviewed and approved by the Professor Committee of School of Psychology, Nanjing Normal University, which is the committee responsible for providing ethics approvals. A total of 648 Chinese middle school students participated in this study, including 339 boys and 309 girls; 419 students were from cities and towns, and 229 from the countryside. There were 277 and 371 junior and high school students, respectively. Ages ranged from 12 to 19 years, averaging 14.73 ( SD  = 1.60).

Video Game Questionnaire (VGQ)

The Video Game Questionnaire ( Anderson and Dill, 2000) required participants to list their favorite five video games and assess their use frequencies, the degree of violent content, and the degree of violent images on a 7-point scale (1, participants seldom play video games, with no violent content or image; 7, participants often play video games with many violent contents and images). Methods for calculating the score of exposure to violent video games: (score of violent content in the game + score of violent images in the game) × use frequency/5. Chen et al. (2012) found that the Chinese version of this questionnaire had high internal consistency reliability and good content validity. The Chinese version was used in this study, and the Cronbach’s α coefficient of the questionnaire was 0.88.

Aggression Questionnaire (AQ)

There were 29 items in AQ ( Buss and Perry, 1992 ), including four dimensions: physical aggression, verbal aggression, anger, and hostility. The scale used 5-point scoring criteria (1, very incongruent with my features; 5, very congruent with my features). Scores for each item were added to obtain the dimension score, and dimension scores were summed to obtain the total score. The Chinese version of AQ had good internal consistency reliability and construct validity ( Ying and Dai, 2008 ). In this study, the Chinese version was used and its Cronbach’s α coefficient was 0.83.

Family Environment Scale (FES)

The FES ( Moos, 1990 ) includes 90 true-false questions and is divided into 10 subscales, including cohesion, expressiveness, conflict, independence, achievement-orientation, intellectual-cultural orientation, active-recreational orientation, moral-religious emphasis, organization, and control. The Chinese version of FES was revised by Fei et al. (1991) and used in this study. Three subscales closely related to aggression were selected, including cohesion, conflict, and moral-religious emphasis, with 27 items in total. The family environment score was the sum of scores of these three subscales (the conflict subscale was first inverted). The Cronbach’s α coefficient of the questionnaire was 0.75.

Normative Beliefs About Aggression Scale (NOBAGS)

There are 20 items in the NOBAGS ( Huesmann and Guerra, 1997 ), which includes retaliation (12 items) and general (8 items) aggression belief. A 4-point Likert scale is used (1, absolutely wrong; 4, absolutely right). The subjects were asked to assess the accuracy of the behavior described in each item. High score means high level of normative beliefs about aggression. The revised Chinese version of NOBAGS consists of two factors: retaliation (nine items) and general (six items) aggression belief. Its internal consistency coefficient and test-retest reliability are 0.81 and 0.79. Confirmative factor analysis showed that this version has good construct validity: χ 2  = 280.09, df  = 89, χ 2 / df  = 3.15, RMSEA = 0.07, SRMR = 0.04, NFI = 0.95, NNFI = 0.96, and CFI = 0.96 ( Shao and Wang, 2017 ). In this study, the Cronbach’s α coefficient of the Chinese version was 0.88.

Group testing was performed in randomly selected classes of six middle schools. All subjects completed the above four questionnaires.

Data Analysis

IBM SPSS Statistics 22 was used to analysis the correlations among study variables, the mediating effect of normative beliefs about aggression on the relationship between exposure to violent video games and aggression, and the moderating role of family environment in the relationship between exposure to violent video games and normative beliefs about aggression. In order to validate the moderated mediation model, Mplus 7 was also used.

Correlation Analysis Among Study Variables

In this study, self-reported questionnaires were used to collect data, and results might be influenced by common method bias. Therefore, the Harman’s single-factor test was used to assess common method bias before data analysis. The results showed that eigenvalues of 34 unrotated factors were greater than 1, and the amount of variation explained by the first factor was 10.01%, which is much less than 40% of the critical value. Accordingly, common method bias was not significant in this study.

As described in Table 1 , the degree of exposure to violent video games showed significant positive correlations to normative beliefs about aggression and aggression; family environment was negatively correlated to normative beliefs about aggression and aggression; normative beliefs about aggression were significantly and positively related to aggression. The gender difference of exposure to violent video games ( t  = 7.93, p  < 0.001) and normative beliefs about aggression ( t  = 2.74, p  < 0.01) were significant, which boys scored significantly higher than girls.

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Table 1 . Means, standard deviations, and Pearson correlations among study variables.

Mediating Effect Analysis

To examine the mediation effect of normative beliefs about aggression on the relationship between exposure to violent video games and aggression, gender factor was controlled firstly. Stepwise regression analysis showed that the regression of aggression to violent video games ( c  = 0.28, t  = 6.96, p  < 0.001), the regression of normative beliefs about aggression to violent video games ( a  = 0.19, t  = 4.69, p  < 0.001), and the regression of aggression to violent video games ( c ′ = 0.22, t  = 5.69, p  < 0.001) and normative beliefs about aggression ( b  = 0.31, t  = 8.25, p  < 0.001) were all significant. Thus, normative beliefs about aggression played a partial mediating role in exposure to violent video games and aggression. The mediation effect value was 0.06, accounting for 21.43% (0.06/0.28) of the total effect.

Moderated Mediation Effect Analysis

After standardizing scores of exposure to violent videogames, normative beliefs about aggression, family environment, and aggression, two interaction terms were calculated, including family environment × exposure to violent video games and family environment × normative beliefs about aggression. Regression analysis was carried out after controlling gender factor ( Table 2 ).

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Table 2 . Moderated mediation effect analysis of the relationship between violent video exposure and aggression.

In the first step, a simple moderated model (Model 1) between exposure to violent video games and aggression was established. The result showed that exposure to violent video games had a significant effect on aggression ( c 1  = 0.24, t  = 6.13, p  < 0.001), while the effect of family environment × exposure to violent video games on aggression was not significant ( c 3  = 0.05, t  = −1.31, p  = 0.19), indicating that the relationship between exposure to violent video games and aggression was not moderated by family environment.

Next, a moderated model (Model 2) between exposure to violent video games and normative beliefs about aggression was established. The results showed that exposure to violent video games had a significant effect on normative beliefs about aggression ( a 1  = 0.13, t  = 3.42, p  < 0.001), and the effect of family environment × exposure to violent video games on normative beliefs about aggression was significant ( a 3  = −0.13, t  = −3.63, p  < 0.01).

In the third step, a moderated mediation model (Model 3) between exposure to violent video games and aggression was established. As shown in Table 2 , the effect of normative beliefs about aggression on aggression was significant ( b 1  = 0.24, t  = 6.15, p  < 0.001), and the effect of family environment × exposure to violent video games on normative beliefs about aggression was not significant ( b 2  = 0.02, t  = 0.40, p  = 0.69). Because both a 3 and b 1 were significant, exposure to violent video games, family environment, normative beliefs about aggression, and aggression constituted a moderated mediation model. Normative beliefs about aggression played a mediating role between exposure to violent video games and aggression, while family environment was a moderator between exposure to violent video games and normative beliefs about aggression. Mplus analysis proved that the moderated mediation model had good model fitting (χ 2 / df  = 1.54, CFI = 0.99, TLI = 0.98, RMSEA = 0.03, and SRMR = 0.01).

To further analyze the moderating effect of the family environment and exposure to violent video games on normative beliefs about aggression, the family environment was divided into the high and low groups, according to the principle of standard deviation, and a simple slope test was performed ( Figure 1 ). The results found that for individuals with high score of family environment, prediction of exposure to violent video games to normative beliefs about aggression was not significant ( b  = 0.08, SE  = 0.08, p  = 0.37). For individuals with low score of family environment, exposure to violent video games could significantly predict normative beliefs about aggression ( b  = 0.34, SE  = 0.09, p  < 0.001). Based on the overall findings, individuals with high scores of family environment showed a nonsignificant mediating effect of normative beliefs about aggression on the relation of exposure to violent video games and aggression; however, for individuals with low scores of family environment, normative beliefs about aggression played a partial mediating role in the effect of exposure to violent video games on aggression.

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Figure 1 . The moderating effect of the family environment on the relationship between violent video game exposure and normative beliefs about aggression.

Main Findings and Implications

This study found a significantly positive correlation between exposure to violent video games and adolescent aggression, corroborating existing studies ( Anderson, 2004 ; Anderson et al., 2010 ; DeLisi et al., 2013 ; Greitemeyer and Mugge, 2014 ). Anderson et al. (2017) assessed teenagers in Australia, China, Germany, the United States, and other three countries and found that exposure to violent media, including television, movies, and video games, is positively related to adolescent aggression, demonstrating cross-cultural consistency; 8% of variance in aggression could be independently explained by exposure to violent media. In this study, after controlling for gender and family environment, R 2 for exposure to violent video games in predicting adolescent aggression was 0.05, indicating that 5% of variation in adolescent aggression could be explained by exposure to violent media. These consistent findings confirm the effect of exposure to violent video games on adolescent aggression and can be explained by the GAM. According to the GAM ( Bushman and Anderson, 2002 ; Anderson and Carnagey, 2014 ), violent video games can make teenagers acquire, repeat, and reinforce aggression-related knowledge structures, including aggressive beliefs and attitude, aggressive perceptual schemata, aggressive expectation schemata, aggressive behavior scripts, and aggression desensitization. Therefore, aggressive personality is promoted, increasing the possibility of aggressive behavior. The Hypothesis 1 of this study was validated and provided evidence for the GAM.

As shown above, normative beliefs about aggression had a partial mediation effect on the relationship between exposure to violent video games and aggression. Exposure to violent video games, on the one hand, can predict adolescent aggression directly; on the other hand, it had an indirect effect on adolescent aggression via normative beliefs about aggression. According to the above results, when exposure to violent video games changes by 1 standard deviation, adolescent aggression varies by 0.28 standard deviation, with 0.22 standard deviation being a direct effect of exposure to violent video games on adolescent aggression and 0.06 standard deviation representing the effect through normative beliefs about aggression. Too much violence in video games makes it easy for individuals to become accustomed to violence and emotionally apathetic towards the harmful consequences of violence. Moreover, it can make individuals accept the idea that violence is a good way of problem solving, leading to an increase in normative beliefs about aggression; under certain situational cues, it is more likely to become violent or aggressive. This conclusion is supported by other studies ( Gentile et al., 2014 ; Anderson et al., 2017 ; Huesmann et al., 2017 ). Like Hypothesis 1, Hypothesis 2 was validated the GAM.

One of the main findings of this study was the validation of Hypothesis 3: a moderated mediation model was constructed involving exposure to violent video games, family environment, normative beliefs about aggression, and aggression. Family environment moderated the first half of the mediation process of violent video games, normative beliefs about aggression, and aggression. In this study, family environment encompassed three factors, including (1) cohesion reflecting the degree of mutual commitment, assistance, and support among family members; (2) conflict reflecting the extent of anger, aggression, and conflict among family members; and (3) moral-religious emphasis reflecting the degree of emphasis on ethics, religion, and values. Individuals with high scores of family environment often help each other; seldom show anger, attack, and contradiction openly; and pay more attention to morality and values. These positive aspects would help them understand violence in video games from the right perspective, reduce recognition and acceptance of violence or aggression, and diminish the effect of violent video games on normative beliefs about aggression. Hence, exposure to violent video games could not predict normative beliefs about aggression of these individuals. By contrast, individuals with low scores of family environment are less likely to help each other; they often openly show anger, attack, and contradiction and do not pay much attention to morality and values. These negative aspects would not decrease but increase their acceptance of violence and aggression. For these individuals, because of the lack of mitigation mechanisms, exposure to violent video games could predict normative beliefs about aggression significantly.

The moderated mediation model of the relationship between exposure to violent video games and aggression could not only help reveal that exposure to violent video games can affect aggression but also provide an elaboration of the influencing mechanism. According to this model, for individuals with high scores of family environment, exposure to violent video games had only direct effect on aggression. However, for those with low scores of family environment, there was not only a direct effect of exposure to violent video games on aggression but also an indirect effect mediated by normative beliefs about aggression. In short, exposure to violence video games affecting aggression through normative beliefs about aggression is more likely to happen to adolescents with poor family environment than those with good family environment. That is, generation of adolescent aggression is not only related to internal cognitive factors but also to external situations. As Piotrowski and Valkenburg ( Piotrowski and Valkenburg, 2015 ; Valkenburg, 2015 ) pointed out, the effect of violent video games/media on adolescents is a complex interaction of dispositional, developmental, and social factors, and individual differences in susceptibility to these three factors determine the nature and the extent of this influence. The proposed model incorporated some perspectives of GAM and CM: while confirming the effect of exposure to violent video games on aggression occurrence, the combined effect of individual and environmental factors was verified.

Compared with the simple mediation or moderation model, the present moderated mediation model provided deeper insights into the internal mechanism of the effect of violent video games on aggression, providing inspirations for preventing adolescent aggression. First, in view of the close relationship between exposure to violent video games and adolescent aggression, relevant government departments should continue to improve the grading system of video games; meanwhile, parents should appropriately monitor the types of video games used by teenagers as well as the time spent and reduce the degree of exposure to violent video games. Second, by allowing teenagers to objectively distinguish between violence in games and reality, the mediating role of normative beliefs about aggression could inspire people to identify rational ways to solve violence problems and to experience the hurtful consequences of aggression. This would help adolescents change normative beliefs about aggression, establish a correct view of right and wrong, and reduce the occurrence of aggression. Finally, the moderating effect of family environment on the mediation process suggests that more attention should be paid to the important role of family environment. On the one hand, family education is closely related to adolescent aggression. Then, parents should create a good family atmosphere, publicly show anger and aggression as little as possible, and advocate and practice positive moral values. Parents should adopt authoritative styles, abandoning autocratic and indulgent parenting styles ( Casas et al., 2006 ; Sandstrom, 2007 ; Underwood et al., 2009 ; Kawabata et al., 2011 ) to minimize the negative effect of exposure to violent video games. On the other hand, for teenagers with poor family environment, while reducing exposure to violent video games, it is particularly important to change their normative beliefs about aggression, no longer viewing aggression as an alternative way to solve problems.

Limitations

Limitations of the current study should be mentioned. First, only Chinese school students were assessed, in a relatively small number, which could affect sample representativeness. A large sample of teenagers from different countries and in different ages, also including juvenile offenders, would be more accurate in revealing the effect of violent video games on adolescent aggression. Second, this study only focused on violent video games, not involving violent media such as internet and television, daily life events, wars, and other major social events. Indeed, these factors also have important effects on adolescent aggression, and their influencing mechanisms and combined effect are worth investigating further. Third, this study mainly adopted the self-report method. Use of peer, parent, or teacher reports to assess exposure to violent video games and aggression would help improve the effectiveness of the study. Fourth, there might be other mediators, moderating variables and relational models. In addition to normative beliefs about aggression and family environment, individual emotions, personality characteristics, school climate, and companions may play mediating or moderating roles in the relationship between violent video games and aggression. This study developed a moderated mediation model between family environment and normative beliefs about aggression, but the possibility of multiple mediation and mediated moderation models cannot be ruled out.

The current study showed that exposure to violent video games is positively related to adolescent aggression; normative beliefs about aggression have a mediating effect on exposure to violent video games and adolescent aggression, while the family environment regulates the first part of the mediation process. For individuals with good family environment, exposure to violent video games only has a direct effect on aggression; however, for those with poor family environment, there is an indirect effect mediated by normative beliefs about aggression alongside a direct effect. This moderated mediation model incorporates some perspectives of GAM and CM, enriching studies of generative mechanism of adolescent aggression.

Author Contributions

YW and RS conceived the idea of the study. RS analyzed the data. YW and RS interpreted the results and wrote the paper. YW discussed the results and revised the manuscript.

This study was supported by a grant from the National Social Science Foundation of China (14CSH017) to YW.

Conflict of Interest Statement

The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.

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Wiegman, O., and Schie, E. G. (1998). Video game playing and its relations with aggressive and prosocial behaviour. Brit. J. Soc. Psychol. 37, 367–378. doi: 10.1111/j.2044-8309.1998.tb01177.x

Wright, M. F., and Li, Y. (2013). Normative beliefs about aggression and cyber aggression among young adults: a longitudinal investigation. Aggress. Behav. 39, 161–170. doi: 10.1002/ab.21470

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Keywords: violence video games, aggression, family environment, normative beliefs about aggression, moderated mediation effect

Citation: Shao R and Wang Y (2019) The Relation of Violent Video Games to Adolescent Aggression: An Examination of Moderated Mediation Effect. Front. Psychol . 10:384. doi: 10.3389/fpsyg.2019.00384

Received: 25 September 2017; Accepted: 07 February 2019; Published: 21 February 2019.

Reviewed by:

Copyright © 2019 Shao and Wang. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY) . The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

*Correspondence: Yunqiang Wang, [email protected] ; [email protected]

Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.

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An esports-themed hotel in Japan. The study found no evidence that harm from playing violent games accumulates over time.

Playing video games doesn't lead to violent behaviour, study shows

Analysis of 28 global studies dating back to 2008 found a minuscule positive correlation

Video games do not lead to violence or aggression, according to a reanalysis of data gathered from more than 21,000 young people around the world.

The researchers, led by Aaron Drummond from New Zealand’s Massey University, re-examined 28 studies from previous years that looked at the link between aggressive behaviour and video gaming, a method known as a meta-analysis.

The new report, published in the journal Royal Society Open Science on Wednesday, found that, when bundled together, the studies showed a statistically significant but minuscule positive correlation between gaming and aggression, below the threshold required to count as even a “small effect”.

“Thus, current research is unable to support the hypothesis that violent video games have a meaningful long-term predictive impact on youth aggression,” the report said.

Between them, the various studies included in the research dated back to 2008, and had reported a range of effects, including a small positive correlation between violence and video-game use in around a quarter of them and no overall conclusion in most of the rest, with one 2011 study finding a negative correlation.

One common argument for a negative effect of gaming is that small harms can accumulate over time: if a player ends every game slightly more aggressive then, over the long term, that might add up to a meaningful change in temperament. But the study finds no evidence for such an accumulation, and in fact finds evidence pointing in the opposite direction.

Studies consistently find that the “long-term impacts of violent games on youth aggression are near zero”, they write.

“We call on both individual scholars as well as professional guilds such as the American Psychological Association to be more forthcoming about the extremely small observed relationship in longitudinal studies between violent games and youth aggression,” the authors conclude.

While that link may be slim, other studies have shown interesting effects on wider emotional behaviour. Research from the University of New South Wales in 2018 , for instance, found that people who frequently played violent video games were less distracted by violent images in other contexts, a phenomenon the study author called “emotion-induced blindness”.

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Campus Protests Students Walk Out in Protest at Duke Before Seinfeld Speech

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A crowd of people in caps and gowns. In the center, some hold Palestinians flags and a sign that spells "divest."

Here’s the latest on campus protests.

About 40 students in kaffiyehs, graduation robes and mortarboards, some waving Palestinian flags, walked out of the commencement ceremony at Duke University on Sunday morning as Jerry Seinfeld, the famed comedian who has lately taken a public stance in support of Jews in the United States and Israel, received an honorary degree.

The ceremony moved on to Mr. Seinfeld’s keynote speech without interruption, while graduates outside the stadium chanted: “Disclose, divest, we will not stop, we will not rest.”

College administrators have prepared for potential disruptions as pro-Palestinian demonstrations continue to roil campuses. Tensions are running high at some of the schools scheduled to hold commencements on Sunday, including Pomona College, where pro-Palestinian students have announced a protest targeting the ceremony. The school moved the location of its commencement after demonstrators set up an encampment on the stage where the event was supposed to be held.

On Saturday, a few commencement ceremonies were disrupted by protesters, including at the University of California, Berkeley, where hundreds of students rose from their seats and chanted . At Virginia Commonwealth University, about 60 graduates walked out during a speech by Glenn Youngkin, the state’s Republican governor. And at the University of Wisconsin, a handful of graduates stood with their backs to their chancellor as she spoke.

Hoping to minimize disruptions, some schools have announced increased security measures at commencements, such as banning flags and banners. A few have come to agreements with protesters for meetings or bowed to student demands and canceled commencement speeches , while others have called in the police to clear encampments and arrest protesters .

Here are other developments:

Emerson College and the University of Minnesota are among the schools scheduled to hold commencements on Sunday.

Arizona State University has banned a postdoctoral research scholar from campus as it investigates a video that showed him confronting a woman wearing a hijab at a pro-Israel rally near the school’s Tempe campus . The university, where the campus police recently broke up a pro-Palestinian encampment and arrested dozens of people, has also put the chief of its campus police department on leave.

Xavier University of Louisiana in New Orleans this week became the second school to rescind a commencement speaking invitation to Linda Thomas-Greenfield, the U.S. ambassador to the United Nations. The University of Vermont said earlier this month that she would not be speaking there, a concession to a demand from student demonstrators.

More than 2,800 people have been arrested at pro-Palestinian protests on U.S. campuses since April 18, according to New York Times tracking data .

— Shaila Dewan and Yan Zhuang

As Jerry Seinfeld receives an honorary degree at Duke, students walk out in protest.

As Jerry Seinfeld, who has recently been vocal about his support for Israel, received his honorary degree on Sunday during Duke University’s commencement ceremony, dozens of students walked out and chanted, “Free, free Palestine,” while the comedian looked on and smiled tensely.

The students rose from their chairs, waved Palestinian flags and walked out of their graduation ceremony while Mr. Seinfeld stood next to a school official who ran through his career highlights on the stage in Duke’s stadium. Many in the crowd jeered the protesters.

In his commencement speech, Mr. Seinfeld was mostly cautious, opting for a tight comedic script interspersed with life advice instead of a full-on response to the protests against his presence.

Still, in one part of his speech, he defended various types of privilege and appeared to hint at the elephant in the room.

“I grew up a Jewish boy from New York,” he said to applause from the crowd. “That is a privilege if you want to be a comedian.”

Outside Duke’s stadium, graduates walked around campus, chanting: “Disclose, divest, we will not stop, we will not rest.”

Mr. Seinfeld, who has two children who have attended Duke, has been uncharacteristically vocal about his support for Jews in Israel while doing press in recent weeks for his latest film, “Unfrosted,” which chronicles the invention of Pop-Tarts .

Typically an apolitical comedian who prefers punchy takes on ordinary observations, Mr. Seinfeld is now engaging in the type of celebrity activism that few associate with him, and that has drawn criticism and praise. Since the attacks of Oct. 7 in Israel, he has signed a letter in support of the country and posted an earnest message on social media about his devotion to it.

His wife, Jessica Seinfeld, a cookbook author, recently promoted on Instagram a counterprotest at the University of California, Los Angeles, that she said she had helped bankroll, and where clashes with pro-Palestinian demonstrators turned violent .

In December, Mr. Seinfeld traveled to Tel Aviv to meet with the families of hostages, soberly recounting afterward the missile attack that occurred during the trip.

Still, his comments on the issues have been somewhat modest.

“I don’t preach about it,” he told GQ last month. “I have my personal feelings about it that I discuss privately. It’s not part of what I can do comedically, but my feelings are very strong.”

Not everyone at Duke was laughing at Mr. Seinfeld’s jokes on Sunday.

The Rev. Dr. Stefan Weathers Sr., an ordained minister in the American Baptist Church who was awarded a Ph.D. in divinity, had written a letter before the ceremony to the university asking that the comedian be replaced, citing Mr. Seinfeld’s ongoing and strong support for Israel.

— Eduardo Medina and Emily Cataneo Reporting from Duke University’s campus in Durham N.C.

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A closer look at the violent attack at U.C.L.A. raises questions about the police response.

Nearly two weeks after a pro-Palestinian encampment at the University of California, Los Angeles, was attacked by counterprotesters, university officials still have not explained why security officers stood by for hours while the attack was underway, nor have they arrested any of those who swarmed in wielding metal rods, water bottles and firecrackers in one of the worst outbreaks of violence in the college protests that have rocked the country.

The extent of the policing failure has become clearer in recent days, as witnesses have come forward to describe a chaotic night of violence on April 30, in which students and bystanders repeatedly called 911 and nonemergency lines, finding little help and calls that were disconnected. A dispatcher told one caller pleading for help that they were ending the call because “I have actual emergencies to handle.”

One man was filmed by a local television station on the phone with emergency dispatchers, alerting them that people were getting hurt. “Security has abandoned this encampment,” he could be heard saying before lowering his phone and looking at it. “They just hung up on me again,” he said incredulously.

Miles away in Sacramento, staff members in Gov. Gavin Newsom’s office contacted the U.C.L.A. chancellor’s office shortly after 11 p.m. to make sure that law enforcement officers were responding to the scene, and were assured that more officers were coming, according to a person familiar with the situation, who described the discussions on condition of anonymity because they were not authorized to make them public.

But as the night wore on and there was still no intervention, the person said, the governor’s office moved to circumvent local authority and ordered California Highway Patrol officers to the campus. The state officers began assembling on campus at 1:45 a.m., a few moments before L.A.P.D. riot police arrived, but it took another hour to quell the clashes.

The chancellor’s office, the L.A.P.D. and an outside consultant hired to investigate the tardy response have all declined to discuss it, pending the outcome of an inquiry that could take weeks or months. The campus police chief, John Thomas, also did not comment. He told The Los Angeles Times that he had relied on private security officers who were not authorized to make arrests, but that he had done “everything I could” to keep students safe.

To understand what happened, New York Times journalists conducted interviews with several people who were at the protests that night, including two people who were involved in the counterprotest; reviewed and analyzed video footage ; and spoke with organizations involved in both the pro-Palestinian and pro-Israeli movements on campus.

The review found no public callouts for such a violent attack and no clear signs that one group coordinated the attack, though some people had arrived wearing black clothes and masks and seemingly prepared for violence. There was also no indication that the police had prepared for the kind of severe assault on the encampment that took place.

Instead, it appeared that contract security officers who did not have sufficient authority or numbers to halt the escalating melee had been caught by surprise and left to wait for reinforcements that did not arrive for hours.

“Either the university was hesitant to do anything to get law enforcement involved, or law enforcement was dealing with authorization issues and political considerations from elected officials,” said Ed Davis, a former Boston police commissioner who is familiar with crowd control policing issues. “And then things got out of hand.”

Despite growing concern on campus about the pro-Palestinian encampment, complaints about antisemitic incidents and the potential for violence, in the early days of the protests, university officials made it clear that they would consider calling in outside police only as a last resort.

“We are following University of California systemwide policy guidance, which directs us not to request law enforcement involvement preemptively, and only if absolutely necessary to protect the physical safety of our campus community,” Mary Osako, the vice chancellor for strategic communications, said in a statement on April 26 , shortly after the encampment had been set up.

On the night of April 30, a range of counterprotesters had gathered, a group that grew in size as expectations mounted that the police would begin dismantling the encampment. In interviews, witnesses said there had been little warning before counterprotesters went on the offensive.

One of the counterprotesters, Liel Asherian, was seen on video footage kicking at the encampment’s plywood barrier, pulling boards to the ground and slamming a tennis racket against the wood that remained. He said he had gone that night to see the encampment on his own, though he later acknowledged that a friend of his was also pictured at the scene. In an interview, he said he was not part of any group and had not intended to participate in a conflict.

Mr. Asherian said he had approached the pro-Palestinian encampment to ask some people why they were protesting. He said he believed Jewish people such as himself and Palestinians were like cousins, and he expressed alarm at the innocent Palestinians being killed in Israel’s military campaign. But he said he disliked the disruptive tactics the pro-Palestinian protesters were using at U.C.L.A.

He said things devolved when someone called him a “dirty Jew” and he was doused in pepper spray.

“That made me start breaking down their barricades,” he said.

Also among the counterprotesters that night was Narek Palyan, an activist known for making frequent antisemitic statements, as well as comments critical of gay and transgender people. He said he went alone and was motivated to show up in part because he had seen a video of a Jewish woman on the pro-Palestinian side criticizing white people.

“I wanted to go find her, specifically,” he said, adding that he was not able to.

Mr. Palyan said he did not necessarily support either side in the protest or the war.

He said he spent much of the night asking people questions about their positions and trying to keep people from fighting by throwing makeshift weapons into nearby bushes. Mr. Palyan, who is Armenian-American, also said he had warned two younger Armenian boys to stay out of the melee.

“I told them, ‘This isn’t ours,’” he said.

Anthony Cabassa, a self-described conservative independent journalist who posted videos of the chaos, said many people may have flocked to the scene on Tuesday night in the hours after U.C.L.A. declared the encampment illegal, believing that the police would move in to clear it and make arrests.

But then the counterprotesters descended on the protest, pulling metal gates away from the group and attacking protesters.

“We were all waiting for the L.A.P.D. to show up, and they never did,” Mr. Cabassa said in an interview. “As the night went on, more and more pro-Israel folks started showing up, to the point where it was starting to get worrisome.”

He said some people seemed to have arrived after seeing broadcasts of the tense scene that he and other livestreamers made, wanting to witness what would happen next.

“People were responding to my livestream and saying ‘I just showed up because of you. I live nearby,’” he said. But others, he said, appeared to have planned for potential clashes, wearing all-black outfits and ski masks. Mr. Cabassa recalled being concerned about their presence.

In the end, more than 30 protesters were injured, according to the Council on American-Islamic Relations Los Angeles, before police dispersed the crowd.

Brian H. Levin, the founding director of the Center for the Study of Hate and Extremism at California State University, San Bernardino, said that, with religion and ethnicity at the heart of the recent protests, the attack had amounted to a hate crime.

“This comes at a time when major U.S. cities, including Los Angeles, have had a surge in anti-Arab and Muslim hate crimes and have hit a record for anti-Jewish crimes,” he said.

Mr. Levin watched the incident via livestream and said the weapons, the presence of some of the same people from previous protests and the waving of a yellow flag associated with Chabad-Lubavitch, a Hasidic Jewish movement, suggested some organizational coordination among the counterprotesters.

The director of the nearby Chabad House said the group had no role in the protest that night.

But he also noted that some of the implements wielded by the counterprotesters “were spontaneous weapons of opportunity,” and that some people “may have just showed up randomly with their own separate xenophobic and religious bigotries.”

The next day, after the counterprotesters had left, police officers moved in to remove the pro-Palestinian encampment, making more than 200 arrests.

Marie Salem, a U.C.L.A. graduate student and one of the protesters, questioned why the police had arrested dozens of student protesters but had not yet arrested any of those who had attacked them.

“The majority of the encampment is students that attend this university, and who were not violent,” Ms. Salem said. “We were met with violence, and the other side looked like majority not-students, which the university chose to protect over their own students.”

Jonathan Wolfe and Shawn Hubler contributed reporting. Susan C. Beachy and Kitty Bennett contributed research.

— Nicholas Bogel-Burroughs ,  Mike Baker and Serge F. Kovaleski Nicholas Bogel-Burroughs reported from Los Angeles, Mike Baker from Seattle and Serge F. Kovaleski from New York.

Frustrated by Gaza Coverage, Student Protesters Turn to Al Jazeera

Nick Wilson has closely followed news on the war in Gaza since October. But Mr. Wilson, a Cornell student, is picky when it comes to his media diet: As a pro-Palestinian activist, he doesn’t trust major American outlets’ reporting on Israel’s campaign in Gaza.

Instead, he turns to publications less familiar to some American audiences, like the Arab news network Al Jazeera.

“Al Jazeera is the site that I go to to get an account of events that I think will be reliable,” he said.

Many student protesters said in recent interviews that they were seeking on-the-ground coverage of the war in Gaza, and often, a staunchly pro-Palestinian perspective — and they are turning to alternative media for it. There’s a range of options: Jewish Currents , The Intercept, Mondoweiss and even independent Palestinian journalists on social media, as they seek information about what is happening in Gaza.

Their preferences embody a broader shift for members of Generation Z, who are increasingly seeking out news from a wider array of sources and questioning legacy outlets in a fragmented media ecosystem.

Israel’s recent ban on the local operations of Al Jazeera has only elevated the network’s status among many student protesters. They prize coverage from reporters on the ground, and Al Jazeera has a more extensive operation in Gaza than any other publication. Students also noted the sacrifices it has made to tell the story there. Two Al Jazeera journalists have died since the start of the war.

“Al Jazeera is sort of playing that role for a lot of younger Americans, in terms of getting a different perspective than they feel like they’re getting from U.S. media,” said Ben Toff, an associate professor of journalism at the University of Minnesota.

While many Western media outlets, with few if any journalists in Gaza before the war, have struggled to gain access to the territory, Al Jazeera has been recognized for its raw, searing portrayals of the death and destruction there. A typical report may show video of Israeli tanks rolling into cities, alongside drone shots of leveled buildings in Gaza City and Palestinians fleeing their homes.

“It’s news about the Middle East, and it doesn’t really convey it in a Western perspective , ” said Alina Atiq, a student at the University of South Florida who has pushed her university to divest from Israel.

The network, owned by Qatar, has its headquarters in Doha and operates two separate newsrooms that provide English- and Arabic-language content. Its mobile apps have been downloaded in the United States 295,000 times since October, an increase of more than 200 percent from the previous seven months, according to Appfigures, a market research firm.

Among the outlets frequently cited by protesters, Al Jazeera English is by far the most popular on social media. It has 1.9 million followers on TikTok — up from around 750,000 at the outset of the war — and 4.6 million on Instagram.

Hussein Ibish, a senior resident scholar at the Arab Gulf States Institute in Washington, described the network’s Arabic-language channel as more outwardly pro-Palestinian than the English one, which he said has a more subtle slant.

Critics say its coverage veers into support of the armed resistance to Israel. The Israeli government, which has accused Al Jazeera of acting as a “mouthpiece” for Hamas, last Sunday seized its broadcast equipment and shut down its operations in the country for at least 45 days.

Al Jazeera called the government’s accusation “baseless” in a statement, adding that it has broadcast every news conference held by the Israeli cabinet and representatives for the Israel Defense Forces, in addition to videos from Hamas.

It also said that its reporting “provides diverse viewpoints and narrative and counter narrative,” and that charges of pro-Palestinian bias should be “scrutinized through careful analysis of our journalistic standards and reporting practices.”

The Israeli government’s rejection of Al Jazeera appears to have bolstered the network’s reputation among some of the students.

“It goes to show the extent to which Israel is afraid of the coverage and reportage of Al Jazeera,” said Matthew Vickers, a junior at Occidental College in Los Angeles who has been active in efforts to persuade his school to divest from companies tied to Israel.

The protesters rattle off a list of mainstream American publications as having coverage they find objectionable, including CNN, The Atlantic, the BBC and The New York Times, among many others. Though major news outlets have reported extensively on Israel’s campaign in Gaza, the death toll and the damage, the coverage in the view of student protesters doesn’t assign enough blame to Israel for Palestinian deaths, or thoroughly fact-check Israeli officials. And they said protest coverage has focused too much on antisemitism on college campuses instead of Islamophobia.

“There’s a fair amount of misinformation that is being fed to us by mainstream media, and just a clear bias when it comes to the Palestine issue,” said Cameron Jones, a student at Columbia University and an organizer with Jewish Voice for Peace, a pro-Palestinian organization.

The activists’ interest in Al Jazeera stands in contrast with the outlet’s previous struggles to find an audience in the United States. The network started an American channel in 2013, but that folded in 2016 with nightly ratings that hovered around 30,000, far shy of viewership for cable networks like Fox News and CNN.

Part of what doomed the network back then was “a distinctly anti-American bent” to its coverage, Mr. Ibish wrote in a 2016 guest essay for The Times. But now, broadcast from a different country, the network’s tone is finding its audience on university campuses, he said.

“There’s a third-worldist, anti-imperial point of view, and that’s also the view that many college kids have adopted,” he said.

Jeremy W. Peters contributed reporting.

— Santul Nerkar

On a day with many calm ceremonies, Berkeley’s protests stand out.

At the University of California, Berkeley, hundreds of soon-to-be graduates rose from their seats in protest, chanting and disrupting their commencement. At Virginia Commonwealth University, about 60 graduates in caps and gowns walked out during Gov. Glenn Youngkin’s speech. At the University of Wisconsin, a handful of graduates stood with their backs to their chancellor as she spoke.

After weeks of tumult on college campuses over pro-Palestinian protests, many administrators prepared themselves for disruptions at graduations on Saturday. And while there were demonstrations — most noisily, perhaps, at U.C. Berkeley — ceremonies at several universities unfolded without major incident. Many students who protested did so silently.

Anticipating possible disruptions, university administrators had increased their security or taken various measures, including dismantling encampments, setting aside free speech zones, canceling student speeches and issuing admission tickets.

Some administrators also tried to reach agreements with encampment organizers. The University of Wisconsin said it had reached a deal with protesters to clear the encampment in return for a meeting to discuss the university’s investments.

Some students, too, were on edge about their big day — many missed their high school graduations four years ago because of the pandemic and did not want to repeat the experience.

In 2020, David Emuze and his mother had watched his high school graduation “ceremony,” a parade of senior photos set to music on Zoom, from their living room in Springfield, Ill. This time, he and his classmates at the University of Illinois Urbana-Champaign heard that other schools, like the University of Southern California and Columbia University, had canceled their main-stage commencements altogether because of campus unrest.

But on Saturday morning, Mr. Emuze donned his electric-blue mortarboard and orange sash, and his mother watched live from the audience as he received his bachelor’s degree in public health. “It was a touching, peaceful, inspiring and motivational ceremony,” he said, with a note of relief in his voice.

He said the keynote speaker, Jeanne Gang, an architect and University of Illinois alumna, had hit just the right note. She acknowledged that “we all know about what’s going on in the world right now,” but said it was a time to come together and celebrate achievements.

At Berkeley, the home of the free-speech movement, the protesters made themselves heard. Greta Brown, 23, an environmental science graduate, wore cap, gown and a stole with the word “Palestine” emblazoned on it. She was among those who stood and chanted during the graduation speeches. “I felt like it was necessary,” she said, because the university had not done enough. “I just heard a lot of, like, ‘Oh, we hear you,’ and a centrist point of view.”

At the beginning of the ceremony, Chancellor Carol Christ was met with boos when she began to speak, but there were louder cheers when she mentioned the pro-Palestinian encampment nearby. “Students have been camping around Sproul Hall for almost three weeks,” Dr. Christ said. “They feel passionately about the brutality of the violence in Gaza.” She added, “I, too, am deeply troubled by the terrible tragedy.”

As the speeches continued, the disruptions escalated. Dozens of students in the crowd in the stands rose with signs reading “Divest,” and at least 10 Palestinian flags. They began to chant, and then interrupted the speech by the student body president, Sydney Roberts, who said, “This wouldn’t be Berkeley without a protest.”

Despite warnings from a school official, a group of students staked out a section of empty stadium seats behind the main stage, chanting, “Hey hey, ho ho, the occupation has got to go” and “UC divest” and attracting other students until the crowd swelled to about 500. Most of them slowly made their way to the exit as the graduation drew to a close.

Not all of the protests were centered on the Middle East. At Virginia Commonwealth in Richmond, Micah White, 26, was one of roughly 60 students who walked out while the governor was speaking.

“The first thing that motivated me is the hypocrisy of V.C.U. declaring themselves to be a minority-serving institution, declaring themselves to be for diversity, equity and inclusion, and bringing Youngkin in as commencement speaker,” he said.

The university’s board voted on Friday against requiring students to take racial literacy classes . Mr. Youngkin, a Republican, requested to review course materials for proposed racial literacy classes.

Mr. Youngkin also supported the dismantling of an encampment on campus late last month during which 13 people, including six students, were arrested. Sereen Haddad, 19, who studies psychology at V.C.U., said she was knocked to the ground during the clash between protesters and the police that day and that Mr. Youngkin had failed to acknowledge that the encampment was peaceful.

The ceremonies came after a week in which some colleges made arrests and cleared encampments of pro-Palestinian demonstrators. In recent days, authorities dismantled encampments at the University of Pennsylvania and the Massachusetts Institute of Technology . Officers were also called in to empty an encampment at the University of Arizona, in Tucson, deploying “chemical munitions” in the process, hours before its graduation ceremony on Friday evening.

Anger over the clearing of an encampment lingered for some at the University of North Carolina commencement on Saturday night. Many students jeered their interim chancellor, Lee Roberts, who last month ordered that an encampment of pro-Palestinian protesters be removed. Still, when two students waved Palestinian flags and walked on the field in the middle of Mr. Roberts’s speech before security escorted them out, the majority of the stadium booed them and chanted, “USA! USA!”

Cynthia Howle and Eduardo Medina contributed reporting.

An earlier version of this article misstated the given name of a female student at Virginia Commonwealth University and misidentified her gender. She is Sereen Haddad, not Sareen.

An earlier version of this article misstated the title of the person who warned a group of students against disrupting the ceremony. It was a school official but not a vice provost.

How we handle corrections

— Shaila Dewan ,  Holly Secon ,  Leah Small and Robert Chiarito

Jerry Seinfeld, a strong supporter of Israel, will speak at Duke University.

Duke University will have a big-name graduation speaker on Sunday: Jerry Seinfeld.

Two of Mr. Seinfeld’s three children have attended Duke, where he and his wife, Jessica Seinfeld, are active boosters.

But they are also known for something more controversial these days: their support for Israel. Mr. Seinfeld has become a public voice against antisemitism and in support of Jews in Israel and the United States. In December, he traveled to Tel Aviv to meet with hostages’ families, soberly recounting afterward the missile attack that greeted him during the trip.

Ms. Seinfeld, a cookbook author, attracted attention when she promoted on Instagram a counterprotest — which she said she had helped bankroll — at the University of California, Los Angeles, where clashes with pro-Palestinian demonstrators turned violent. In 2018, the family visited a West Bank paramilitary training camp that had become a tourist attraction.

Some students have objected to Mr. Seinfeld’s appearance at Duke.

The Rev. Dr. Stefan Weathers Sr., an ordained minister in the American Baptist Church who is being awarded a Ph.D. in divinity, recently wrote a letter to the university asking that Mr. Seinfeld be replaced, citing Mr. Seinfeld’s ongoing and strong support for Israel.

While Dr. Weathers acknowledged in the letter to Dr. Vincent E. Price, Duke’s president, that the Hamas attacks on Israel were a “horrific display of hate and inhumanity,” he also argued that Israel’s ongoing retaliation has killed more than 34,000 people.

“What has taken place over the past six to seven months can only be described as genocide,” Dr. Weathers wrote. He received a polite, if noncommittal, letter of response from Dr. Price, he said. And despite other questions raised by some pro-Palestinian students, the university has remained supportive of Mr. Seinfeld’s appearance, which it first announced in a video during a Duke basketball game.

A spokesman for Duke did not respond to requests for comment.

Dr. Weathers said during an interview on Friday that he was expecting some kind of a protest Sunday amid the normally polite and genteel Duke gathering, where Mr. Seinfeld is also scheduled to receive an honorary degree.

“There won’t be a business-as-usual commencement taking place,” he said, promising to “lift up our voices any way we can.”

— Stephanie Saul

Arizona State bans a scholar from campus after a confrontation at a protest.

Arizona State University has banned a postdoctoral research scholar and faculty member from campus as it investigates a video that went viral depicting him confronting a woman in a hijab, the school said this week.

In the video from May 5, the scholar, Jonathan Yudelman, along with another unidentified man, can be seen cursing and getting in a woman’s face at a pro-Israel rally near the school’s Tempe campus .

It was unclear what occurred before the video, but at one point in the video Mr. Yudelman can be seen repeatedly advancing toward the woman who is wearing a hijab, and telling her — “I’m literally in your face, that’s right” — as she backs away from him.

The woman responds and tells him that he is disrespecting her religious boundaries to which Mr. Yudelman responds, “You disrespect my sense of humanity,” followed by a profanity.

Mr. Yudelman, who was a postdoctoral fellow at the university’s School of Civics, Ethics and Leadership , had earlier resigned from the position, effective June 30, according to a statement the school released on Wednesday. But the school said he was placed on leave on May 6, adding that he was no longer permitted to come to campus, teach classes or interact with students or employees.

“Arizona State University protects freedom of speech and expression but does not tolerate threatening or violent behavior. While peaceful protest is welcome, all incidents of violent or threatening behavior will be addressed,” the statement added.

Mr. Yudelman was interviewed on May 5 at the pro-Israel rally by Phoenix television station KPNX . In the clip , he stated that campuses across the country were being “taken over by supporters of terrorism,” and stated that Jewish students were being intimidated. “It was important to come out, show the broader community that there are people who stand against this,” he said.

Mr. Yudelman did not immediately respond to a request for comment.

— Anna Betts

Pennsylvania’s governor leans into the campus fight over antisemitism.

A few hours after Columbia University canceled its main commencement ceremony following weeks of pro-Palestinian student protests, Gov. Josh Shapiro of Pennsylvania was in his office in Harrisburg, taking stock of the ways he sees universities letting students down.

“Our colleges, in many cases, are failing young people,” he said in an interview this week. “Failing to teach information that is necessary to form thoughtful perspectives. They are willing to let certain forms of hate pass by and condemn others more strongly.”

Mr. Shapiro — the leader of a pre-eminent battleground state, a rising Democrat and a proudly observant Jew — has also emerged as one of his party’s most visible figures denouncing the rise in documented antisemitism after the Hamas-led Oct. 7 attack on Israel.

And at a moment of growing Democratic anger and unease over how Israel is conducting its devastating military response, Mr. Shapiro, 50 — who has no obligation to talk about foreign policy — has not shied away from expressing support for the country while criticizing its right-wing government.

Plunging into a subject that has inflamed and divided many Americans carries risk for an ambitious Democrat from a politically important state. The politics around both the Gaza war and the protest movement are exceptionally fraught within the Democratic Party , and many of its voters and elected officials have become increasingly critical of Israel.

But Mr. Shapiro has been direct.

Asked if he considered himself a Zionist, he said that he did. When Iran attacked Israel last month, he wrote on social media that Pennsylvania “stands with Israel.”

When the University of Pennsylvania’s president struggled before Congress to directly answer whether calling for the genocide of Jews violated the school’s rules, Mr. Shapiro said she had failed to show “moral clarity.” ( She later resigned .) When opponents of the Gaza war picketed an Israeli-style restaurant in Philadelphia known for its falafel and tahini shakes, Mr. Shapiro called the demonstration antisemitic and showed up for lunch.

And as university officials have struggled to define where free speech ends and hate speech begins, a tension upending the final weeks of the school year, Mr. Shapiro has issued stern warnings about their responsibility to protect students from discrimination. The issue hits close to home: On Friday, police cleared an encampment of pro-Palestinian demonstrators off the campus of the University of Pennsylvania. Mr. Shapiro had said it was “ past time ” for Penn to do so.

‘It should not be hard’

In the interview, Mr. Shapiro stressed that he did not believe all encampments or demonstrators were antisemitic — not “by any stretch.” But he suggested that on some campuses, antisemitic speech was treated differently than other kinds of hate speech.

“If you had a group of white supremacists camped out and yelling racial slurs every day, that would be met with a different response than antisemites camped out, yelling antisemitic tropes,” he said.

Law enforcement officials and advocacy groups have tracked a rise in antisemitic, anti-Muslim and anti-Arab acts in recent months.

Speaking after an appearance at a Holocaust Remembrance Day ceremony on Monday, Mr. Shapiro emphasized that “we should be universal in our condemnation of antisemitism, Islamophobia and all forms of hate.”

While there is room for “nuance” in foreign policy discussions, he said, “it should not be hard for anyone on the political left or right to call out antisemitism.”

In a new survey , Mr. Shapiro, a former state attorney general, had a job approval rating of 64 percent, with just 19 percent of Pennsylvanians saying they disapproved.

He has long emphasized bipartisanship and prioritized nonideological issues like rapidly reopening a stretch of Interstate 95 after a collapse. And his own religious observance has helped him connect with people of other faiths in a state where Jews are estimated to make up about 3 percent of the electorate.

“I make it home Friday night for Sabbath dinner because family and faith ground me,” he said in a campaign ad.

Many Jews in Pennsylvania hope that he will become the first Jewish president. On that subject, he deflects as skillfully as any potential White House aspirant: He laughs or insists that he loves and is focused on his current job.

“I am very humbled that people have taken note of our work,” he said. “I sort of dismiss those comments because they’re not helpful to the work I’m trying to do every day as governor, the voice I’m trying to have both here in the commonwealth and across the country to root out hate and to speak with moral clarity.”

He added, “It’s certainly not helpful when it comes to our top political priority, which is to re-elect President Biden.”

‘Josh is front and center’

The Mideast war, which has killed more than 34,000 people in Gaza, according to local health authorities, has fueled a broad and significant protest movement.

But on college campuses, there are sharp debates over when demonstrations against Israel and its treatment of Palestinians veer into antisemitic targeting of Jewish students and institutions.

To Mr. Shapiro, the distinction is clear: Criticism of Israeli policies is fair game. “Affixing to every Jew the policies of Israel,” he said, is not.

Mr. Shapiro said he felt a “unique responsibility” to speak out both because he leads a state founded on a vision of religious tolerance , and because he is a “proud American Jew.”

Indeed, his Jewish identity is intertwined with his public persona to a degree rarely seen in American politicians.

He is a Jewish day school alumnus who has featured challah in his campaign advertising and alludes to a collection of Jewish ethics in his speeches. In recent weeks, he offered an under-the-weather 76ers player matzo ball soup and celebrated the end of Passover with Martin’s Potato Rolls, a Pennsylvania delicacy.

“It’s not an easy time to be Jewish, and to be a Jewish politician,” said Sharon Levin, a former teacher of Mr. Shapiro’s. “Josh is front and center.”

Mr. Shapiro has also spent significant time in Israel, proposing to his wife in Jerusalem . Asked if, like Mr. Biden , he considers himself a Zionist, he confirmed that he did.

“I am pro-Israel,” he said. “I am pro-the idea of a Jewish homeland, a Jewish state, and I will certainly do everything in my power to ensure that Israel is strong and Israel is fortified and will exist for generations.”

He also supports a two-state solution , is a longtime critic of Prime Minister Benjamin Netanyahu and said he mourned “the loss of life in Gaza.”

That approach is common among elected Democrats. But it is clearly at odds with the campus protests, which are often explicitly anti-Zionist.

The issue is virtually certain to divide Democrats on future presidential debate stages.

For now, Mr. Shapiro has not drawn the kind of backlash from the left that some other Israel supporters have, in part because he is not voting on foreign policy. And while another Pennsylvania Democrat, Senator John Fetterman, has sometimes engaged provocatively with pro-Palestinian demonstrators, Mr. Shapiro has a more measured, lawyerly style.

“It’s critically important that we remove hate from the conversation and allow people to freely express their ideas, whether I agree with their ideas or not,” he said.

Tensions over Israel

Some Muslim leaders say Mr. Shapiro has not found the right balance in his post-Oct. 7 comments.

The Council on American-Islamic Relations in Philadelphia said in a statement that two of its board members had skipped an iftar dinner he hosted, arguing that he had “created much harm and hurt among Muslim, Arab and pro-Palestinian Pennsylvanians.”

“The governor, like the White House, is not fully able to see the deep level of resentment that exists about his stances,” Ahmet Tekelioglu, the executive director of that chapter, said in an interview. (In a statement on Friday, he also criticized Mr. Shapiro’s call to disband the Penn encampment.) “The governor has lost the trust of many in the Muslim-American community in Pennsylvania that had long considered him a friend.”

Mr. Shapiro, whose team has clashed with CAIR before, replied, “I’m not going to let one press release from one group that has its own agenda take away from the close, strong relationship I have with the Muslim community.”

“We have tried to create, at the residence and across Pennsylvania, a place where all faiths feel welcomed,” he said.

State Representative Tarik Khan, a Philadelphia-area Democrat who is Muslim, did attend the iftar. It included time for prayer and a “legit dinner,” he said, rather than “hors d’oeuvres and get the hell out.”

“At a time when there’s a lot of trauma, sometimes the easy thing is to do nothing,” Mr. Khan said. “If he didn’t care about our community, he wouldn’t have spent that time.”

Growing expectations

Mr. Shapiro faces different pressures from the Jewish community.

In the Philadelphia area, many know him or his family personally — or feel as if they do — and in some cases expect him to speak out frequently in support of Israel. But, said Jonathan Scott Goldman, the chair of the Pennsylvania Jewish Coalition, his job is to lead the whole state.

“Jewish people want to and do claim Josh as their own,” Mr. Goldman said. “He knows he’s not just a Jewish governor. He’s a governor, and he’s the governor of all Pennsylvanians.”

In the interview, Mr. Shapiro reiterated that he was focused on that job.

But asked if — broadly speaking — he believed the country could elect a Jewish president in his lifetime, he replied, “Speaking broadly, absolutely.”

“It doesn’t mean that our nation is free of bias,” he said. “If you’re asking me, can the country rise above that, and elect someone that might look different than them or worship different than them? The answer is yes.”

— Katie Glueck Reporting from Pennsylvania’s State Capitol building in Harrisburg, Pa.

Here’s why antiwar protests haven’t flared up at Black colleges like Morehouse.

As President Biden prepares to give graduation remarks this month at Morehouse College in Atlanta, a prestigious historically Black institution, the White House is signaling anxiety about the potential for protests over the war in Gaza.

During a recent visit to Atlanta, Vice President Kamala Harris stopped to ask the Morehouse student government president about the sentiment on campus about the conflict, how students felt about Mr. Biden’s visit and what the graduating class would like to hear from him on May 19.

Then, on Friday, the White House dispatched the leader of its public engagement office and one of its most senior Black officials, Stephen K. Benjamin, to the Morehouse campus for meetings to take the temperature of students, faculty members and administrators.

The reasons for concern are clear: Nationwide demonstrations over the war and Mr. Biden’s approach to it have inflamed more than 60 colleges and universities , stoked tensions within the Democratic Party and created new headaches for his re-election bid.

Yet Mr. Biden appears to be entering a different type of scene at Morehouse.

While anger over the war remains palpable at Morehouse and other historically Black colleges and universities, these campuses have been largely free of turmoil, and tensions are far less evident: no encampments, few loud protests and little sign of Palestinian flags flying from dorm windows.

The reasons stem from political, cultural and socioeconomic differences with other institutions of higher learning. While H.B.C.U.s host a range of political views, domestic concerns tend to outweigh foreign policy in the minds of most students. Many started lower on the economic ladder and are more intently focused on their education and their job prospects after graduation.

At Morehouse — which has a legacy of civil rights protests and is the Rev. Dr. Martin Luther King Jr.’s alma mater — discontent over the Gaza war has played out in classrooms and auditoriums rather than on campus lawns.

“This should not be a place that cancels people regardless of if we agree with them,” David Thomas, the Morehouse president, said in an interview on Thursday. Of Mr. Biden’s visit, he said, “Whether people support the decision or not, they are committed to having it happen on our campus in a way that doesn’t undermine the integrity or dignity of the school.”

Some students have held contentious meetings with university leaders and urged them to rescind Mr. Biden’s invitation, and a small group of faculty members has vowed not to attend commencement. Some alumni wrote a letter expressing worries that student protesters could be punished, noting Morehouse’s history of “celebrating student activists long after they have graduated.”

But the college might appear politically safer for the president to visit than many others. Morehouse is a custom-bound place where undergraduates traditionally do not step on the grass in the heart of campus until they receive their degrees. Alumni view commencement as a distinguished event not only for students but also for scores of family and community members — making it a less likely venue for a major disruption.

Mr. Biden chose to speak at Morehouse after the White House had received invitations from an array of colleges. It will be the third time in four years he has addressed graduates of a historically Black institution; he has also spoken at commencement for one military academy each year.

Among those lobbying Mr. Biden to come to Morehouse was Cedric Richmond, a member of the college’s class of 1995, who ran Mr. Biden’s public engagement office and is now a senior adviser at the Democratic National Committee .

Mr. Richmond, who has a nephew at Morehouse, predicted Mr. Biden would speak about the high expectations of the college’s alumni, promote his record of reducing Black unemployment and narrowing the racial wealth gap, and deliver familiar exhortations about perseverance.

Mr. Richmond does not think Mr. Biden will face protests.

“The Morehouse College graduation, at least as I remember it, is a very solemn event,” he said. “You have almost 500 African American males walking across that stage, whose parents and grandparents sacrificed and those students worked their butts off to, one, get into Morehouse, and two, to graduate. That’s a very significant day. And I’m just not sure whether students or protesters are going to interfere with that solemn moment.”

Vice President Harris, who graduated from Howard University, another historically Black institution, is engaged in her own virtual tour of such colleges. A congratulatory video she recorded will be played for graduates at 44 H.B.C.U.s; she is often introduced as a surprise guest and greeted with cheers.

In Atlanta last month, Ms. Harris asked the Morehouse student government president, Mekhi Perrin, what approach Mr. Biden should take in his address.

“I think really she was just trying to gain an idea of what exactly students’ issues were with his coming, if any at all,” Mr. Perrin said. “And what would kind of shift that narrative.”

Mr. Biden has been trailed by Gaza protesters for months. The last time he spoke at a four-year college campus was in January, when demonstrators interrupted him at least 10 times during a rally at George Mason University in Virginia.

Morehouse’s traditions are strong. Dr. King said it was a place where he had advanced his understanding of nonviolent protest and moral leadership — which current Morehouse students say they take seriously.

“I feel like the protests do need to come out, because if you don’t see students advocating for what they believe in, then the change that they’re advocating for will never come about,” said Benjamin Bayliss, a Morehouse junior. Looking toward the statue of Dr. King in front of the chapel named for the civil rights leader, he added, “You really feel the weight of what King did and the fire of the torch that he lit that we have to carry on.”

Yet even as some students feel compelled to protest, outside factors can shape their decisions. Roughly 75 percent of students at H.B.C.U.s, including 50 percent of Morehouse students, are eligible for the Pell Grant , a federal aid program for low-income students. More than 80 percent of Morehouse students receive some form of financial aid. In the Class of 2024, nearly a third of graduates will be the first in their family to receive a bachelor’s degree.

Some students at Black colleges also may decide against protesting because of family pressure , which amplifies the importance of securing their degrees.

“Your student body at Columbia is very different than the student body at, say, Dillard,” said Walter Kimbrough, who spent a decade as president of Dillard University, a historically Black institution in New Orleans. “It doesn’t mean that people aren’t concerned. But they understand that they have some different kinds of stakes.”

The stakes are also high for Mr. Biden, whose standing with Black voters has softened ahead of November’s presidential election. Young people are less enthusiastic about voting at all — partly because of Mr. Biden’s handling of the Gaza war, but also because they are unhappy with the choice between him and former President Donald J. Trump.

“I think it’s really just picking the lesser of two evils,” said Freddrell Rhea Green II, a Morehouse freshman. “Anything better than Donald Trump, a madman, a quote unquote tyrant, is better for me.”

“Joe Biden is probably a very nice person,” said Samuel Livingston, an associate professor of Africana studies at Morehouse. “But niceness is not the level of leadership that we need. We need ethical leadership. And continuing to support the aiding, abetting and the stripping of Palestinian land, from Palestinian people in the West Bank and the Gaza Strip, is not ethical.”

Some students, like Auzzy Byrdsell, a senior studying kinesiology and journalism, support their classmates’ protests but fear a possible response from the police to a crowd of largely Black young men.

“Do we get tear-gassed?” said Mr. Byrdsell, the editor in chief of The Maroon Tiger, the school’s student newspaper. “Do we get arrested? That would not be the greatest look for a Morehouse College graduation.”

Senator Raphael Warnock of Georgia, a 1991 Morehouse alumnus, said that he hoped Mr. Biden would highlight his record and his agenda — but that there was little the president could say about the Gaza conflict to assuage his critics on campus.

“While what he says is important,” Mr. Warnock said, trying to put himself in the shoes of student protesters, “I think much more important is what he does in the future.”

Kitty Bennett contributed research.

— Maya King and Reid J. Epstein Maya King reported from Atlanta, and Reid J. Epstein from Washington.

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    An analysis of one of his earlier studies, which reported a similar estimated effect size of 0.083, found playing violent video games was linked with almost double the risk that kids would be sent ...

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    Meta‐analyses have shown that violent video game play increases aggression in the player. The present research suggests that violent video game play also affects individuals with whom the player is connected. A longitudinal study ( N = 980) asked participants to report on their amount of violent video game play and level of aggression as well ...

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    Therefore, video game playing may have an indirect effect on violent behavior by increasing risk factors for it. Doug Gentile notes that the only way for violent video games to affect serious criminal violence statistics is if they were the primary predictor of crime, which they may not be.

  5. The Playing Brain. The Impact of Video Games on Cognition and Behavior

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  6. Metaanalysis of the relationship between violent video game play ...

    The case that violent video game play increases aggressive behavior has been made most forcefully by Anderson et al. (6; see also refs.7 and 8).Specifically, these authors undertook a comprehensive metaanalysis of the literature on the impact of violent video game play on six categories of aggressive response: cognition, affect, arousal, empathy/sensitization to violence, overt aggressive ...

  7. Violent Video Game Exposure and Problem Behaviors among Children and

    1.1. Violent Video Game Exposure and Problem Behavior. Most studies show that violent video games significantly increase PB in players. Regarding violent content, some meta-analyses have found that violent video games increase players' aggressive cognition, emotion, and behavior and decrease players' empathy, which negatively impacts players' social behavior [17,18].

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    WASHINGTON — Violent video game play is linked to increased aggression in players but insufficient evidence exists about whether the link extends to criminal violence or delinquency, according to a new American Psychological Association task force report. "The research demonstrates a consistent relation between violent video game use and ...

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    The Dartmouth analysis drew on 24 studies involving more than 17,000 participants and found that "playing violent video games is associated with increases in physical aggression ... violent video game exposure and aggressive behavior is one of the most studied and best established. Since the earlier meta-analyses, this link continues to be a ...

  13. Violent Video Games and Aggression: The Connection Is Dubious, at Best

    Additional research on the potential connection between video games and violent behavior is featured in the APS Research Topic Video Games and Violence. # # # Reference: Ferguson, C. J., Coperhaver, A., & Marley, P. (2020). Reexamining the Findings of the American Psychological Association's 2015 Task Force on Violent Media: A meta-analysis.

  14. Violent video games exposure and aggression: The role of moral

    Based on the General Aggression Model (GAM), the current study investigated the interactive effect of personal factors (e.g., sensation‐seeking) and situational factors (e.g., violent video games exposure [VVGE]) on the trait aggressive behavior, and the mediating role of individual difference trait (e.g., moral disengagement, anger, and hostility).

  15. Is Playing Violent Video Games Related to Teens' Mental Health?

    After a few decades of research in this area, the answer is not definitive.There was a slew of studies in the early 2000s showing a link between violent video game play and aggressive behavior ...

  16. Blame Game: Violent Video Games Do Not Cause Violence

    What research shows us about the link between violent video games and behavior. In February 2018, President Trump stated in response to the school shooting in Parkland, Florida that "the level ...

  17. Frontiers

    In the first step, a simple moderated model (Model 1) between exposure to violent video games and aggression was established. The result showed that exposure to violent video games had a significant effect on aggression (c 1 = 0.24, t = 6.13, p < 0.001), while the effect of family environment × exposure to violent video games on aggression was not significant (c 3 = 0.05, t = −1.31, p = 0. ...

  18. Playing video games doesn't lead to violent behaviour, study shows

    Last modified on Wed 22 Jul 2020 17.23 EDT. Video games do not lead to violence or aggression, according to a reanalysis of data gathered from more than 21,000 young people around the world. The ...

  19. APA reaffirms position on violent video games and violent behavior

    WASHINGTON — There is insufficient scientific evidence to support a causal link between violent video games and violent behavior, according to an updated resolution (PDF, 60KB) adopted by the American Psychological Association.. APA's governing Council of Representatives seated a task force to review its August 2015 resolution in light of many occasions in which members of the media or ...

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    The result showed that exposure to violent video games had a significant effect on aggression (c 1 = 0.24, t = 6.13, p < 0.001), while the effect of family environment × exposure to violent video games on aggression was not significant (c 3 = 0.05, t = −1.31, p = 0.19), indicating that the relationship between exposure to violent video games ...

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    Some blame violent video games for school shootings, increases in bullying, and violence towards women, arguing that the games desensitize players to violence, reward players for simulating violence, and teach children that violence is an acceptable way to resolve conflicts, while others argue that a majority of the research on the topic is deeply flawed and that no causal relationship has ...

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    The global video game industry was worth contributing $159.3 billion in 2020, a 9.3% increase of 9.3% from 2019. Violent video games have been blamed for school shootings, increases in bullying, and violence towards women. Critics argue that these games desensitize players to violence, reward players for simulating violence, and teach children ...

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