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Psychiatric Times. Vol. 29 No. 10
 

Violence in the Media: What Effects on Behavior?

By Arline Kaplan | October 5, 2012

Speculation as to the causes of the recent mass shooting at a Batman movie screening in Colorado has reignited debates in the psychiatric community about media violence and its effects on human behavior.

“Violence in the media has been increasing and reaching proportions that are dangerous,” said Emanuel Tanay, MD, a retired Clinical Professor of Psychiatry at Wayne State University and a forensic psychiatrist for more than 50 years.

(MORE: TV Violence and Brainmapping in Children)

“You turn on the television, and violence is there. You go to a movie, and violence is there,” Tanay told Psychiatric Times. “Reality is distorted. If you live in a fictional world, then the fictional world becomes your reality.”

The average American watches nearly 5 hours of video each day, 98% of which is watched on a traditional television set, according to Nielsen Company. Nearly two-thirds of TV programs contain some physical violence. Most self-involving video games contain some violent content, even those for children.1

Tanay noted, “Anything that promotes something can be called propaganda.” What we call entertainment is really propaganda for violence. If you manufacture guns, you don’t need to advertise, because it is done by our entertainment industry.”

In reality, the number of violent crimes has been falling, but the public’s perception is that violence has increased. According to the US Bureau of Justice Statistics, the overall violent victimization rate (eg, rape and assaults) decreased by 40% from 2001 to 2010. Similarly, the murder rate in the US has dropped by almost half, from 9.8 per 100,000 people in 1991 to 5.0 in 2009.

Yet the propaganda, Tanay said, makes people feel that crime is everywhere and that guns are needed for protection.

Asked about the hundreds of murderers he has examined and possible links to media violence, Tanay said, “Most homicides are committed by people who know each other, and who have some momentary conflict and have a weapon handy. Usually only hit men, who are very rare, kill strangers.”

Tanay did acknowledge, however, that some mentally ill individuals are vulnerable to dramatized violence. “They are naturally more vulnerable, because they are in the community, they are sick, and they may misinterpret something.”

The 2 teenage boys who murdered 12 schoolmates and a teacher and injured 21 others at Columbine High School in Colorado before killing themselves, he said, lived in a pathological environment. “Their lives centered around violent video games.”

After the 1999 Columbine tragedy, the FBI and its team of psychiatrists and psychologists concluded that both perpetrators were mentally ill—Eric Harris was a psychopath and Dylan Klebold was depressive and suicidal. Other analysts have argued that a possible causal factor may relate to the young killers’ obsessions with violent imagery in video games and movies that led them to depersonalize their victims.

While the vast majority of individuals afflicted with a psychotic disorder do not commit violence, Tanay said, “some mass killings have been perpetrated by people who are psychotic.”

He cited the example of Seung-Hui Cho, a student who in 2007 shot to death 32 students and faculty of Virginia Tech, wounded 17 more, and then killed himself. “Cho was psychotic. Twenty years ago he would have been committed to a state hospital. . . . Now, we don’t take care of psychotic patients until they do something violent,” Tanay said.

Writing about the Colorado tragedy in a July 20 Time magazine essay, Christopher Ferguson, PhD, Interim Chair and Associate Professor of Psychology, Department of Psychology and Communication at Texas A&M International University, argued there is currently no scientific proof that the mass homicides can be explained, even in part, by violent entertainment.

Research studies

So what does research show?

A 2002 report by the US Secret Service and the US Department of Education, which examined 37 incidents of targeted school shootings and school attacks from 1974 to 2000 in this country, found that “over half of the attackers demonstrated some interest in violence through movies, video games, books, and other media.”2

In a 2009 Policy Statement on Media Violence, the American Academy of Pediatrics said, “Extensive research evidence indicates that media violence can contribute to aggressive behavior, desensitization to violence, nightmares, and fear of being harmed.”3

This year, the Media Violence Commission of the International Society for Research on Aggression (ISRA) in its report on media violence said, “Over the past 50 years, a large number of studies conducted around the world have shown that watching violent television, watching violent films, or playing violent video games increases the likelihood for aggressive behavior.”4

According to the commission, more than 15 meta-analyses have been published examining the links between media violence and aggression. Anderson and colleagues,5 for instance, published a comprehensive meta-analysis of violent video game effects and concluded that the “evidence strongly suggests that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior.”

In a Psychiatric Times interview, psychologist Craig Anderson, PhD, Director of the Center for the Study of Violence at Iowa State University, said the evidence for the media violence–aggression link is very strong from every major type of study design: randomized experiments, cross-sectional correlation studies, and longitudinal studies.

In 2007, Anderson’s group reported on a longitudinal study of violent video games. The study queried children and their peers as well as teachers on aggressive behaviors and violent media consumption twice during a school year. The researchers found that boys and girls who played a lot of violent video games changed over the school year, becoming more aggressive.6

“There now are numerous longitudinal studies by several different research groups around the world, and they all find significant violent video game exposure effects,” Anderson said.

In contrast, a longitudinal study published this year by Ferguson and colleagues,7 which followed 165 boys and girls (aged 10 to 14 years) over 3 years, found no long-term link between violent video games and youth aggression or dating violence.

Studies from Japan, Singapore, Germany, Portugal, and the US show that “the association between media violence and aggression is similar across cultures,” according to Anderson.

“Most recently,” he added, “we found that within a high-risk population [incarcerated juvenile offenders], violent video games are associated with violent antisocial behavior, even after controlling for the robust influences of multiple correlates of juvenile delinquency and youth violence, most notably psychopathy.”8

There is growing evidence, Anderson said, that high exposure to fast-paced violent games can lead to changes in brain function when processing violent images, including dampening of emotional responses to violence and decreases in certain types of executive control. But there also is some evidence that the same type of fast-paced violent games can improve some types of spatial-visual skills, basically, ability to extract visual information from a computer screen.

One of many factors

Despite the links between media violence and aggression, Anderson stressed, “media violence is only one of many risk factors for later aggressive and violent behavior. Furthermore, extremely violent behavior never occurs when there is only one risk factor present. Thus, a healthy, well-adjusted person with few risk factors is not going to become a school-shooter just because they start playing a lot of violent video games or watching a lot of violent movies.”

One of Anderson’s colleagues at Iowa State University, Douglas Gentile, PhD, Associate Professor of Psychology, along with Brad Bushman, PhD, Professor of Communication and Psychology at Ohio State University and Professor of Communication Science at the VU University in Amsterdam, recently published a study that identifies media exposure as 1 of the 6 risk factors for predicting later aggression in 430 children (aged 7 to 11, grades 3 to 5) from Minnesota schools.9 Besides media violence, the remaining risk factors are bias toward hostility, low parental involvement, participant sex, physical victimization, and prior physical fights.

Knowing students’ risk for aggression can help school officials determine which students might be more likely to get in fights or possibly bully other students, according to Gentile, who runs the Media Research Lab at Iowa State University. He said he can get “over 80% accuracy” in predicting which child is at high risk for bullying behavior by knowing 3 things—“are they a boy, have they gotten in a fight within the past year, and do they consume a lot of media violence.”

In discussing their study findings, Gentile and Bushman wrote: “The best single predictor of future aggression in the sample of elementary schoolchildren was past aggression, followed by violent media exposure, followed by having been a victim of aggression.”

They added that their risk-factor approach can “cool down” the heated debate on the effects of media violence, since “exposure to violent media is not the only risk factor for aggression or even the most important risk factor, but it is one important risk factor.”

“We are interested in using this new approach to measuring the multiple risk factors for aggression in additional samples, and also increasing the number of risk factors we examine (there are over 100 known risk factors for aggression),” Gentile told Psychiatric Times. He and colleagues have several other studies under way in several countries.

“I am particularly hopeful that this approach will help the public and professionals realize that media violence is not different from other risk factors for aggression. It’s not the largest, nor the smallest,” he said. “If there is any important difference at all, it is simply that media violence is easier for parents to control than other risk factors, such as being bullied, having psychiatric illnesses, or living in poverty.”

 

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by Manuel Mota-Castillo | October 23, 2012 8:23 PM EDT

I want to extend a double congratulation to Ms. Arline Kaplan for giving to this issue the importance it deserves and also for presenting a well-balanced report of the multiple angles introduced into the discussion of the possible connection between violent video games and future aggressive actions.
I must confess that until 1997 I supported Dr. Tanay's interpretation of the relationship between the gruesome violence in some video games and future acts of violence. Actually, I still do but my perspective has evolved from causation to worsening of already-existent pathology. My conversion was the result of reviewing the files of hundreds of youths (1996-99) that have gotten into legal troubles. I specifically looked for any common traits among those that were attracted to the music of Marilyn Manson and/or Wicca. Among several findings, many of them had psychotic mania that was triggered by amphetamine-like drugs prescribed for diagnoses they never had: ADHD, Oppositional-Defiant Disorder and Conduct Disorder. Of note, from 2005 to 2007 I engaged in a similar observation (different state) and the outcomes were very much alike.
My position is that individuals prone to violence find validation and a safe outlet in the type of video alluded in Ms. Kaplan's fine report. In other words, they expend hours playing those games because they already have a problem which many times is misdiagnosed as depression. I have argued before that antidepressants (ADs) only precipitate suicidal thoughts and behaviors in bipolar patients and I wish the FDA will correct its "all-included"approach in the warning of suicidality for this type of medication. This is a completely different discussion but I want to remind those that prescribe ADs to bipolar patients that no even one case of OCD (without co-morbid bipolar disorder) with suicidal thoughts, even on high doses of antidepressants, has been published by any journal in the world.
Simply put, alcohol is legally available and most people don't become alcoholic. In support of my view I want to mention a 2008 Pew Research Center study that showed that 74% of adolescents played car racing games and the next category was puzzles with 72%. First-person shooters came in 10th place with 47%. Still the same study informed that two thirds of the youths admitted playing violent video game at some point and that most parents don't believe that such activity will affect the social outcome of their children.
Finally I would like to discuss the following paragraph:
"Knowing students' risk for aggression can help school officials determine which students might be more likely to get in fights or possibly bully other students, according to Gentile, who runs the Media Research Lab at Iowa State University. He said he can get "over 80% accuracy" in predicting which child is at high risk for bullying behavior by knowing 3 things-"are they a boy, have they gotten in a fight within the past year, and do they consume a lot of media violence."
I believe that Dr. Gentile idea is correct but for a different reason, the genetic endowment. Just think of these questions: Who buy the games, who decides what is allowed in the household and what is not, what is the degree of mental stability of the parents or their involvement in the lives of their children?
In the end, I believe, all boils down to the wisdom of one old observation: the apple never falls far from the tree. In concrete terms and paraphrasing the political pundits' "follow the money" I would suggest that in medicine we "follow the genes."

Manuel Mota-Castillo, M.D.
Lake Mary, FL

Related content

Violence in the Media: What Effects on Behavior?

TV Violence and Brainmapping in Children





References

1. Saleem M, Anderson CA. The good, the bad, and the ugly of electronic media. In: Dvoskin J, Skeem JL, Novaco RW, Douglas KS, eds. Applying Social Science to Reduce Violent Offending. New York: Oxford University Press; 2012:83-101.
2. Vossekuil B, Fein RA, Reddy M, et al. The Final Report and Findings of the Safe School Initiative: Implications for the Prevention of School Attacks in the United States. Washington, DC: US Secret Service, US Dept of Education; May 2002.
3. Council on Communications and Media. From the American Academy of Pediatrics: Policy statement—Media violence. Pediatrics. 2009;124:1495-1503.
4. Media Violence Commission, International Society for Research on Aggression (ISRA). Report of the media violence commission. Aggress Behav. 2012;38:335-341.
5. Anderson CA, Shibuya A, Ihori N, et al. Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review. Psychol Bull. 2010;136:151-173.
6. Anderson CA, Gentile DA, Buckley KE. Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy. New York: Oxford University Press; 2007.
7. Ferguson CJ, San Miguel C, Garza A, Jerabeck JM. A longitudinal test of video game violence influences on dating and aggression: a 3-year longitudinal study of adolescents. J Psychiatr Res.2012;46:141-146.
8. DeLisi M, Vaugh MG, Gentile DA, et al. Violent video games, delinquency, and youth violence: new evidence. Youth Violence and Juvenile Justice. In press.
9. Gentile DA, Bushman BJ. Reassessing media violence effects using a risk and resilience approach to understanding aggression. Psychology of Popular Media Culture. 2012;1:138-151.


 
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