Between science and policy making
On March 11, 2009, 17-year-old Tim Kretschmer entered the Albertville junior high school in the small town of Winnenden, Germany, armed with a 9mm Beretta semi-automatic pistol and 200 rounds of ammunition. In less than an hour, he shot nine former schoolmates and three teachers; on the run from the police to Wendlingen, he highjacked a car and killed three more people, before he finally committed suicide. The tragedy left his and the victims' relatives, teachers, and the general public petrified with questions regarding the motive for this attack, and how a young man developed into a mass homicide perpetrator.
On March 11, 2009, 17-year-old Tim Kretschmer entered the Albertville junior high school in the small town of Winnenden, Germany, armed with a 9mm Beretta semi-automatic pistol and 200 rounds of ammunition. In less than an hour, he shot nine former schoolmates and three teachers; on the run from the police to Wendlingen, he highjacked a car and killed three more people, before he finally committed suicide. The tragedy left his and the victims' relatives, teachers, and the general public petrified with questions regarding the motive for this attack, and how a young man developed into a mass homicide perpetrator.
The debates about the influence of media violence on behaviour show no sign of ending. Photo credit: arker from morguefile.com |
The shooting at the Sandy Hook Elementary School in Newtown, Connecticut in December 2012 prompted a similar debate in the U.S. on causes of violent behaviours and how to prevent them, including gun control, mental health reform, and media violence. In 2013 the White House17 reacted with an action plan including stricter background checks for gun sales and precautionary measures at public institutions (e.g., schools). It also called on researchers to increase their efforts in identifying sources of (and countermeasures to) criminal behaviour, particularly the link with violent media use, for which the administration promised additional research funds. In the area of media violence effects research, additional funds and efforts could pose a great opportunity, but they also bear a certain risk.
Protests in support of stricter gun control laws outside the White House in 2013. Photo by Elvert Barnes (creative commons) |
Arguments on both sides of the gun control debate can be highly emotive. Photo by Amy Morris (creative commons) |
Antisocial and criminal behaviour is often blamed on media violence. But are games and movies really to blame? Photo credit: Peter "anemoneprojectors" (creative commons) |
If we are concerned about increases in criminal behaviour, then we should turn away from convenient student samples and start investigating the media uses of violent offenders (e.g., Surette, in press16) or individuals from high-risk groups (e.g., adolescent victims of family violence). The identification of risk (and resilience) factors that could facilitate influences of popular media, as well as "healthy" and "unhealthy" media use patterns, are key to refining our understanding of the mechanisms behind them. Past research has, with a few exceptions, not been undertaken to inform public policy, but to scrutinize processes in laboratories which can only be generalized to societal violence with appropriate care.
Thus, the debate on potential effects of violent media will certainly continue in public and the scientific community. While the additional funds for media effects research issued by the White House do not necessarily have to be just part of a new moral panic, but the scientific community must be wary of potential biases conveyed by this call. However, with due care, this could be a great opportunity to restore credibility to media effects research, and constructively inform public policy to reduce criminal behaviours and societal violence.
Malte Elson is one of our content writers. He graduated in psychology, and is pursuing his PhD on frustrating experiences in digital games. Currently he works as a research associate in the ERC project SOFOGA at the department of communication, University of Münster (Germany). His research interests include digital games and aggression, media effects research methods, and the social aspects of co-playing.
why don't all these papers have links?
1 Anderson, C. A., Berkowitz, L., Donnerstein, E., Huesmann, L. R., Johnson, J. D., Linz, D., Malamuth, N. M., et al. (2003). The influence of media violence on youth. Psychological Science in the Public Interest, 4(3), 81–110. doi: 10.1111/j.1529-1006.2003.pspi_1433.x
2 Anderson, C. A., & Carnagey, N. L. (2009). Causal effects of violent sports video games on aggression: Is it competitiveness or violent content? Journal of Experimental Social Psychology, 45(4), 731–739. doi: 10.1016/j.jesp.2009.04.019
3 Australian Government Attorney-General's Department. (2010). Literature review on the impact of playing violent video games on aggression. Barton, Australia. Retrieved from classification.gov.au
4 Brown v. Entertainment Merchants Assn., 564 U.S. (2011). (link)
5 Ferguson, C. J. (2008). The school shooting/violent video game link: Causal relationship or moral panic? Journal of Investigative Psychology and Offender Profiling, 5(1-2), 25–37. doi: 10.1002/jip.76
6 Ferguson, C. J. (2011). The wild west of assessment. Measuring aggression and violence in video games. In L. Annetta & S. C. Bronack (Eds.), Serious Educational Game Assessment (pp. 43–56). Rotterdam: Sense. doi: 10.1007/978-94-6091-329-7_3
7 Ferguson, C. J., San Miguel, C., Garza, A., & Jerabeck, J. M. (2012). A longitudinal test of video game violence influences on dating and aggression: A 3-year longitudinal study of adolescents. Journal of Psychiatric Research, 46(2), 141–146. doi: 10.1016/j.jpsychires.2011.10.014
8 Ferguson, C. J., Smith, S. M., Miller-Stratton, H., Fritz, S., & Heinrich, E. (2008). Aggression in the laboratory: Problems with the validity of the modified Taylor competitive reaction time test as a measure of aggression in media violence studies. Journal of Aggression, Maltreatment & Trauma, 17(1), 118–132. doi: 10.1080/10926770802250678
9 Gauntlett, D. (2005). Moving experiences: Media effects and beyond. Eastleigh, UK: John Libbey.
10 Grimes, T., Anderson, J. A., & Bergen, L. A. (2008). Media violence and aggression. Science and ideology. Thousand Oaks, CA: Sage.
11 Lieberman, J. D., Solomon, S., Greenberg, J., & McGregor, H. A. (1999). A hot new way to measure aggression: Hot sauce allocation. Aggressive Behavior, 25(5), 331–348. doi: 10.1002/(SICI)1098-2337(1999)25:5<331::AID-AB2>3.0.CO;2-1
12 Ritter, D., & Eslea, M. (2005). Hot sauce, toy guns, and graffiti: A critical account of current laboratory aggression paradigms. Aggressive Behavior, 31(5), 407–419. doi: 10.1002/ab.20066
13 Savage, J., & Yancey, C. (2008). The effects of media violence exposure on criminal aggression: A meta-analysis. Criminal Justice and Behavior, 35(6), 772–791. doi: 10.1177/0093854808316487
14 Statens Medieråd. (2011). Våldsamma datorspel och aggression. En översikt av forskningen 2000-2011. [Violent computer games and agggression. An overview of the research 2000-2011]. Stockholm, Sweden.(link)
15 Strasburger, V. C. (2007). Go ahead punk, make my day: It's time for pediatricians to take action against media violence. Pediatrics, 119(6), e1398–e1399. doi: 10.1542/peds.2007-0083
16 Surette, R. (in press). Cause or catalyst: The interaction of real world and media crime models. American Journal of Criminal Justice. doi: 10.1007/s12103-012-9177-z
17 The White House. (2013). Now is the time. The president's plan to protect our children and our communities by reducing gun violence. Washington, D.C. (link)
18 Von Salisch, M., Vogelgesang, J., Kristen, A., & Oppl, C. (2011). Preference for violent electronic games and aggressive behavior among children: The beginning of the downward spiral? Media Psychology, 14(3), 233–258. doi: 10.1080/15213269.2011.596468
19 Williams, K. D. (2009). The effects of frustration, violence, and trait hostility after playing a video game. Mass Communication and Society, 12(3), 291–310. doi: 10.1080/15205430802461087
20 Willoughby, T., Adachi, P. J. C., & Good, M. (2012). A longitudinal study of the association between violent video game play and aggression among adolescents. Developmental Psychology, 48(4), 1044–1057. doi: 10.1037/a0026046
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