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Screen Violence and Youth Behavior

Craig A. Anderson, PhD;

aIowa State Academy, Ames, Iowa;

Address correspondence to Craig A. Anderson, PhD, W112 Lagomarcino Hall, Section of Psychology, Iowa Land University, Ames, IA 50011. E-mail: caa@iastate.edu

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Brad J. Bushman, PhD;

bThe Ohio State University, Columbus, Ohio;

cVrije Universiteit Amsterdam, Amsterdam, The Netherlands;

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Joanne Cantor, PhD;

eastwardUniversity of Wisconsin-Madison, Madison, Wisconsin;

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Dimitri Christakis, Physician;

fSeattle Children'due south Hospital Research Institute, University of Washington School of Medicine, Seattle, Washington;

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Sarah M. Coyne, PhD;

gBrigham Young University, Provo, Utah;

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Jeanne Funk Brockmyer, PhD;

Jeanne Funk Brockmyer, PhD

iUniversity of Toledo, Toledo, Ohio;

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C. Shawn Green, PhD;

eAcademy of Wisconsin-Madison, Madison, Wisconsin;

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Rowell Huesmann, PhD;

jUniversity of Michigan, Ann Arbor, Michigan;

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Tom Hummer, PhD;

kIndiana Academy School of Medicine, Indianapolis, Indiana;

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Barbara Krahé, PhD;

lUniversity of Potsdam, Potsdam, Germany;

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Victor C. Strasburger, MD;

Victor C. Strasburger, Doctor

mUniversity of New United mexican states School of Medicine, Albuquerque, New Mexico;

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Wayne Warburton, PhD;

nMacquarie University, Sydney, New South Wales, Australia;

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Barbara J. Wilson, PhD;

oUniversity of Illinois at Urbana-Champaign, Champaign, Illinois; and

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Michele Ybarra, MPH

pCenter for Innovative Public Wellness Research, San Clemente, California

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Pediatrics (2017) 140 (Supplement_2): S142–S147.

Violence in screen entertainment media (ie, television set, film, video games, and the Internet), defined every bit depictions of characters (or players) trying to physically harm other characters (or players), is ubiquitous. The Workgroup on Media Violence and Trigger-happy Video Games reviewed numerous meta-analyses and other relevant research from the past 60 years, with an emphasis on violent video game research. Consistent with every major science arrangement review, the Workgroup found compelling evidence of short-term harmful effects, every bit well as evidence of long-term harmful effects. The vast majority of laboratory-based experimental studies have revealed that trigger-happy media exposure causes increased aggressive thoughts, angry feelings, physiologic arousal, hostile appraisals, aggressive beliefs, and desensitization to violence and decreases prosocial beliefs (eg, helping others) and empathy. Still, to more than fully empathize the potential for long-term harm from media violence exposure, the field is profoundly in need of additional large-sample, high-quality, longitudinal studies that include validated measures of media violence exposure and measures of other known violence risk factors. Also, although several loftier-quality media violence intervention studies have been conducted, larger-scale studies with more comprehensive and longer-term assessments are needed to fully understand long-term effects and to inform the evolution of tools that will help to reduce problems associated with aggression and violence. The show that fierce screen media constitutes a causal risk factor for increased aggression is compelling. Modernistic social-cognitive theories of social behavior provide useful frameworks for agreement how and why these effects occur.

Adolescents spend ∼ix hours per day consuming some form of amusement media, which includes telly, Cyberspace, and computer and video games (including those played on handheld devices such as cellular phones). i Video games in item have increased in popularity, with some teenagers reporting that they play ≥40 hours per calendar week. The sheer number of hours that some youth spend playing video games has led policy makers, parents, teachers, and researchers alike to question the potential negative and positive effects that video games can have on players. Thus, our written report not simply highlights research involving trigger-happy video games but besides includes research involving other types of violent screen media.

Nosotros emphatically land from the outset that video games are non inherently "bad." There are many potential cognitive and social benefits of video game play; some take received empirical support. ii Well-designed video games are excellent teachers (highly motivating, engaging, and responsive to the actor's skills). However, violent video games tin also have negative furnishings on players.

Some additional preliminary information is useful to provide a context for the current review. First, the terms "assailment" and "violence" as understood by behavioral scientists must be clarified. Assailment is defined as any activity that is intended to cause harm to another who is motivated to avert being harmed; violence is an farthermost class of assailment that has the potential to produce astringent physical damage, such as injury or death, to another. Not all aggressive beliefs is violent, but all violent behavior is aggressive. The effects of fierce media on aggressive beliefs have been the subject of intense public argue and, to a bottom extent, scientific debate. Although debate is a healthy component of the scientific procedure, the vast bulk of media furnishings scholars, pediatricians, and all major scientific panel reports agree: prove supporting theoretically well-founded hypotheses linking violent media to aggressive and tearing behavior is considerably more voluminous and convincing than the rare contradictory finding. iii , 4 Science is a cumulative endeavour, and therefore prove is not expected to uniformly and unfailingly back up or refute whatsoever hypothesis. Thus, the fact that some studies fail to find effects of media exposure on relevant outcomes, such as aggression, must be considered alongside the many studies that do written report such furnishings. From a logical standpoint, if we accept that exposure to violence in the habitation, schoolhouse, and customs tin harm children, as enquiry suggests it does, 5 , 6 it seems inconsistent to suggest that exposure to violence in media would accept no harmful effects. 7 Similarly, if we agree that video games have the potential to teach positive behaviors, it over again seems inconsistent to advise that video games do not have the potential to also teach negative behaviors.

Information technology is likewise important to understand that no single risk cistron causes a kid or boyish to behave aggressively or violently. Instead, it is the accumulation of risk factors and the relative lack of protective factors that lead to ambitious and tearing acts. 8 , x We do not contend that media violence is the but or, in well-nigh cases, even the primary causal risk cistron for aggressive or vehement behavior in youth. Notwithstanding, the research consistently supports the hypothesis that information technology is one of the risk factors and that it is non the smallest of them. Importantly, it is one of the few risk factors that can exist modified with little cost to parents or to society in general.

Since Albert Bandura'due south classic Bobo doll report, 11 which illustrated that children volition imitate physical attacks on inanimate objects that they view on television, social learning theories take provided a convincing theoretical framework to understand trigger-happy media effects. 12 A large body of testify reveals that violent media can increase assailment. 12 Indeed, the effects of screen violence on increased aggressive beliefs accept been reviewed and affirmed by numerous major scientific organizations, including the American University of Pediatrics, the American University of Child and Adolescent Psychiatry, the American Medical Clan, the American Psychiatric Association, the American Psychological Association, the US Surgeon General, the Social club for the Psychological Study of Social Issues, and the International Society for Research on Assailment. 13 A comprehensive meta-analysis found that exposure to vehement video games increases aggressive thoughts, aroused feelings, physiologic arousal, hostile appraisals, and aggressive behavior and decreases prosocial beliefs (eg, helping others) and empathy (Fig i). 12 A contempo meta-assay besides revealed that exposure to violent media increases hostile appraisals (ie, judgments of the hostile actions or intentions of others). fourteen A 2015 American Psychological Association report by a console of experts on child development and meta-analysis techniques revealed similar findings. fifteen Effects on aggressive behavior occur afterward brief one-fourth dimension exposures (as in laboratory experiments) and after repeated exposure over time (as in longitudinal studies) (Fig ii). These effects occur for male and female subjects of all ages studied, in both Western and Eastern countries. 12

Effigy one

FIGURE 1. Meta-analysis of 381 effects from violent video game studies involving 130 295 participants published in 136 articles on aggressive thoughts (k = 95, N = 24 533), angry feelings (k = 62, N = 17 370), physiologic arousal (k = 29, N = 1906), aggression (k = 140, N = 68 313), prosocial behavior (eg, helping; k = 23, N = 68 313), and empathy and/or desensitization (k = 32, N = 8528),12 along with a meta-analysis of 37 independent studies involving 10 410 participants on the relation between violent media exposure and hostile appraisals.14 Capped horizontal bars are 95% confidence intervals.

Meta-analysis of 381 effects from vehement video game studies involving 130 295 participants published in 136 manufactures on aggressive thoughts (k = 95, North = 24 533), angry feelings (k = 62, N = 17 370), physiologic arousal (one thousand = 29, N = 1906), aggression (1000 = 140, Northward = 68 313), prosocial beliefs (eg, helping; k = 23, Due north = 68 313), and empathy and/or desensitization (one thousand = 32, Northward = 8528), 12 along with a meta-analysis of 37 independent studies involving 10 410 participants on the relation between trigger-happy media exposure and hostile appraisals. 14 Capped horizontal bars are 95% confidence intervals.

Figure ane

FIGURE 1. Meta-analysis of 381 effects from violent video game studies involving 130 295 participants published in 136 articles on aggressive thoughts (k = 95, N = 24 533), angry feelings (k = 62, N = 17 370), physiologic arousal (k = 29, N = 1906), aggression (k = 140, N = 68 313), prosocial behavior (eg, helping; k = 23, N = 68 313), and empathy and/or desensitization (k = 32, N = 8528),12 along with a meta-analysis of 37 independent studies involving 10 410 participants on the relation between violent media exposure and hostile appraisals.14 Capped horizontal bars are 95% confidence intervals.

Meta-analysis of 381 effects from tearing video game studies involving 130 295 participants published in 136 articles on aggressive thoughts (chiliad = 95, N = 24 533), aroused feelings (k = 62, N = 17 370), physiologic arousal (thousand = 29, N = 1906), aggression (k = 140, N = 68 313), prosocial behavior (eg, helping; k = 23, N = 68 313), and empathy and/or desensitization (chiliad = 32, Due north = 8528), 12 along with a meta-analysis of 37 independent studies involving 10 410 participants on the relation between trigger-happy media exposure and hostile appraisals. fourteen Capped horizontal bars are 95% confidence intervals.

Shut modal

Figure two

FIGURE 2. Effects of violent video games on aggression in experimental studies (k = 45, N = 3464), cross-sectional studies (k = 81, N = 59 336), and longitudinal studies (k = 14, N = 5513).12 Capped horizontal bars are 95% confidence intervals.

Effects of violent video games on aggression in experimental studies (k = 45, N = 3464), cross-sectional studies (k = 81, Due north = 59 336), and longitudinal studies (k = 14, N = 5513). 12 Capped horizontal confined are 95% confidence intervals.

Figure ii

FIGURE 2. Effects of violent video games on aggression in experimental studies (k = 45, N = 3464), cross-sectional studies (k = 81, N = 59 336), and longitudinal studies (k = 14, N = 5513).12 Capped horizontal bars are 95% confidence intervals.

Furnishings of tearing video games on aggression in experimental studies (k = 45, Due north = 3464), cross-sectional studies (grand = 81, Northward = 59 336), and longitudinal studies (one thousand = xiv, N = 5513). 12 Capped horizontal bars are 95% conviction intervals.

Close modal

The fact that violent video games increase aggressive thoughts, angry feelings, and physiologic arousal tin aid explain why they can also increase aggressive behavior. These are the iii routes to aggression proposed by several social-cognitive information processing models (Fig iii) 16 , 17 : people who (1) have ambitious ideas and thoughts, (2) experience angry, and (3) are physiologically angry and stressed are especially probable to behave aggressively. Violent media likewise increase hostile appraisals. 16 , 17

Figure 3

FIGURE 3. A representative social-cognitive information processing model: the General Aggression Model.16

A representative social-cognitive data processing model: the General Aggression Model. 16

FIGURE iii

FIGURE 3. A representative social-cognitive information processing model: the General Aggression Model.16

A representative social-cognitive information processing model: the General Assailment Model. 16

Close modal

Fierce media likewise tin desensitize people to violence, making them less sensitive to the pain and suffering of others. Desensitization is a normal and protective miracle that occurs automatically over time in response to difficult experiences, such as soldiers killing enemies in war and surgeons performing operations. In the instance of desensitization to media violence, the procedure is likely gradual and unconscious, occurring as a result of repeated presentations of violence equally necessary, justified, and fun. 18

Exposure to violence in media does non solely impact ambitious behavior. Although about research has focused on the effects of media violence on aggression, researchers have recently examined other outcomes of, for case, violent video game play. Violence in games is often heavily associated with other game mechanics and themes that can lead to harmful furnishings. Some of these effects appear to exist related to trigger-happy video game play in detail, whereas others may be related to loftier media consumption in general. For example, attentional problems have go an of import surface area of focus in inquiry on negative outcomes of screen media in children and adolescents. nineteen In i longitudinal report, the amount of exposure to television set at one and 3 years of age predicted attention bug at vii years of age. xx The authors of other studies similarly accept identified decrements in attention abilities in youth after loftier idiot box viewing and habitual video game play. 21 , 23 Recent inquiry suggests that exposure to violent media may also interfere with academic performance 24 and with learning a foreign language. 25 This finding accords with data revealing that screen media exposure, especially exposure to vehement media, is associated with executive control impairments and that this effect predicts high levels of impulsive aggression. 26

Another torso of enquiry reveals that playing action video games results in enhancements in basic visual sensory processing, selective visual attention, and some higher cognitive skills. 27 Although many activeness video games are violent, the violence does non appear to be a necessary characteristic to produce such enhancements. For example, certain car driving games and children'southward games (which retain the fast pace, the need to identify targets from among distracting clutter, and the requirement to produce quick and authentic decisions) pb to similar effects despite their lack of violence. 28

To address remaining scientific questions related to this topic, we believe that there are 2 major and somewhat interrelated needs, each of which requires large-scale, multisite, preferably multinational, long-term studies. The first is a large-scale (ie, at least fifty 000 participants) developmental study that incorporates country-of-the-art measures of all known major child and adolescent take chances and resilience factors for the evolution of aggressive and vehement behavior tendencies. The study should follow the same large sample of children from an early on age (eg, 2 years) through early machismo (eg, 30 years), and should include known biological, environmental, and social prenatal and postnatal factors that affect the development of healthy, productive adults (versus unhealthy, unproductive, antisocial adults). The study should oversample from high-risk populations. We emphasize the need for state-of-the-fine art measures because previous large-scale, long-term studies of child development have included weak and/or incomplete measures of media habits. Work of such an all-encompassing scope would undoubtedly require a multisite, federally funded attempt, such as that currently beingness undertaken by scientists funded past the National Institutes of Health to written report the neural bases of drug use and related disorders in boyhood and early adulthood. 29

2d, a similarly large-calibration, multisite, multiyear written report is needed to further develop and exam media exposure interventions to ascertain what works besides as to provide better prove-based options for public policy makers and consumers to implement. There have been several media violence intervention studies over the past xl years, some of which accept shown promise in reducing future aggressive or violent behavior. For example, an intervention congenital into a 4-wave longitudinal study with a sample of over 1600 adolescents in Frg revealed sustained furnishings of a 5-week intervention to reduce media violence utilise and promote an understanding of the processes linking media violence use to aggressive thoughts, feelings, and behavior. 30 Participants assigned to the intervention group used violent media to a lesser extent up to 30 months postintervention, and at that place was an indirect effect of the intervention via reduced media violence on aggressive behavior upward to 18 months postintervention. Even so, at that place take been no truly large-scale (eg, twenty 000 children), long-term (eg, thirty years) intervention studies that have focused specifically on modifying children's and adolescents' media diet, both in terms of content and amount and that have included other known risk and resilience factors for long-term development also as extensive assessments of midlife achievement, both skillful and bad.

The most common question we hear from educators and policy makers ("Are video games expert or bad for children and adolescents?") is much as well simplistic. Rather, information technology is more helpful to recollect in terms of a healthy media nutrition that incorporates similar properties to a healthy food diet: moderation in amount, consuming more of the helpful and less of the harmful content, and having regard for the age of the consumer. 31 Pediatricians are in a unique position to begin counseling parents about a salubrious media diet. Well-care visits, which occur with relative frequency in the outset few years of life, present ideal opportunities for discussing how parents should aid children bargain with the abundance of media that they will encounter, and why this is of import. Information technology is of import that pediatricians, policy makers, and educators know what media children are consuming. The best fashion to do this is to lookout, play, and heed to the media youth are consuming. Thus, we recommend that pediatricians, educators, and other professionals who work with children suggest to parents that they do this, preferably at the same time their children are engaging with them. Just as important, pediatricians and other professionals working with youth should propose to parents that they have an ongoing dialogue with their children about what they are seeing and hearing. 32 Information technology is likewise useful for pediatricians and others working with families to recommend that parents consider setting fourth dimension and content limits on the electronic media that their children consume. The American Academy of Pediatrics recommends no screen fourth dimension for children <18 months old and 1 hour of screen time per day for youth <v years former; for children ages 6 and older, consistent limits on screen time and the types of media should exist enforced, and media should never take the identify of acceptable slumber or physical activity. 13

Drs Anderson and Bushman drafted the manuscript; Drs Ybarra and Bartholow critically revised the manuscript; Drs Cantor, Christakis, Coyne, Donnerstein, Brockmyer, Gentile, Greenish, Huesmann, Hummer, Krahé, Strasburger, Warburton, and Wilson critically reviewed the manuscript; and all authors approved the terminal manuscript every bit submitted.

The analysis, conclusions, and recommendations contained in each paper are solely a product of the private workgroup and are not the policy or opinions of, nor do they represent an endorsement by Children and Screens: Institute of Digital Media and Kid Evolution or the American University of Pediatrics.

FUNDING: This special supplement, "Children, Adolescents, and Screens: What We Know and What Nosotros Need to Acquire," was fabricated possible through the financial support of Children and Screens: Institute of Digital Media and Child Evolution.

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Competing Interests

POTENTIAL Conflict OF INTEREST: The authors have indicated they have no potential conflicts of interest to disembalm.

Fiscal DISCLOSURE: The authors take indicated they have no financial relationships relevant to this article to disclose.

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