Subtitles section Play video
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.