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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.

  • If there is a divergence between different groups of studies, why would

  • that be? And I think, you know, my answer would be that unlike a lot of

  • studies that existed before, I tried to use standardized well, clinically

  • validated measures for a lot of my studies.

  • And I started embracing preregistration, you know, earlier than a lot of

  • other people did. You know, and I'm trying to do it without sounding like

  • defensive. I don't in any way mean to say that my stuff like, you know,

  • perfect or, you know, beyond any kind of critique.

  • It isn't. You don't win science by consensus, actually, you know, even if

  • there was a consensus.

  • Nonetheless, scientific consensus is a powerful tool.

  • And for researchers, one way to gauge the consensus on any particular

  • topic is through meta-analyses, studies that combine the results of many

  • individual studies into one larger analysis.

  • In 2015, the American Psychological Association released one such

  • meta-analysis after forming a task force of 10 experts chosen specifically

  • for both their areas of expertise and because they didn't have a vested

  • interest in video game research.

  • It was an attempt at an objective review of the most recent research on

  • video games and violence at that time.

  • Mark Appelbaum, professor emeritus at UC San Diego, chaired that task

  • force. I'm fundamentally an applied statistician, methodologist.

  • I have been on a number of APA task forces before, women's mental health

  • and abortion, a bunch of these.

  • It's not unusual for those of us who are more on the methodological side

  • to be asked. And I got a call from someone at the American Psychological

  • Association and they said, do you know anything about what's going on in

  • video games?

  • In the field, not the content.

  • And I said, not much.

  • And they said, good.

  • The task force did its work, and here's what they concluded.

  • Does playing these games where there is this violent content, does it seem

  • to have some impact?

  • Yeah, it seemed pretty consistent, study after study, that you did find

  • things that happened in this sort of behavioral aggression domain.

  • And this is with regard to aggression, not with regard to violence.

  • And that's the main takeaway from the report.

  • The APA task force says if we look at all the way psychologists know how

  • to measure aggression, playing violent video games seems to be having an

  • effect on people. But they did not conclude that playing video games makes

  • you violent or commit crime.

  • And that lines up with what most other researchers in the field are

  • finding. I've been studying the effect of violent video games for 10 years

  • now. I can tell you that there is a causal link between playing a violent

  • video game and behavior.

  • Simulated violence in video games may influence a player's thoughts,

  • feelings and physical arousal, affecting the individual's interpretation

  • of other behavior and then increase our own aggressive behavior.

  • In violent video games, there's definitely this triangulation where you

  • get the same pattern of results for laboratory experiments,

  • cross-sectional studies and longitudinal studies.

  • The magnitude of the effect is not especially small or especially large.

  • It's about the same size effect that you get for most variables in social

  • science studies.

  • So exposure to violent video games, in this case, is not the only risk

  • factor for aggressive and violent behavior, but it's not a trivial risk

  • factor either.

  • The majority of published studies on the effects of violent video games do

  • show some kind of effect on the player.

  • Depending on the study, the findings could be correlational, demonstrating

  • a connection but not attributing cause, or causal, suggesting that the

  • game actually caused the effect.

  • Christopher Ferguson and others take issue and disagree with the APA,

  • Bushman, and the psychology community's perceived consensus that there's a

  • link between violent games and aggression.

  • They cite conflicts of interest, misguided research methods, and things

  • like publication bias, the idea that scientific journals are biased in

  • which studies they decide to publish, and the replication crisis, the idea

  • that some established research is unable to be later replicated.

  • At this point, you really can look at a number of other research groups

  • and I'd say there's maybe about, maybe ten to a dozen of these

  • preregistered studies and almost, maybe, only one of them I can think of

  • found evidence for any kind of, you know, effects, and that one was a

  • correlational effect.

  • Video games are a little bit different from more passive forms of media,

  • such as watching television or watching a movie or a video.

  • They're directly tied or linked to the violent character.

  • They directly reward violent behavior.

  • And we know that reward is a very powerful motivator of human behavior.

  • For years, people have tried to argue that the interactivity of games

  • makes them remarkably different from, say, watching television or reading

  • a book. But we don't really have a lot of evidence to suggest that games

  • are super different from other forms of media for the most part, in terms

  • of having more of an impact on people than television or books or other

  • forms of media.

  • Ferguson's position is perhaps best summed up by this excerpt from his

  • 2017 book Moral Combat, co-authored with Patrick Markey.

  • Quote, "Within the world of video game research, a David and Goliath

  • battle is underway.

  • The Goliaths are a well-organized, politically connected, and well funded

  • group of senior scholars who have been linking violent video games to

  • horrific acts of real-world brutality for over thirty years.

  • These antivideo game giants are being challenged by a group of younger,

  • progame researchers, many of whom grew up surrounded by Atari, Nintendo,

  • and PlayStation systems.

  • Theirs is an epic struggle for truth as they attempt to challenge the much

  • more powerful antivideo game empire."

  • But ultimately, the arguments happening here are about statistics,

  • research methods and personal motivations, all of which don't especially

  • matter to many people reading headlines.

  • If two researchers publish a violent video game study, one of those

  • researchers finds that exposure to violent media increases aggressive

  • behavior, the other researcher finds that exposure to violent media has no

  • effect on aggressive behavior, the mass media will definitely publicize

  • the latter. It will get a lot more media attention.

  • It's often suggested that since violent crime, gun deaths and cases of

  • bullying are decreasing, or that because there's much less violent crime

  • in Japan or South Korea, where games are also widespread, that it proves

  • there's no connection between violence and video games.

  • But violent crime could decrease while video games are at the same time

  • making people more aggressive.

  • Aggression doesn't necessarily mean violence, and it doesn't mean crime.

  • But it's true that publication bias exists.

  • It's true that there is a replication crisis in psychology.

  • It's true that in 2011, the Supreme Court ruled that the research

  • presented to them did not prove that violent video games cause minors to

  • act aggressively. For the Entertainment Software Association, the lobbying

  • group representing the video game industry, that Supreme Court ruling says

  • a lot. From our perspective, this issue has been debated and resolved by

  • the Supreme Court, which is why you have seen very few attempts to

  • regulate the sale of video games since that decision.

  • It's a very powerful reminder that the reason we have a First Amendment

  • and free speech and that we have the ability to express ourselves,

  • particularly through video games, is because we're in a country that

  • allows for the ability for people to choose what they want to hear and

  • what they want to say and how they connect.

  • From the beginning, video game companies have been accused of doing

  • terrible things to those who play their games and those accusations often

  • didn't have much basis in fact.

  • So it's not surprising that game companies and gamers themselves might be

  • defensive and quick to reject researchers who suggest a connection with

  • aggression. The fact remains that there is an abundance of research

  • suggesting a link between violent video games and aggression.

  • But you can take that seriously without panicking.

  • Many things contribute to someone's tendency towards aggression, like

  • watching sports, your socioeconomic status, or your gender.

  • There's research suggesting kids who play violent games may be affected

  • negatively, but there is no research suggesting playing violent video

  • games will make someone a school shooter.

  • It is easier to look at a mass shooting as many people have, many

  • politicians have, and say, hey, the fault for this is video games, violent

  • video games. And so people have tended to look at, kind of, the research

  • and the facts and the games themselves with that preconceived notion in

  • mind. Similarly to how if you're a big video game fan, you're probably

  • looking at games and saying, oh, of course these games cannot have any

  • effect on my mental state or cannot make me more aggressive or anything

  • like that. I certainly think they're like ethical questions of like, is

  • this game glamorizing the military?

  • Is this game a fetishization of war in a way that makes people feel

  • uncomfortable? And those are the ethical questions that I think people

  • have to wrestle with a lot in the video games world.

  • At the same time, there's research suggesting playing games can be in

  • other ways beneficial, and that collaborative games might counteract some

  • of the negative effects of violence in games.

  • It's a nuanced, ongoing scientific debate.

  • So, don't panic, video games are not turning you or your kids into monsters.

  • But they're probably doing something.

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

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電子遊戲暴力背後的爭論 (The Debate Behind Video Game Violence)

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    Penny 發佈於 2021 年 01 月 14 日
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