Much ado about nothing: the misestimation and overinterpretation of violent video game effects in eastern and western nations: comment on Anderson et al. (2010).

The issue of violent video game influences on youth violence and aggression remains intensely debated in the scholarly literature and among the general public. Several recent meta-analyses, examining outcome measures most closely related to serious aggressive acts, found little evidence for a relationship between violent video games and aggression or violence. In a new meta-analysis, C. A. Anderson et al. (2010) questioned these findings. However, their analysis has several methodological issues that limit the interpretability of their results. In their analysis, C. A. Anderson et al. included many studies that do not relate well to serious aggression, an apparently biased sample of unpublished studies, and a "best practices" analysis that appears unreliable and does not consider the impact of unstandardized aggression measures on the inflation of effect size estimates. They also focused on bivariate correlations rather than better controlled estimates of effects. Despite a number of methodological flaws that all appear likely to inflate effect size estimates, the final estimate of r = .15 is still indicative of only weak effects. Contrasts between the claims of C. A. Anderson et al. (2010) and real-world data on youth violence are discussed.

[1]  Samuel P. Millham Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do , 2010 .

[2]  C. Anderson,et al.  Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review. , 2010, Psychological bulletin.

[3]  C. Ferguson,et al.  The Hitman Study Violent Video Game Exposure Effects on Aggressive Behavior, Hostile Feelings, and Depression , 2010 .

[4]  C. Ferguson Violent Crime: Clinical and Social Implications , 2010 .

[5]  C. Ferguson,et al.  A multivariate analysis of youth violence and aggression: the influence of family, peers, depression, and media violence. , 2009, The Journal of pediatrics.

[6]  Lee Baer,et al.  M-Rated Video Games and Aggressive or Problem Behavior Among Young Adolescents , 2009 .

[7]  Richard M. Ryan,et al.  Having to versus Wanting to Play: Background and Consequences of Harmonious versus Obsessive Engagement in Video Games , 2009, Cyberpsychology Behav. Soc. Netw..

[8]  Kathleen D. Vohs,et al.  Social Rejection, Control, Numbness, and Emotion: How Not to be Fooled by Gerber and Wheeler (2009) , 2009, Perspectives on psychological science : a journal of the Association for Psychological Science.

[9]  C. Ferguson,et al.  The public health risks of media violence: a meta-analytic review. , 2009, The Journal of pediatrics.

[10]  Christopher P. Barlett,et al.  Violent Video Games and Public Policy , 2009 .

[11]  J. Savage,et al.  The Effects of Media Violence Exposure On Criminal Aggression , 2008 .

[12]  C. Ferguson The school shooting/violent video game link: causal relationship or moral panic? , 2008 .

[13]  James A. Anderson,et al.  Media Violence and Aggression: Science and Ideology , 2007 .

[14]  T. Ward,et al.  The effect of playing violent video games on adolescents: Should parents be quaking in their boots? , 2007 .

[15]  C. Ferguson Evidence for publication bias in video game violence effects literature: A meta-analytic review , 2007 .

[16]  B. Bushman,et al.  I wish I were a warrior: the role of wishful identification in the effects of violent video games on aggression in adolescent boys. , 2007, Developmental psychology.

[17]  Andrew K. Przybylski,et al.  The Motivational Pull of Video Games: A Self-Determination Theory Approach , 2006 .

[18]  Raymond W. Preiss,et al.  Mass Media Effects Research , 2006 .

[19]  J. Ioannidis Why Most Published Research Findings Are False , 2005, PLoS medicine.

[20]  Dmitri Williams,et al.  Internet Fantasy Violence: A Test of Aggression in an Online Game , 2005 .

[21]  C. Anderson An update on the effects of playing violent video games. , 2004, Journal of adolescence.

[22]  J. Colwell,et al.  Investigation of the relationship between social isolation, self-esteem, aggression and computer game play in Japanese adolescents. , 2003 .

[23]  M. Ballard,et al.  High Versus Low Aggressive Priming During Video- Game Training: Effects on Violent Action During Game Play, Hostility, Heart Rate, and Blood Pressure , 2002 .

[24]  John L. Sherry The effects of violent video games on aggression a meta-analysis , 2001 .

[25]  G. Smith,et al.  Meta-analysis: Unresolved issues and future developments , 1998, BMJ.

[26]  George Davey Smith,et al.  meta-analysis bias in location and selection of studies , 1998 .

[27]  Haejung Paik,et al.  The Effects of Television Violence on Antisocial Behavior: A Meta-Analysis1 , 1994 .

[28]  T. Newburn,et al.  Young offenders and the media: Viewing habits and preferences , 1994 .

[29]  W. McIlroy,et al.  Should unpublished data be included in meta-analyses? Current convictions and controversies. , 1993, JAMA.

[30]  S. Silvern,et al.  The effects of video game play on young children's aggression, fantasy, and prosocial behavior , 1987 .

[31]  L. Weinstein,et al.  Personality, psychopathology, and developmental issues in male adolescent video game use. , 1985, Journal of the American Academy of Child Psychiatry.

[32]  S. Brodsky Criminal Justice and Behavior , 1980 .