|
Violent Video GamesMICHAEL RICH, MDMore than 3,500 research studies have examined the association between media violence and violent behavior; all but 18 have shown that the more violence you see, the more likely you are to be violent.
Good morning. I want to thank Alderman Burke and Alderman Rugei for offering
me the opportunity to speak to a subject that is critical to the physical and
mental health of children and adolescents. As pediatricians, my colleagues and
I are fortunate to be able to work with children. They are our joyful, energetic,
hopeful future. At the turn of the 20th Century, the hope for many children was
not so bright. Half of them would die before their fifth birthdays, mostly from
infectious diseases. We have faced and defeated the scourges of pneumonia, diarrhea,
polio and scores of other diseases that were common killers of children. Today,
the great majority of a pediatrician's work is with healthy young bodies and minds.
Our job is to maintain health by offering guidance about risks to the lives and
well being of the children for whom we care. At the turn of the 21st Century,
violence is the most prevalent health risk for children and adolescents. Homicide,
suicide and accidents are the top three causes of death for those 15 -24 years-old.
Each year over 150,000 adolescents are arrested for violent crimes, more than
300,000 are seriously assaulted, and 3,500 are murdered. Violence done to and
by America's young people is a public health emergency, an emergency that must
be addressed by all of us, physicians, parents, children, and policymakers. The
good news is that there are factors that contribute to this problem on which we
can intervene, and we can do it now. On April 20, 1999, two heavily-armed adolescent
boys walked into Columbine High School in Littleton, Colorado and shot to death
12 of their schoolmates and a teacher before killing themselves. When authorities
investigated, they discovered that the boys had played thousands of hours of a
"first-person shooter" video game that had been modified to occur in a layout
identical to that of their high school with yearbook photographs of their schoolmates
electronically pasted onto the game's imaginary victims. Michael Carneal, a 14-year-old
who never held a real gun in his life but who was an expert video gamer, stole
a pistol, walked into his Paducah, Kentucky middle school and shot eight of his
schoolmates with deadly accuracy. In this excerpt from 60 Minutes, David Grossman,
a former West Point professor of the psychology of killing, explains the connection
he sees between video games and real-life violence. VIDEO
GAMES CLIP Over the past forty years, researchers in the fields
of public health, communications, and psychology have examined the effects of
entertainment violence on young people. Research has shown that the strongest
single factor contributing to violent behavior is previous exposure to violence.
More than 3,500 research studies have examined the association between media violence
and violent behavior; all but 18 have shown that the more violence you see, the
more likely you are to be violent. Virtual violence that is realistic, portrayed
without pain and suffering, and experienced in the context of good feelings is
most likely to be emulated. Exposure to media violence has been found to result
in increased acceptance of violence as an appropriate means of conflict resolution.
Media exaggerate the prevalence of violence in the world, giving rise to fear
of being harmed. This is strong motivation to protect oneself by carrying a weapon
and being more aggressive. The most insidious and potent effect of media violence,
which affects even the majority of young people who do not themselves become violent,
is to desensitize young people to "real life" violence and to the harm it causes
its victims. This is not a simple problem. Violence is complex many
factors contribute. The factors that underlie violent behavior include some of
the most vexing and far-reaching social issues of our day, issues with which we
have been struggling for generations. They are not easily or quickly solved. Physicians
have to be practical people. While the major issues of our society are being wrestled
with, we have to intervene on those parts of the problems that can be addressed
directly and quickly. Some research that can guide us: Epidemiologists who
studied factors associated with violence, including poverty, racial discrimination,
substance abuse, inadequate schools, joblessness and family dissolution, found
that exposure to violent media was a factor in half of the 10,000 homicides committed
the previous year. A study begun in the early 1960s found that boys who watched
more television had higher levels of aggression at age 8, a history of aggressive
behavior at age 19, and were more violent with their children and had been convicted
of more violent crimes by age 30. The effects of media exposure are cumulative
and the resulting behaviors are lasting. The findings of hundreds of studies,
analyzed as a whole, showed the strength of the relationship between television
exposure and aggressive behavior to be greater than that of calcium intake and
bone mass, condom non-use and sexually transmitted HIV, lead poisoning and lower
I.Q., or passive tobacco smoke and lung cancer, associations upon which we physicians
routinely base public health interventions. While there is less research to
date on the relatively new medium of video games, what we know is concerning.
Television and movies are passively received. Video games, by virtue of being
immersive, interactive, and enhanced with sensorimotor activity, represent a distinctly
different medium, and may have an even more powerful influence on violent attitudes
and behaviors. Think back to those excerpts from what are known as "first-person
shooter" video games. You are moving through a virtual world, your weapon extended
in front of you, racking up points for wasting as many other beings as you can.
You are subjected to all of the most potent elements of media violence -realistic
portrayals of mayhem, the adrenaline rush of fear, the need to "get them before
they get me" and positive reinforcement for the killing as quickly and efficiently
as possible. What we do know about interactive media: ·Video
game revenues are $10 billion a year, larger than that of television and movies,
and they are increasing. Fantasy or human violence is the most popular type of
video game among children, 50% of 4th graders choose "first-person shooter" video
games as their favorites. ·The
average 7th grader plays these video games for more than 4 hours each week. ·Newer
generations of video games are using better graphics capabilities to increase
the gore, explicitly showing blood and body parts, and to add digital images such
as recognizable faces on victims. ·Experimental
studies have shown that after playing video games, young people exhibit measurable
decreases in prosocial and helping behaviors, a 43% increase in aggressive thoughts,
and a 17% increase in violent retaliation to provocation. ·Research
has indicated that playing violent video games accounted for 13-22% of the variance
in teenagers' violent behavior. By comparison, smoking tobacco accounts for 14%
of the variance in lung cancer. Children learn by observing, imitating
what they observe, and acting on the world around them. They develop what psychologists
call "behavioral scripts" interpreting their experiences and responding in terms
of those scripts. You can easily see how repeated exposure to violent behavioral
scripts can lead to increased feelings of hostility, expectations that others
will behave aggressively, desensitization to the pain of others, and increased
likelihood of interacting and responding to others with violence. Active participation
increases effective learning. Video games are an ideal environment in which to
learn violence: ·they
place the player in the role of the aggressor and reward him or her for success
at violent behavior, ·
rather than observing part of a violent interaction, video games allow the player
to rehearse an entire behavioral script from provocation to choosing to respond
violently to resolution of the conflict * this is more effective learning than
watching or rehearsing part of the sequence, ·video
games are immersive and addictive kids want to play them for long periods
of time to become better. Repetition increases learning. We
have a powerful teaching tool here. The question is: what are our young people
learning? You have a real opportunity to make a difference here in Chicago.
While violent video games are clearly not the sole factor contributing to violence,
they are clearly a factor. Unlike many of the complex social issues that contribute
to violence, they can be easily addressed. What would we do, as parents, as
policymakers, as citizens, if we discovered that the water our children drank
contained factors toxic to their physical and mental health? Our young people
drink in media, all day, every day and we know that some of it is toxic.
The question for us is simple: how do we want our children to grow up? How can
we create an environment that is most conducive to their health and to the health
of our society? I am honored to be here in Illinois, where Attorney General
Jim Ryan has shown real leadership on the issue of violent video games. I urge
you to join him in protecting our young people and our future. Thank you. ACKNOWLEDGEMENT Rich,
M.D. Michael "Violent Video Games" Testimony before Chicago City Council (October
30, 2000). Reprinted with permission. THE AUTHOR
Michael Rich, MD, MPH, FAAP represents the American Academy of Pediatrics on
issues related to the media.
|