The Wild West of Assessment

The issue of violent video game and their potential influence on young and adult players has been a “hot” topic in the public arena (Thompson, 2007) as well as scientific discourse (Kutner & Olson, 2008). However as Ioannidis (2005) has noted, research fields that are new or “hot” are particularly prone to a variety of biases including publication bias, citation bias and poor methodology that can result in misleading conclusions that prove unreliable over time. Increasingly these issues are becoming apparent in video game violence studies wherein conclusive statements about causal links between video game violence exposure and acts of aggression or violence on the part of players may have greatly preceded evidence available to support such claims, which remains in short supply (Ferguson, 2008; Grimes, Anderson & Bergen, 2008; Olson, 2004). Among the issues identified as problematic in video game violence studies is the issue of assessment. As noted by Ferguson (2007), and at the risk of some hyperbole, assessments in the realm of video game violence studies have too often been shockingly and embarrassingly poor, with common use of unstandardized, and poorly validated measures, upon which unscientific claims of generalizability to real world acts of extreme violence are made. The current chapter reviews the issue of assessments in violent video game studies and offers suggestions for improvements in this realm.

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