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  • Today, 65% of American adults and nearly all teenagers play video games.

  • Games look evermore real.

  • They can, and do, show incredibly detailed violence.

  • And since their beginnings, video games have come with an implicit

  • assumption that they're probably doing something bad to us.

  • 77% of parents believe media violence, including video games, is

  • contributing to America's culture of violence.

  • But what do we actually know about how violent games affect us?

  • Psychologists have been studying this for decades.

  • But right now, the research community includes a small but vocal

  • subsection convinced that the perceived scientific consensus linking

  • violent games to aggression is completely wrong.

  • Alongside moral panics and conflicting research, huge amounts of money

  • have been made selling video games, violent or otherwise.

  • In 1976, the industry was already making $25 billion annually.

  • In 2018 it made more than $136 billion.

  • So the stakes are high.

  • Depending on what scientists find, there's a whole lot to be gained, or

  • lost. Brad Bushman and Christopher Ferguson are perhaps the best known

  • researchers representing each side of this dispute.

  • They are both psychologists who have spent years researching video games

  • and violence. They use similar methods and do similar experiments.

  • But they've wound up on either side of a line drawn clearly in the sand.

  • So why do these researchers disagree so strongly, and how did we get here?

  • So you can't look at at anybody without pointing your

  • gun at them. Right.

  • In 1976, video game company Exidy released a game called Death Race.

  • To play it, you put your hands on an actual steering wheel.

  • Your foot's on a pedal.

  • You drive around a car and murder anything in your way.

  • You hear the screams of your victims and their gravestones litter the

  • screen. Soon after its release, there were calls to ban it.

  • There was outrage and many were worried about what it was doing to their

  • kids.

  • OK, so death race did come out in 1976, that's four years before Pac-Man.

  • Its graphics are primitive and barely recognizable, but the game resulted

  • in what was perhaps the first widespread panic about violence in video

  • games. And while that may seem laughable now, those concerns didn't go

  • anywhere. Do violent video games make for violent kids?

  • Officials say they are responding to complaints from parents that children

  • have skipped school or stolen money to play the games and made a nuisance

  • of themselves. Outrage exploded again in 1992 with the release of games

  • like Mortal Kombat and Night Trap.

  • Mortal Kombat!

  • Parents are often the first to ask, could this, lead to this?

  • Mortal Kombat featured especially violent deaths and Night Trap showed

  • sexual violence against women.

  • Cold blooded murder is making Mortal Kombat the most popular video game in

  • history. Kids relish their victory and their bloody choice .

  • Should they pull out their opponents heart or simply rip his head off just

  • to see a spinal cord dangle at a pool of blood?

  • Parents were terrified.

  • Schools panicked.

  • Congress got involved.

  • There was no rating on this game at all when the game was introduced.

  • Small children bought this at Toys "R" Us and he knows that as well as I

  • do. In 1994, the Interactive Digital Software Association, now called the

  • Entertainment Software Association, founded the Entertainment Software

  • Rating Board, or ESRB.

  • The ESRB introduced a rating system similar to the one that had been used

  • to rate movies for decades.

  • Last March, we promised you our industry would develop a rating system

  • that would put the controls back in the hands of consumers, and especially

  • parents. The system we present to you today redeems on that pledge.

  • While there are absolutely popular nonviolent games, undeniably violent

  • games like Call of Duty, Counter-Strike, PUBG and Fortnight continue to be

  • hugely successful. Epic Games alone, the publishers of Fortnight, made a

  • reported $3 billion in 2018.

  • Huge games like Fortnight or Call of Duty or World of Warcraft are created

  • by organizational behemoths with massive budgets and scores of employees.

  • According to John Staats, the first level designer ever for World of

  • Warcraft, there's just too much at stake to be willingly creating

  • something that might be dangerous.

  • If you've worked in the gaming industry, you're also hyper aware of the

  • responsibility that you have because I mean, it's a class action lawsuit.

  • It's a big thing. Games are as hard, they're hard enough to make as it is.

  • You're talking hundred million dollar budgets.

  • They don't risk anything.

  • So if there was really any danger, they're not dummies, they would

  • definitely be avoiding any potential damage.

  • Because they have shareholders.

  • They answer to their shareholders.

  • I mean, it's not just a bunch of nerds.

  • You actually have to have the money guys who are actually really calling

  • the shots. And they're no dummies either.

  • I don't see any game companies really taking the time to think about it or

  • care about it unless it comes close to affecting their bottom lines.

  • But politicians, concerned parents and the media are thinking about it,

  • and that alone can have real-world consequences.

  • Walmart is announcing it is temporarily removing advertising displays for

  • violent video games following the recent mass shootings.

  • Recently, when President Trump implicated violent video games in mass

  • shootings, shares of major video game companies fell sharply.

  • We must stop the glorification of violence in our society.

  • This includes the gruesome and grisly video games that are now

  • commonplace. So the question is, are violent games actually doing

  • something bad to us?

  • The internet is full of both people with a vested interest in violent

  • games and conflicting narratives about them.

  • There is zero connection between entertainment and behavior, and that's

  • been studied over and over and over again and even ruled upon by the

  • Supreme Court. This was a, maybe a video game to this evil demon.

  • He wanted to be a super soldier for his Call of Duty game.

  • What is causing trouble among America's youth in schools?

  • Oh, it has to be a video game.

  • Anyone of thought should find that insulting at the face of it.

  • Video games give you the skill and the will to kill.

  • It is the moral equivalent to putting a military weapon in the hand of

  • every child in America.

  • And it turns out that the conversation happening publicly often has very

  • little in common with what interested psychologists are actually

  • researching. It's a reasonable question, right?

  • You see people, and particularly at risk groups like children, playing

  • these violent games. And it's pretty reasonable to ask like, well, does

  • that cause them to behave more violently in real life?

  • Psychologists have been trying to get to the bottom of this for decades,

  • and it's important to first understand how they go about seeking answers

  • to questions like this in the first place.

  • You can't measure violent criminal behavior in a laboratory experiment.

  • For example, we can't give our participants guns and knives and see what

  • they'll do with them after they play a violent game.

  • Because of that, when you see headlines about video games and violence,

  • the underlying research was probably actually about aggression.

  • There are a few fundamental types of studies that can be done in these

  • situations: experimental studies, cross-sectional studies and longitudinal

  • studies. An experimental study involves a carefully constructed scenario

  • in a controlled environment.

  • You bring in participants, some of whom are asked to play violent games.

  • Afterwards, you measure their aggressive behavior, which is defined as any

  • behavior intended to harm another person who doesn't want to be harmed.

  • If you're studying kids, you might just watch their behavior on the

  • playground afterwards.

  • If they're adults, you use aggression proxies, like how long you make

  • someone hold their arm in ice or how long you blast someone with awful

  • headphone noise, or give someone an electric shock.

  • Then there are cross-sectional studies, which just means you take some

  • measurements at one point in time and see if they're correlated.

  • So you could, for example, find people whose favorite games are violent

  • and see if those people are more likely to have a history of aggression.

  • Lastly, there are longitudinal studies, which are just like

  • cross-sectional studies, except you take more than one measurement over

  • time. These are the basic tools researchers have at their disposal, not

  • just for studying video games, but for the majority of psychology as a

  • whole. According to many researchers, the evidence is clear: there is a

  • connection between playing violent video games and aggression.

  • First, they can make us more aggressive.

  • Second, they can make us more numb to the pain and suffering of others.

  • And third, they can make us more afraid of becoming victims of violence

  • ourselves. One of Bushman's most recent studies looked at how playing

  • violent games might affect what kids do if they find a gun.

  • They used an actual handgun that had been disabled.

  • We had them play the video game Minecraft.

  • We had a gun version where they could kill monsters with a gun.

  • We had a sword version where they could kill monsters with a sword, or we

  • had a nonviolent condition with no weapons and no monsters.

  • We found the largest effects for the condition with the guns.

  • Playing a violent game with swords also made children engage in more

  • dangerous behavior around guns.

  • The kids who played the violent version of the game were more likely to

  • touch the gun, pull the trigger, and point it at themselves and others.

  • To a smaller but very vocal group of researchers, the evidence points in

  • an entirely different direction.

  • People really wanted this to be true and there really was this kind of

  • like set group of scholars that sort of invested their lives in this.

  • We don't generally find that playing more action-oriented games is

  • predictive of violence or aggression later in life.

  • It seems to be the knowledge of the fictional nature of what people are

  • engaged with seems to blunt to any kind of learning experience from that.