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Jeremy Jastrzab
17 Mar, 2010

EveryonePlays: Violent Games and Aggressive Behaviour - Part 1

PALGN Feature | Just what do these stats and psychology studies mean?
Protect children from mature games.

PALGN and EveryonePlays, in partnership with GAME retailers, have set up a petition for everyone who believes that Australian video game classifications should include an adult R18 rating, in order to protect children from mature games. Politicians and the sensationalist media will often point to psychology studies and the perceived link between video game violence and aggressive behaviour, as a reason for not having an R18 rating. However, what do these studies really say? Are they really denouncing violent video games as the devil, or have the academics been taken out of context?

Since 1995, Professor Craig Anderson from the Department of Psychology at Iowa State University has been studying, among other topics, the effects of violent media on aggressive behaviour. Currently, he is a Distinguished Professor and the Director of the Center for the Study of Violence, where his attentions have turned to video games and other interactive media. Over the last 10 years or so, Anderson’s studies in particular have caught the attention of those against the introduction of an R18+ rating in Australia.

While the sensationalist and mainstream media will throw headlines such as “Violent Video Games Cause Aggression”, Psychology studies stemming from statistical methodology and practice often have a much deeper story to tell. Since we’re not all statisticians or psychologists, this article tries to put these methods and the corresponding results into layman’s terms.

Furthermore, we’ll take a look at both sides of the story: some researches have found a causal link between violent games and behaviour and some have not, and why this is the case. Importantly, we’ll see what lessons we can learn from both sides. It ought to be noted though, this is only a very brief look at the issue at hand, and there is a lot more than what is displayed here. This is the first of two features, and we’ll take a look at the methods used in these studies as well as the latest study from Professor Anderson.


The low-down on Meta-Analysis

In any statistical analysis, the size of your sample is extremely important. In psychology experiments, it can be extremely difficult and expensive to conduct them with large sample sizes. So what academics and researchers such as Anderson will do, is gather several published results and then analyse the results of these experiments using a technique known as ‘Meta-Analysis’. This essentially involves taking all these smaller but conceptually identical experiments and analysing them as a group. This is the primary methodology for adding strength and statistical validity to the link between violent video games and aggressive behaviour.

Aside from being able to make better use of small sample experiments, Meta-Analysis also is able to control for a set of different sized experiments by weighting them appropriately and has a bunch of mathematically favourable properties, including the control of variation between studies. However, there are also downsides to using this method. Basically, unless your smaller studies are all well designed, your Meta study will not have meaningful results. Furthermore, this methodology often relies on the availability of other studies, so the quality can sometimes be out of your control.

Occasionally, there are two studies pointing in one direction will give an opposite effect together – like two magnets repelling each other. This may lead to the subjective rejection of a particular study from the analysis. Finally, when a researcher is using studies other than their own, they have to be wary that generally only ‘statistically significant’ studies are published and available. As for a note on statistics in general (and not just Meta-analysis), if the person conducting the study has a particular agenda, be it political, social or economic, it will adversely affect the credibility of their study. But that goes without saying.

Two schools of thought

According to the 2008 paper from Dr. Christopher Ferguson of Texas A&M International University titled “Violent Video Games and Aggression – Causal Relationship or Byproduct of Family Violence and Intrinsic Violence motivation”, there are two main schools of thought on the relationship between violent video games and aggressive behaviour.

The first school of thought is derived from ‘Social Learning Theories’, and centres around the work of Anderson and his colleague, Professor Brad Bushman, called the ‘General Aggression Model’ or GAM. Essentially, this theory stipulates that being exposed to violent media (be it games, film or other) will write ‘aggressive cognitive scripts’ in our mind. Apparently, we then use these scripts as a guide on how to act under particular social circumstances. So, the more violent the material a person is exposed to, the more violent or aggressive their responses to particular situations may be. The theory also stipulates that should you come across an ambiguous situation, you’re more likely to resort to behaviour from these scripts.

General Aggression Model or 'GAM'.

General Aggression Model or 'GAM'.
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While it is believed that this approach ought to demonstrate short and long-term effects, it disregards factors such as genetics, personality and family environment. A lot of the studies so far have identified short term effects, including an apparent increase in aggression and desensitising to violence. However, the long term effects remain unidentified. Overall, the theory implies that even if you had no pre-existing violent motivations, you can acquire them through exposure to violent media.

The second school of thought derives from ‘Biological/Innate Motivational Theory’. In contrast to the first school, which suggests a causal relationship between violent video games and aggressive behaviour, this theory suggests that the relationship between violent and/or aggressive behaviour is more likely to be explained by genetic and environmental factors. According to this theory, the violence in video games is more likely to affect the ‘method’ of violence. So while this theory says that the desire to act violently is caused by genetic, personality and environmental factors, the way this violence is expressed may be a result of exposure to violent media. The violent media in this case is referred to as a ‘stylistic catalyst’. The ‘Catalyst Model’ that has been derived from this theory, has not been subject to much research yet though, particularly in relation to the GAM.

The still to be tested Catalyst Model.

The still to be tested Catalyst Model.
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Violent Video Games and Aggression: Studies from Professor Craig Anderson

In 2003, Anderson stated that “after 40 year’s of research, one might think that debate about media violence effects would be over”. In 2010, it’s still raging on.
As mentioned at the outset, the studies from Professor Anderson and his various colleagues are often used in the arguments against excessive violence in video games. And more recently, opposition to the R18+ rating in Australia. We will concentrate on his most recent study that has been doing the rounds in the media. For anyone who has seen the Sunrise segment on Friday 5 March, this is the study that they refer to.

Violent Video Game Effects on Aggression, Empathy, and Prosocial Behaviour in Eastern and Western Countries: A Meta Analytic Review (2010)

The significance of this study comes in its size. It gathers 130 previous studies for a total sample size of 130,000, which makes it the biggest study of its kind. As you will see though, this sample size is a slight misnomer. Also, it was done with a combination of studies from the US, Europe and Japan, being amongst the first to see whether there are any cultural differences that can be taken into account. No one was aged over 16 in the study, and genders were recorded and accounted for.

The study concentrates on each of these six main variables, and the relationship that each (individually) has with exposure to violent video games:
  • Aggressive behaviour (can be physical or verbal)
  • Aggressive cognition (having aggressive thought processes)
  • Aggressive affect (e.g. feeling frustrated if a game is too hard)
  • Prosocial behaviour (basically, ‘helping’ behaviour)
  • Empathy/desensitisation (empathy towards ‘victims’ and whether players become desensitised to violence)
  • Physiological arousal (e.g. increased heart rate)
However, that doesn’t mean that each of the 130,000 within the sample had all six of these variables examined. For example, 'aggressive behaviour' was covered by just over half the sample (68,313), while 'physiological arousal' barely touched 2000. So the total across all six variables was a sample of just over 130,000. Each of these variables were examined either using experimental methods, e.g. noise blasts for aggressive behaviour, or non-experimental methods, e.g. questionnaires. The non-experimental methods covered both ‘Longitudinal’ and ‘Cross-Sectional’ studies.

So, Experimental, Longitudinal (long-term over different time periods) and Cross-sectional (short-term over the one time period) were three primary kinds of studies used in the overall meta-analysis. What these studies are looking for are ‘effect-sizes’, which are then summarised with the ‘correlation coefficient’ denoted by the letter ‘r’.

Doug Gentille and Professor Craig Anderson - two leading authorities in their research fields.

Doug Gentille and Professor Craig Anderson - two leading authorities in their research fields.
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Results

In this section, we provide a summary of the results.

As mention, the key statistic is the value of ‘r’, which ranges between -1 and +1. If it’s equal to zero, that means that there is no effect, or that the two variables in question are unrelated. The closer it is to +1 or -1, the stronger the effect. Below are all of the six variables tested. We provide you with the figures for each of the three different study methods (where applicable) and with the overall figure, which is constructed from all three. We also provide results for some of the other effects that were tested in conjunction with each variable.

It ought to be noted, that when a statistical study talks about a statistic being ‘significant’, that just means that it is a value other than zero, or that an effect is present. So while an effect may exist, the magnitude of it is something that is a lot more ambiguous. Mainstream media and those who don’t understand statistics will often take this ‘significance’ out of context. For the stats in question, the late statistician and meta-analysis guru Jacob Cohen recommended that ‘r’ be greater than or equal to 0.1 for it to have any meaning. So even if a study shows an r=0.1 or an effect size of 10%, chances are that it still isn’t doing much more than zero.

In this study, all variables were found to have statistically significant effect sizes.

  • Aggressive behaviour: r+ = 0.189

    Experimental: r+ = 0.181
    Longitudinal: r+ = 0.198
    Cross-sectional: r+ = 0.189

    This suggests that video game violence increases aggressive behaviour, across all three experiment types.

    Other findings:
    -There was no statistical difference in cultural effects, so no difference between in the effect of being of Eastern or Western origin on how violent games affect aggressive behaviour.
    -There was no statistically significant difference between boys and girls.
    -There was a slightly statistically significant effect associated with age, so a slightly smaller effect with higher age.

  • Aggressive cognition: r+ = 0.162

    Experimental r+ = 0.207
    Longitudinal r+ = 0.110
    Cross-sectional r+ = 0.164

    This suggests that video game violence increases aggressive cognition, across all three experiment types.

    Other findings:
    -The relationship effects were found to be significantly larger in Western than Eastern cultures.
    -There was no statistically significant difference between boys and girls found, due to lack of studies.
    -There were no statistically significant effects associated with age found, due to lack of studies.

  • Aggressive affect: r+ = 0.139

    Experimental r+ = 0.181
    Longitudinal r+ = 0.082
    Cross-sectional r+ = 0.145

    This suggests that video game violence increases aggressive affect, across all three experiment types.

    There were no other findings.

  • Prosocial behaviour: r+ = -0.101

    Experimental r+ = -0.161
    Longitudinal r+ = -0.114
    Cross-sectional r+ = -0.86

    This suggests that video game violence decreases prosocial behaviour, across all three experiment types.

    Other findings:
    -The effects were found to be significantly larger in Western than Eastern cultures, but only in cross-section studies.
    -There was no statistically significant difference between boys and girls.

  • Empathy/desensitisation: r+ = -0.177

    Experimental r+ = -0.148
    Longitudinal r+ = -0.160
    Cross-sectional r+ = -0.188

    This suggests that video game violence decreases empathy/increases desensitisation, across all three experiment types.

    Other findings:
    -The effects were found to be significantly larger in Western than Eastern cultures, but only in cross-section studies.

  • Physiological arousal:

    Only experimental studies were available to measure physiological arousal.

    Experimental r+ = 0.184

    This suggests that video game violence increase physiological arousal.

    Findings:
    Aspects of games such as: Player perspective, game role game violence target, average age and game playing time, were all insignificant in increasing physiological arousal.

  • Note: Readers may notice that a lot of the longitudinal studies seem to have lower stats than the other studies. This suggests that the corresponding effects are weaker over time. So for example, the effect of violent video games on aggressive cognition dissipates isn’t very strong across time. Also, the overall stat for prosocial behaviour (r = -0.101) barely satisfies Cohen’s criteria for significant meaning.


Do you geddit?

Do you geddit?
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Comments/Criticism

All of the variables yielded results that were “expected”. So the conclusion is that video game violence causes more aggressive behaviours and tendencies, while making players less empathic, less prosocial and more desensitised to violence. However, Anderson him self is quick to concede that while an effect exists, the size or magnitude of the effect will come under intense debate. Furthermore, he concedes that a ‘normal’ and ‘stable’ child isn’t going to become a mass murderer simply by playing a few violent games, where he says that ''If you have a child with no other risk factors for aggression and violence, and if you allow them to suddenly start playing video games five hours to 10 hours a week, they're not going to become a school shooter''.

But Dr. Christopher Ferguson, an associate professor at Texas A&M International University, who we’ll be examining in the next part of this feature, said in a critique accompanying the study that the effects found "are generally very low". He adds that the analysis "contains numerous flaws", which he said would result in "overestimating the influence" of violent games on aggression.

For the study in general, Anderson seems to be heavily involved in a number of the past publications that are being examined, as he constantly refers to proofs and previous findings from his own studies. Ferguson claims that this runs the risk of ‘publication bias’, which is something that is difficult to avoid in Meta studies. Furthermore, this study concedes that a lot of the prosocial behaviour doesn’t seem to take into account the explosion of co-operative games in recent years. Games such as Gears of War, Resident Evil 5 and Army of Two that are violent, but require you to take care of your co-operative partner, haven’t been examined. Apparently, studies on these are currently in the works.

Finally, a lot of the aggression tests have been accused of being irrelevant, too short, or foolish by researchers, including Lawrence Kutner and Cheryl K. Olson. For example, tests compared the time college students held an air horn down before and after they played a violent video game for twenty minutes. However, as Ferguson explains, it is unethical to incite people into literal acts of aggression, so such proxy tests are the only feasible way to conduct experiments. Another criticism of this study has been that the measure of aggression not been ‘standardised’, or put into the same terms (e.g. having a study with feet and metres as measurements, but putting them together without converting them into one consistent unit of measurement).

Aggression in a can?

Aggression in a can?
Close
Stay tuned tomorrow, where we’ll bring you the other side of the argument, the conclusions from both the studies and our summary on the overall argument. Until then, if you haven’t already signed a petition at GAME, why don’t you head down to your nearest store today and help protect children from mature games?


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21 Comments
1 year ago
looks like a good read , will read it later
1 year ago
Psychological studies, Psychology in itself is a form of research / study on the human mind even before written in any textual form, in undertaking the methodology of the research you undertake the psychological or neurological study of the desired context.

The only real time the term psychology studies is used is when it is predated by a specific clause like cognitive psychology, humanisitic psychology or any of the other sub fields (20-25, I want to say 23 but I could be wrong).

Other than that, good article.
1 year ago
Well I see more aggression in people driving in traffic. Yet we still let people drive.

Look I understand studies should be done but we are wasting a lot of good money because the contributing factors for violence were around long before video games were invented.

So lets cut to the chase implement a R Rated system so dumb asses with less intelligence than mule turd with tracks through it knows exactly what they are buying. Put the same laws around the sale of tobacco and alcohol to minors and there she blows. Saved millions of dollars and the universe can go chase fairies on another topic until common sense prevails.
1 year ago
Oh my. You sure you don't get paid to write this stuff?
1 year ago
realitybites wrote
Well I see more aggression in people driving in traffic. Yet we still let people drive.

Look I understand studies should be done but we are wasting a lot of good money because the contributing factors for violence were around long before video games were invented.

So lets cut to the chase implement a R Rated system so dumb asses with less intelligence than mule turd with tracks through it knows exactly what they are buying. Put the same laws around the sale of tobacco and alcohol to minors and there she blows. Saved millions of dollars and the universe can go chase fairies on another topic until common sense prevails.
The contributing factor for violence and aggression is that humans have an emotive response called aggression which is delivered in violence. it is not a waste of money to undertake the studies on the causes for them ADHD would have no diagnosis, Tourettes would have no diagnosis and so on so forth.

it is poignant then that when man creates further aggression be it artificially or otherwise, the effects are then known of the base emotive response.
1 year ago
I just watched the 7:30 report on abc1 and Professor Anderson came on and basically said that if the authorities are serious about protection, they will introduce an R18 rating.

So the guy who wrote the study that the anit-r18 rating people hold up as their proof for not having an r18 rating, supports an r18 rating.
1 year ago
Just as I was about to say, Jeremy.

People that use the "video games are souring our children's minds!" argument are naïve in that they don't have the knowledge of video games to back up their arguments. They can spout as many studies as they want (whether or not they're supportive of either side is irrelevant) but they still won't know that games are being released in Australia that are unsuitable for minors, something that only a.) an abolishment of all video games other than Imagine: Pony Makeover or b.) an implementation of an R18+ (or equivalent) rating.

Nice article, good read.
1 year ago
Very good read Jeremy.
1 year ago
Jeremy wrote
I just watched the 7:30 report on abc1 and Professor Anderson came on and basically said that if the authorities are serious about protection, they will introduce an R18 rating.

So the guy who wrote the study that the anit-r18 rating people hold up as their proof for not having an r18 rating, supports an r18 rating.
This is interesting to me for a few reasons.

See, I've studied a (little) bit of statistics, enough to be able to interpret the data in the study, and my opinion is that this study does indeed prove to be quite significant. Probably a little bit more significant than Jeremy seems to indicate in the article, (No offense meant here, this is just my opinion) so it makes sense that the R18+ naysayers would use this argument for their purposes. I believe the findings, assuming they're accurate (that one I can't say for sure, it'd take a fair bit of analysis to determine the accuracy of such a large study), to be very significant, and yet the man that wrote the study still says that anti R-rating advocates are wrong. Just goes to show you how some people like to ignore the evidence that is put in front of them when it disagrees with their own beliefs, and will even try and twist it so that stuff that says "You're wrong" turns into "You're right."
1 year ago
I did a meta analysis of this very same issue at university. There was a difference between gender, a slight difference between age groups and a HUGE problem concerning measurement techniques, and hypothesis, so i concluded that it was all ****.

The problem is so much of the research uses film/tv violence studies as their base of argument. You cannot say they're the same media feed/response mechanism. They don't take in to account the reward mechanism in games, nor do they use enough non violent games in comparrison.

The most used game for testing was Mortal Kombat btw. Sounds like its real fair.
1 year ago
I don't doubt for a second that the figures presented by Anderson are 'statistically' significant. So, there is an effect that is present. However, as an Econometrics major (economics + statistics, for the uninformed) we're taught to be cautious against effects that may seem statistically significant but have no 'real' significance.

My main qualm with Anderson's work is that he doesn't take into account other factors, such as genetics, personality and family environment, which will be discussed in tomorrow's article. A number of his conclusions, which I agree with, will also be there. In short though, I'm willing to listen to Anderson because he's not a headline grabbing wowser. He does say a lot of good things.
1 year ago
Im going to find my Analysis and ill upload it somewhere.
1 year ago
You need to consider things like Animated Violence, Sporting Violence aswell as Realistic Violence.

There really are so many variables and there isn't enough funding to conduct enough research to go either way.
1 year ago
Jeremy wrote
I just watched the 7:30 report on abc1 and Professor Anderson came on and basically said that if the authorities are serious about protection, they will introduce an R18 rating.

So the guy who wrote the study that the anit-r18 rating people hold up as their proof for not having an r18 rating, supports an r18 rating.
abc link ?
1 year ago
http://www.abc.net.au/7.30/content/2010/s2848891.htm

Professor Anderson wrote
If the industry in Australia really wants parents to have more information, it's pretty easy for them to do. That is, they could create a rating system that would emphasise what the content is and would put warning labels to warn about content that has shown to be harmful - much like, at least in the United States, cigarette packages.
Hmm... it may not be direct, but it's definitely support for a change in the ratings system.
1 year ago
@ Fly but we are not trying to treat a disease and the problem with the world today is they think everything has to be "something".

If we can coin the "something" than we all feel better and pat ourselves on the back. But my point being is that this a frivolous waste of resource on a subject that doesn't require the scrutiny its already been treated with sex, drugs and tobacco.

What Australians desire is fair equity to entertainment and the right to be able choose that entertainment. What self interested parties do is obscure the argument that perpetrates their own self interests.

Like yourself I'd like to see the enormous waste of effort go into proper disease research not self interested parties.
1 year ago
realitybites wrote
@ Fly but we are not trying to treat a disease and the problem with the world today is they think everything has to be "something".
ADHD is a neurological behavioral affliction, your sweeping statement in regards to wasting money on matters to do with human emotions, behaviour and the neurological basis is rather archaic in that such a disease would still be classed as someone being possessed by an otherwordly entity, thrown into a room to rot and bombarded with several drugs/treatments to then OD or self inflict harm through drug induce hallucinogens.

Effectively we are trying to treat the "disease of the mind" in the cause for violence; aggression, simply because aggression is not quantifiable as a disease does not mean that it cannot be viewed as such.

Quote
If we can coin the "something" than we all feel better and pat ourselves on the back. But my point being is that this a frivolous waste of resource on a subject that doesn't require the scrutiny its already been treated with sex, drugs and tobacco.
This particular case I've agreed on before, I simply disagree with your statement that we inherently shouldn't be attempting to understand the base human response to then better provide strategies or medication for future diseases or undesirable situations.

Quote
What Australians desire is fair equity to entertainment and the right to be able choose that entertainment. What self interested parties do is obscure the argument that perpetrates their own self interests.

Like yourself I'd like to see the enormous waste of effort go into proper disease research not self interested parties.
I'd counter this with; what adults demand is to be treated as adults in the entirety and not just when it suits the government agenda.

I sat my RSA (Responsible Serving of Alcohol) on Tuesday and was astounded that as far as legislation goes currently in the state of Victoria it is legal for a licensed venues to watch as a 6 year old drinks a pot of beer, glass of wine or a shot under the proviso that;

-He did not purchase it himself and a parent or legal guardian did;
-he has a substantial meal in front of him.

This 6 year old is then afforded the same legal rights of alcohol consumption in a licensed venue than any adult is in the state.

But he does not pay taxes.
He cannot vote.
He cannot legally work.
He cannot legally drive a car.
Yet he can consume as much alcohol as his stomach will allow him to eat.

What self interested parties do is far more damaging to societies ills than anything entertainment or otherwise could hope to establish in their lifetime. I studied Psychology in HS and in part as a side venture to an IT major as a fall back since put bluntly people irritate me to no end and I dislike large groups because of this irritation as it is uncomfortable for me, however the human psyche is extremely interesting in that something that small, that divided can achieve so much, even in cases with deformation individuals with half the surface area, half the lobes, synapses and currents can still achieve the same things, diseases can spike superhuman recall of given materials (maths, language or reflexes) it is truly astounding to classify any study on it as a waste of money.

As for where money should go, by and large it should go towards fixing the problems of today so the focus could then shift to tomorrow, unfortunately we are about 400+ years behind this since over the course of history we have lost centuries to abhorrent man made destruction both socially & individually on a mental level as well as community wise & infrastructure on a structural level.
1 year ago
Thank you Jeremy for that interesting read, I look forward to the next article. Also thank you Fly, you're comments are well versed and beneficial to the thread.

To add my two cents; I remember the first play session of GTA4. After having played it for a couple of hours, I immediately drive to my fiance's house. I clearly remember that for at least the first few seconds driving in the car I was still 'amp'ed' and driving a bit radical. I would say the feeling was due to 'doing' something that excited me (no different that watching a movie or listening to an energetic song) and my driving abilities was adjusting back to real life driving compared to the GTA rendition. That said, when I play a first person shooter I don't go around taking shots at people, nor when I play Mario do I jump on heads.
1 year ago
Appreciate that you had to simplify, but this is incorrect:

PALGN wrote
It ought to be noted, that when a statistical study talks about a statistic being "significant", that just means that it is a value other than zero, or that an effect is present.
Significance tests look to reject the null hypothesis which will vary by test. They never confirm an effect, they only set an arbitrary level to reject what we would consider "normal" behaviour (an arbitrary definition that will be different for each test).

It's an arbitrary probabilistic measure, not a confirmation. Given a sufficiently large dataset on which repeated sampling with or without replacement could occur, one could reasonably expect a significance test given a p value of .01 to produce a positive result 1 time out of a hundred, even if no such effect actually existed.

The way I would probably put it is:

When a statistical study talks about significance, it represents an arbitrary comfort level set by the researcher that the thing they're looking for, mathematically speaking, more likely than not exists. While it can't ever confirm that the effect is real, it can give the researcher confidence that what they're seeing isn't happening by chance.

Otherwise, good work given the level of effort involved in writing something like this up!
1 year ago
^Ah yes, that's what happens when you're writing for a different audience... You make boo-boos...

That said, I was applying it to the context of these studies, which I didn't make that clear, so my bad. Their null hypothesis was that - H0: r=0, so whether there is an effect or not. Given the time of night, I'll probably stuff something up if I try to fix it now so I'll leave that for fresh eyes.
1 year ago
The meaning of "r" is not defined accurately enough in this article, so that could cause some confusion. r is the symbol for correlation, which is the strength of the relation between the two variables. +1 means the two directly correlate, -1 means they inversely correlate and 0 means that there is no correlation. As the closer the value gets to one, positive or negative, the stronger the relation is. So, a value of 0.2 would mean that there is weak correlation (or interchange the word "weak" with one you find more suiting).

So, with this in mind, we can deduce from these studies that video games have a small effect on aggression, large enough so it isn't negligible, but not large enough to pose as big a problem as the media may make it out to be.
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