Game Theory: Do Video Games Cause Violence? It's Complicated.

The Game Theorists
12 Sept 201922:26

Summary

TLDRThis video script delves into the ongoing debate about the impact of violent video games on society, questioning their role in gun violence. It challenges the conventional narrative by examining historical data, crime rates, and the profiles of mass shooters. The script advocates for a scientific approach, citing studies and the Supreme Court's stance, concluding that there is insufficient evidence to establish a causal link between video games and real-world violence. It calls for unbiased research and a focus on facts to address the issue of gun violence effectively.

Takeaways

  • 🕊️ The script discusses the long-standing debate on whether violent video games contribute to real-world violence, aiming to move beyond anecdotal arguments to a scientific analysis.
  • 🎮 It highlights the history of violent video games, starting with 'Mortal Kombat' in the early 90s, and notes the continuous presence of such games since then.
  • 📉 Contrary to popular belief, crime rates, including homicides and assaults, have significantly decreased since the 1990s, despite the increase in video game popularity.
  • 🔍 The script points out that while mass shootings have become more frequent, this is not indicative of an overall increase in societal violence.
  • 🤔 It questions the assumption that video games are a direct cause of mass shootings, noting that only a small percentage of mass shooters have had a significant interest in violent video games.
  • 🌐 The United States is not alone in its consumption of video games; however, it stands out for its high rates of gun violence, suggesting that video games alone cannot be the cause.
  • 📊 Many studies show a correlation between video game violence and aggression, but the strength of this correlation is often weak and not definitive.
  • 🏛️ The Supreme Court of the United States ruled that there is insufficient evidence to prove that violent video games cause aggressive behavior in children.
  • 🔬 The script emphasizes the importance of unbiased scientific research and the need to avoid mixing correlation with causation in the debate about video games and violence.
  • 💡 It concludes by advocating for a focus on facts and evidence-based solutions to the issue of gun violence, rather than emotional or politically driven responses.
  • 🌟 The creator of the script encourages viewers to keep an open mind and to be willing to reassess their beliefs in light of new information and research.

Q & A

  • What is the main goal of the video script?

    -The main goal of the video script is to change the conversation surrounding the debate on whether video games make people more violent, by moving beyond anecdotal arguments and examining the scientific evidence.

  • Why does the script mention the early 90s and the game Mortal Kombat?

    -The script mentions the early 90s and Mortal Kombat to illustrate that concerns about the violent content in video games are not new, and to compare the reactions to violent games then with the current debate.

  • What is the script's stance on the role of video games in gun violence in America?

    -The script aims to be unbiased, seeking to present scientific facts and research to determine if there is a causal link between video games and gun violence in America.

  • What is the significance of the graph presented in the script?

    -The graph is significant as it shows the growth of gaming, including violent video games, over the years and is used to compare these trends with crime statistics to assess any correlation.

  • How does the script address the decrease in crime rates since the 1990s?

    -The script points out that despite the increase in the popularity of video games since the 1990s, crime rates, including homicides, have significantly decreased, suggesting no direct correlation between video games and increased violence.

  • What is the script's approach to examining the role of video games in the lives of mass shooters?

    -The script examines specific cases of mass shooters known to have played video games, but also emphasizes the need to avoid drawing causal connections from a few examples and to consider the broader context.

  • How does the script discuss the international comparison of video game consumption and gun violence?

    -The script compares the U.S., which has high video game consumption and significant gun violence, to other countries with similar gaming cultures but lower levels of gun violence, suggesting that video games are not the sole cause of violence.

  • What is the script's view on the psychological studies linking video games to aggression?

    -The script acknowledges that many psychological studies show a correlation between video games and aggression but criticizes the weak correlation values and the methodological limitations of these studies.

  • What role does the Supreme Court case Brown v. Entertainment Merchants Association play in the script's argument?

    -The Supreme Court case is used to support the script's argument that there is no sound causal evidence linking video games to aggressive behavior, as the court ruled against a law restricting the sale of violent video games to minors.

  • How does the script conclude its examination of the issue?

    -The script concludes by emphasizing the need for nonpartisan, data-driven research and open-mindedness to find solutions to gun violence, rather than relying on emotions or preconceived notions.

  • What is the script's final recommendation to the audience?

    -The script recommends that the audience keep an open but critical mind, consider facts over emotions, and be willing to put aside preconceived notions when examining the issue of gun violence.

Outlines

00:00

🕹️ Video Games and Gun Violence Controversy

The script opens with a discussion on the persistent debate linking video games to gun violence in America since the Columbine tragedy. It mentions the alarm raised by experts and parents over violent games, referencing the early 90s game Mortal Kombat as an example. The speaker aims to shift the conversation from anecdotal arguments to scientific evidence, questioning whether video games truly induce violence. The episode's goal is to explore the relationship between video games and violent behavior, particularly in the context of mass shootings, and to examine the role of video games in the lives of those involved in such incidents.

05:01

📉 Crime Rates vs. Video Game Popularity

This paragraph delves into the historical context of violent video games, noting their rise in popularity since the early 90s. It challenges the assumption that the prevalence of violent video games has led to increased violence in society by presenting data showing a significant decline in major crime categories, including homicide, assault, burglary, and rape, since 1991. The script also addresses the misconception that youth crime might reflect the impact of video games, only to reveal a similar decrease in crimes committed by young people. The paragraph concludes by highlighting the discrepancy between the perceived increase in violence due to mass shootings and the actual decrease in crime rates.

10:05

🔫 The Role of Video Games in Mass Shooters' Lives

The script examines the role of video games in the lives of mass shooters, citing examples such as the Columbine shooters and others who had connections to gaming. However, it clarifies that while some shooters have been gamers, this does not establish a causal link between video games and mass shootings. The paragraph points out that only a small percentage of school shooters have shown interest in violent video games and that the correlation between gaming and violent acts is often overstated. It also discusses the lack of a clear causal connection, suggesting that the relationship is more likely coincidental than causal.

15:09

🎮 International Comparisons and the Complexity of Causation

This section compares the United States' consumption of video games with other countries that also have significant gaming cultures but lower rates of gun violence. It argues against the notion that video games are the primary cause of gun violence in America by highlighting that other nations with popular gaming cultures do not experience the same levels of violence. The paragraph also addresses the potential for video games to be harmful, referencing the positions of the American Psychological Association and the American Academy of Pediatrics, while also pointing out the complexity and variability of psychological responses to video games.

20:10

📊 The Flawed Correlation Between Video Games and Aggression

The script critiques the methodology and conclusions of studies that claim to find a correlation between video games and aggression. It discusses the ethical constraints of such studies and the indirect measures used to assess aggression, questioning the validity of these measures. The paragraph also addresses the statistical significance and the practical impact of the correlations found in these studies, noting that they are often weak and not indicative of a strong causal relationship. It references a Supreme Court case that ruled against a law restricting the sale of violent video games to minors, stating that the studies do not prove that such games cause aggressive behavior in children.

🌐 Setting Politics Aside to Focus on Data and Solutions

In the concluding paragraph, the speaker emphasizes the importance of setting aside political biases when examining the issue of gun violence and video games. They acknowledge the fear of finding evidence that contradicts personal beliefs but ultimately advocate for a focus on sound causal evidence. The script calls for a nonpartisan approach to research and decision-making, encouraging viewers to keep an open but critical mind. It concludes with a recommendation to prioritize facts over emotions in the pursuit of solutions to gun violence.

Mindmap

Keywords

💡Videogames

Videogames are electronic games that involve interaction between the player and user-interface elements such as a display device, joystick, or gamepad. In the video, videogames are central to the debate about their potential link to real-world violence, particularly in the context of gun violence in America. The script discusses the history of violent videogames and their availability since the mid-90s, suggesting that despite their prevalence, there is no clear causal link between videogames and increased violent crime.

💡Controversy

Controversy refers to a situation that is the subject of prolonged public dispute or debate. The script highlights the ongoing controversy surrounding videogames, especially violent ones, and their alleged role in influencing gun violence. The term is used to describe the polarized opinions and the need for a more nuanced conversation beyond the typical he-said-she-said arguments.

💡Violence

Violence is the use of physical force to harm or kill someone or something. The video script explores the relationship between the depiction of violence in videogames and the occurrence of violent acts in society. It challenges the assumption that exposure to violent videogames leads to violent behavior, citing statistical data and research studies that do not support a strong causal link.

💡Columbine

Columbine refers to the Columbine High School massacre that occurred in 1999, often cited as a pivotal event in discussions about gun violence and its potential links to media violence, including videogames. The script mentions the tragedy to underscore the long-standing nature of the debate and to highlight the need for a more scientific approach to understanding the issue.

💡Mortal Kombat

Mortal Kombat is a popular videogame known for its violent content, including graphic depictions of fighting and death. The script uses Mortal Kombat as an example of an early violent videogame that sparked controversy and debate, setting the stage for ongoing discussions about the impact of such games on society.

💡Aggression

Aggression is behavior characterized by a willingness to attack or confront others in a forceful way. The video discusses various studies that have attempted to link videogame play, particularly violent games, with increased aggression. It critiques the methodologies and conclusions of these studies, suggesting that the evidence for a causal link is weak and often misinterpreted.

💡Correlation

Correlation refers to a statistical relationship between two variables. The script addresses the issue of confusing correlation with causation in studies that find a link between videogame violence and aggressive behavior. It emphasizes that a correlation does not necessarily imply that one variable causes the other, which is a critical point in the debate over videogames and violence.

💡Causation

Causation is the relationship between an event (the cause) and a second event (the effect), where the second event is a result of the first. The video argues that while there may be correlations found between videogame violence and aggressive behavior, there is a lack of sound causal evidence to support the claim that videogames cause violence. This distinction is crucial in understanding the video's stance on the issue.

💡Psychological Research

Psychological research refers to the systematic investigation of human behavior and mental processes. The script delves into the findings of psychological studies on the effects of violent videogames, noting that many of these studies show only weak correlations and are often subject to criticism for methodological flaws or misinterpretation of results. The video uses this to argue against a simplistic view of videogames causing violence.

💡Supreme Court

The Supreme Court is the highest court in the United States, with the power to interpret the Constitution and federal laws. The script cites a 2011 Supreme Court case, Brown v. Entertainment Merchants Association, which ruled against a law restricting the sale of violent videogames to minors. The Court's decision is used to highlight the lack of constitutional basis for claims that videogames cause harm, reinforcing the video's argument for a more evidence-based approach to the issue.

💡Gun Violence

Gun violence refers to violent acts involving firearms. The video's primary focus is on the debate surrounding the potential influence of videogames on gun violence in America. It discusses the need for a clear understanding of the facts and a nonpartisan approach to research in order to address the issue effectively, rather than relying on emotional reactions or political agendas.

Highlights

Video games have been a center of controversy surrounding gun violence in America for two decades.

The alarm over violent video games is not new, dating back to the early 90s with games like Mortal Kombat.

The goal of the episode is to change the conversation from anecdotal to scientific facts about the impact of video games on violence.

The show 'Game Theory' aims to entertain while educating about various topics related to video games.

The relevance of video games to real-world violence and gun violence in America is a current and significant issue.

Politicians have repeatedly invoked video games as a major contributor to mass shootings.

The debate is polarized with entrenched positions and a lack of research on both sides.

The presenter seeks the truth about video games' connection to violence, regardless of personal bias.

Crime statistics in the U.S. have decreased significantly since the 1990s, contrary to the increase in video game popularity.

Youth crime rates have also dropped dramatically since the early 90s.

The number of mass shootings has more than tripled since 2006, but this is not reflective of overall crime trends.

The role of video games in the lives of mass shooters is examined, but no causal link is established.

International comparisons show that the U.S. has a unique problem with gun violence despite similar video game consumption.

The American Psychological Association and the American Academy of Pediatrics have concerns about violent video games.

Many studies show a positive correlation between video games and aggression, but the connection is weak and not conclusive.

The Supreme Court ruled that there's insufficient evidence to blame video games for aggressive behavior in children.

The need to put politics aside and focus on sound scientific data to address the issue of gun violence.

The presenter encourages an open and critical mind towards research findings on the impact of video games.

The episode concludes that there is little evidence to suggest that video games cause real-world violence.

Transcripts

play00:00

whenever we see the news talking about

play00:01

videogames these days it seems like it's

play00:03

always the same thing

play00:05

in the two decades since Columbine video

play00:07

games have been at the center of the

play00:08

controversy surrounding gun violence in

play00:10

America particularly violent video games

play00:12

and it has experts and some parents

play00:14

alarmed this includes the gruesome and

play00:17

grisly video games that are now

play00:20

commonplace then again this type of

play00:22

alarm is nothing new role that early 90s

play00:25

VHS tape you can knock your opponent's

play00:27

head off complete with electronic blood

play00:30

and guts the game is called Mortal

play00:31

Kombat one of the hottest video games

play00:34

going there feel like going out and

play00:35

beating somebody up after watching this

play00:36

game tell me true yes the more things

play00:39

change the more they stay the same right

play00:41

but to be fair our counter-arguments

play00:43

back in the early 90s were exactly the

play00:45

same too so you know what it's time to

play00:50

change the conversation and that's my

play00:52

goal with today's episode to move beyond

play00:54

this he-said she-said style of argument

play00:56

that this topics been mired in for

play00:58

decades

play00:59

instead we need to get down to the real

play01:01

story the scientific fact do video games

play01:05

actually make people more violent

play01:08

[Music]

play01:13

hello Internet

play01:15

welcome to game theory a show where we

play01:19

talk about a lot of things that

play01:21

absolutely do not matter from the

play01:24

physics of Mario to the lore of haunted

play01:26

chuck-e-cheeses yep I know some people

play01:30

take these episodes a little bit too

play01:32

seriously and it's especially hard if

play01:33

I'm talking about I don't know your

play01:35

favorite hero and calling him evil the

play01:37

whole time but in truth it's all for

play01:39

dumb fun at the end of the day whether

play01:41

or not Phoenix Wright is breaking the

play01:43

law and his pursuit for justice just

play01:45

doesn't matter and by the way that was a

play01:48

terrible episode I am so sorry about

play01:50

that one anyway the long and short of it

play01:52

is that this show is meant to be

play01:53

entertaining first and foremost with

play01:55

some education sprinkled throughout I

play01:57

was lucky enough to have parents and

play01:59

teachers who got me excited about

play02:00

learning but so many others out there

play02:03

aren't so fortunate so if I through this

play02:06

little web series here can get you

play02:08

interested in the way a computer works

play02:09

by talking about Mario maker or teach us

play02:12

something about

play02:13

gravity and astronomy through the lens

play02:14

of Minecraft well that's great you had

play02:17

fun you learn a bit and the whole world

play02:19

is a slightly more positive place

play02:21

because you viewed a video but today for

play02:24

all the stupid extraneous topics that we

play02:26

talk about on this show today what we're

play02:29

talking about really does matter in fact

play02:32

it's more relevant now than it's ever

play02:33

been do video games make the people who

play02:37

play them more violent and is there a

play02:39

connection between video games and the

play02:42

issue of gun violence in America since

play02:44

the 90s various politicians have invoked

play02:47

video games as this major contributor to

play02:49

the mass shootings that are in the

play02:50

headlines over and over again and now

play02:53

the president is even calling it out so

play02:55

I wanted to do an episode on the topic

play02:57

so we can get a definitive answer once

play02:59

and for all and see that's the thing in

play03:02

this debate you have two sides that are

play03:05

so entrenched in their respective answer

play03:07

that no one is bothering to actually

play03:10

stop and do the research on one side you

play03:13

have people who are so convinced that it

play03:15

must be the media we're consuming that's

play03:16

causing this aggression that they're

play03:18

eager to point the blame there because

play03:20

they're biased against games they don't

play03:21

understand them but on the other side

play03:24

you have people like me people who grew

play03:27

up playing video games where our

play03:29

knee-jerk reaction is like no duh I play

play03:32

video games I know a lot of people who

play03:34

play video games and we're not violent

play03:36

the problem with that though is it's not

play03:39

real proof it's a small amount of

play03:41

anecdotal evidence it's important to

play03:43

recognize that everyone's brains

play03:45

function differently we're biased too in

play03:49

this debate because we're eager to

play03:50

defend this thing that we love that

play03:53

embodied our childhood neither side here

play03:56

is having a conversation because we're

play03:58

both so certain that we're right what I

play04:01

want more than anything is what I hope

play04:05

all of us want and that's the truth if

play04:08

video games have no connection to

play04:10

real-world violence whatsoever I wanna

play04:12

have done my homework and have the

play04:13

receipts to prove it and then being able

play04:15

to show those receipts to other people

play04:17

who claim otherwise on the other hand if

play04:19

I were to find conclusive causal

play04:22

evidence that said video games

play04:24

our warping our minds are making us more

play04:27

prone to violent impulses and making us

play04:29

less sensitized to violence then I want

play04:31

us to hear that hard truth to it'll suck

play04:34

yeah but it'll be important for us to

play04:37

know because we can start figuring out a

play04:39

solution from there and that's not me

play04:41

trying to get political or anything I

play04:43

don't care whether you're someone who

play04:44

believes strongly in gun ownership

play04:45

rights or the exact opposite on the most

play04:48

basic level I would hope that we're all

play04:51

united in this same goal of trying to

play04:53

find the source of blame and how to

play04:55

correct it so that fewer people get hurt

play04:58

and die it's as simple as that and if

play05:01

video games are to blame then great at

play05:03

least now we know that and now we can

play05:05

start correcting for it at the end of

play05:08

the day I don't want my son to grow up

play05:10

in a world where he feels like he has to

play05:12

be on guard for people trying to hurt

play05:14

him at school at church at Walmart so to

play05:17

be clear my goal today is not to propose

play05:20

any sort of political solution I'm not

play05:22

qualified to do that at all but instead

play05:24

to just share some cold hard facts the

play05:27

scientific research done by trusted

play05:29

institutions presented to you and as

play05:32

unbiased away as possible the work that

play05:34

I've done for this episode has looked at

play05:36

the issue from three separate angles

play05:37

number one examining links between video

play05:40

games and crime number two looking at

play05:44

the profiles of many shooters and the

play05:46

role that video games played in their

play05:47

lives

play05:48

and number three exploring the

play05:50

psychology behind playing video games

play05:53

and how they affect our perspective on

play05:54

violence now admittedly or if you can't

play05:58

tell by this point this isn't gonna be

play05:59

my most lighthearted episode of game

play06:01

theory but it certainly is one of our

play06:03

most important let's start with angle

play06:06

number one shall we looking at any links

play06:08

between video games and crime to start

play06:11

off with we have to talk a little bit

play06:13

about the history of some of the more

play06:14

controversial and violent video games

play06:16

you see if there is indeed a direct

play06:18

causal link between violence shown and

play06:21

video games and users becoming more

play06:23

violent in their daily lives then we

play06:25

would expect to see increases in

play06:27

violence spurred on by some of the most

play06:29

popular violent video games in history

play06:31

and well there are definitely some very

play06:33

early video games that had violent

play06:35

themes to them if we want to talk about

play06:37

true

play06:38

or realistic violence becoming popular

play06:40

in the mainstream while we'd probably

play06:42

have to look here the early 90s and

play06:45

mortal kombat which was released in 1992

play06:48

as well as Wolfenstein 3d and doom in

play06:51

1992 and 1993 from that point forward

play06:54

we've seen plenty of other violent video

play06:56

games get themselves bad press like the

play06:58

Grand Theft Auto series the Call of Duty

play07:00

series battlefield things like that but

play07:02

for the most part the availability of

play07:04

violent video games has been pretty

play07:05

constant since the mid-90s now this

play07:09

graph they see right behind me shows us

play07:11

the growth of gaming both in terms of

play07:13

pure number of games sold per year as

play07:15

well as the number of titles released

play07:17

per year and unsurprisingly they both

play07:20

start to take off here in the mid 90s

play07:23

with platforms like the PlayStation in

play07:25

Nintendo 64 really surging the

play07:27

popularity and then it explodes in the

play07:29

2000s as they really hit their peak and

play07:31

it's all started to taper off coming

play07:33

back down here in the mid 2010s as

play07:36

smartphones and mobile gaming have

play07:37

become more popular but it's pretty

play07:39

clear that if the real surge in video

play07:41

games which would include violent video

play07:44

games occurred between the mid-90s and

play07:46

2010 well if they're influencing people

play07:49

to commit more violence in real life

play07:50

then crime statistics should show

play07:53

similar growth during those same periods

play07:55

but when you look at the data that's the

play07:58

opposite of what's happened the murder

play08:01

rate in the United States actually hits

play08:03

its peak in 1980 pac-man fever truly set

play08:08

in people's minds into the rage mode but

play08:10

starting in the early 90s those rates

play08:13

went way down from 1991 through 2016

play08:17

homicides in the US have actually gone

play08:19

down by forty five point five percent

play08:21

and it's not just homicide that we're

play08:23

talking about here we're talking about

play08:24

all major crime categories across the

play08:27

board assault burglary rape all of them

play08:31

are down by at least 30% since 1991 the

play08:34

idea that the popularity of video games

play08:37

which again weren't really all that

play08:39

commonly played until about the 1990s

play08:42

has contributed to making the United

play08:43

States a more violent society as a whole

play08:46

just doesn't really show up in these

play08:49

sorts of statistics No maybe

play08:51

you think that since young people are

play08:53

the ones tending to play more video

play08:54

games that youth crime statistics would

play08:57

actually show the real impact of violent

play08:59

video games on our minds but those stats

play09:01

actually looked pretty darn similar the

play09:04

number of violent crimes committed by

play09:06

people ages 12 to 17 has plummeted since

play09:10

those early days in the 90s to a rate of

play09:12

about 1/5 of what it was at its peak

play09:15

so the overall data seems to tell us

play09:18

that crime isn't getting worse even

play09:20

though someone watching the news

play09:21

nowadays we think that's worse than ever

play09:23

and that's probably less because crime

play09:25

as a whole is getting worse and more

play09:28

because incidents of mass shootings have

play09:30

gotten bigger and more prominent and

play09:32

more shocking in the media just exactly

play09:35

what constitutes a mass shooting creates

play09:37

a lot of disagreements it is shockingly

play09:39

difficult to define as everyone comes up

play09:42

with their own definition to kind of

play09:43

forward whatever statistics they're

play09:44

looking to prove but in general I think

play09:47

a pretty common definition is that a

play09:48

mass shooting involves an incident where

play09:50

at least four people are killed by a

play09:52

shooter in a public place in that case

play09:54

from 1982 until 2006 there were

play09:57

approximately 1.6 mass shootings per

play10:00

year but in the years since 2006 it's

play10:05

actually more than tripled 25.4 per year

play10:08

to put that statistic in another way

play10:10

from 1949 until 1998 there were 9 mass

play10:15

shootings in the US where at least 10

play10:17

people were killed so that winds up

play10:19

being about one every five years in the

play10:22

last 20 years meanwhile there have been

play10:24

18 shootings where at least 10 people

play10:26

were killed that translates to one per

play10:29

year five years per year by the same

play10:33

token though while the murder rate has

play10:35

indeed gone down the percentage of

play10:37

homicides committed using guns has been

play10:39

climbing steadily hitting 73 percent in

play10:43

2016 so maybe the question that we

play10:46

should be asking ourselves isn't whether

play10:47

video games make our society as a whole

play10:50

more violent but whether they're causing

play10:53

select individuals from that society to

play10:55

suddenly snap and decide to become mass

play10:58

shooters like I said at the beginning of

play11:00

this episode everyone's brains work

play11:02

totally differently so well 19

play11:04

9.9% society might be completely

play11:07

unaffected by the violence and

play11:08

videogames all it takes is just that one

play11:10

person to have a bad reaction to what

play11:12

they're playing so the second angle that

play11:14

we need to take a look at this issue is

play11:16

what kind of role video games have

play11:18

played in the lives of past mass

play11:20

shooters perhaps most famously the two

play11:22

Columbine shooters from 1999 they were

play11:26

both fans of the early first-person

play11:28

shooter doom the Sandy Hook elementary

play11:29

shooter owned a lot of video games as it

play11:32

was on record games like left 4 dead

play11:35

Dead Rising Grand Theft Auto and there

play11:38

was a Norwegian shooter which I know

play11:40

were focused on u.s. shooters but I

play11:42

needed to draw from as many data points

play11:44

that I could reasonably research back in

play11:46

2011 he claimed that playing Call of

play11:48

Duty actually helped his aim and target

play11:51

acquisition both skills that he used

play11:53

during his attack now to be sure some

play11:56

mass shooters are fans of video games

play11:59

but you can't take just these few

play12:01

examples and create a causal connection

play12:04

there especially since I could list

play12:06

plenty of other tragedies where those

play12:08

shooters didn't have strong ties to

play12:11

video games in fact of the 18 incidents

play12:14

that I mentioned earlier that had more

play12:15

than 10 deaths my research actually

play12:18

tells me that only four of those

play12:20

shooters actually had noteworthy video

play12:23

game habits there are plenty of

play12:25

explanations for that but it all aligns

play12:26

with the report issued by the Secret

play12:28

Service back in 2002 which indicated

play12:31

that only 12% of school shooters

play12:33

expressed any sort of interest in

play12:35

violent video games now you could

play12:37

probably make a case for an interest in

play12:40

video games being a statistical

play12:42

coincidence given that most mass

play12:44

shootings are actually committed by

play12:45

young men and 72% of men under the age

play12:48

of 30 play video games 58 percent of men

play12:51

from 30 to 49 played video games as well

play12:54

it's just not that surprising that young

play12:57

men who do evil things also happen to

play12:59

share habits with other young men who

play13:01

don't do evil things other young men in

play13:05

their same demographic other traits that

play13:07

these shooters share breathing oxygen

play13:10

eating food wearing clothes but to call

play13:14

that out seems ridiculous right

play13:16

I don't see anyone attacking the denim

play13:18

industry because these shooters tended

play13:19

to wear jeans it appears as though

play13:22

opponents to video games are mixing

play13:24

correlation with causation

play13:26

now as for that Norwegian terrorists

play13:29

claim that shooting games made him much

play13:30

more effective in his shooting those

play13:33

claims may have had some ground to stand

play13:35

on if they wouldn't have gotten redacted

play13:37

over the years you see a study was

play13:40

published in 2014 that found people who

play13:43

practiced shooting games got more

play13:45

headshots in real world target practices

play13:48

by a wide margin but that study was

play13:51

retracted because the results couldn't

play13:54

be replicated by outside researchers or

play13:56

the original researchers who conducted

play13:59

the experiment in the first place

play14:00

regardless there's still one more piece

play14:03

of evidence that makes me think that

play14:04

video games aren't the variable to blame

play14:06

for our epidemic of gun violence here

play14:08

the United States isn't unique in its

play14:11

consumption of video games compare it to

play14:13

other nations with big gaming cultures

play14:15

though we are unique in how much gun

play14:17

violence we have the numbers absolutely

play14:20

backed us up well the u.s. is number one

play14:23

in money spent on video games per year

play14:25

the rest of the top ten includes China

play14:27

Japan South Korea Germany Canada Spain

play14:31

and Italy now China doesn't release

play14:34

statistics on gun violence but the rest

play14:36

of them do and if you compare homicides

play14:39

by firearms and adjust for population

play14:42

size the United States actually has more

play14:44

gun deaths per year than all those eight

play14:47

other countries combined these countries

play14:50

aren't immune to mass shootings but it's

play14:53

awfully hard to believe that our

play14:55

consumption of video games is to blame

play14:57

for the gun violence in America when

play14:59

other nations wear those same games are

play15:02

popular don't have anywhere near that

play15:05

same problem but still I am willing to

play15:09

consider the possibility that violent

play15:10

video games could be harmful especially

play15:12

since the American Psychological

play15:14

Association as well as the American

play15:16

Academy of Pediatrics have both come out

play15:19

against violent video games so do video

play15:23

games make us more violent in the long

play15:25

run

play15:26

or maybe they're desensitizing us to

play15:29

real-world violence by simulating such

play15:32

graphic and often realistic violence in

play15:34

gameplay well there are a lot and I mean

play15:38

a lot of studies out there done on this

play15:40

topic

play15:41

the connection between playing video

play15:43

games and aggression and many of them do

play15:45

actually show a positive correlation

play15:48

between the two the trouble here though

play15:49

is that a lot of news outlets here

play15:52

hey this study shows a connection

play15:54

between video games and aggression but

play15:56

don't understand the report or fully

play15:58

talk about the limitations of those

play16:00

sorts of studies to show you what I mean

play16:02

we need to think about how these sorts

play16:04

of studies are being conducted for

play16:05

instance how would you test aggression

play16:07

in the first place these tests have to

play16:09

be ethical after all can't just give

play16:11

kids video games and then ask them to

play16:13

act them out by shooting things so

play16:15

instead the marks of aggression in these

play16:17

sorts of tests are things like whether

play16:19

the subject would be willing to subject

play16:21

their opponent to a loud noise or

play16:23

whether they would offer that subject

play16:26

hot sauce for some sort of advantage in

play16:28

the game look I'm not saying that these

play16:30

findings aren't telling but it's pretty

play16:32

hard to extrapolate someone's

play16:34

willingness to give someone else spicy

play16:35

food into the assumption that they're

play16:38

now suddenly more likely to shoot

play16:40

someone with a real-world gun I mean

play16:42

that's a huge stretch it's already a

play16:45

stretch to say giving them spicy food is

play16:47

aggressive behavior maybe they just like

play16:49

pranking the other person or maybe they

play16:51

think the other person's hungry maybe

play16:53

they just really like spicy food another

play16:55

issue here is that the findings that are

play16:57

statistically significant aren't

play16:59

necessarily statistically impressive you

play17:01

see when a study determines that there

play17:03

is a correlation between two things that

play17:05

are being tested that correlation is

play17:06

measured with a value between negative

play17:08

one and positive one now a zero value

play17:12

would say that the two variables are

play17:14

entirely unrelated to one another while

play17:16

a positive value would indicate that one

play17:18

predicts the other so a point three

play17:22

positive correlation for example would

play17:24

mean that one thing predicts another by

play17:26

a little bit whereas something like a

play17:27

point seven positive correlation means

play17:30

that one thing strongly predicts another

play17:32

positive one guaranteed I do X Y is

play17:35

gonna happen 100% now when it comes to

play17:37

our case of using video games

play17:39

violent behavior none of the studies I

play17:42

saw which claimed to show some level of

play17:44

connection between violent media and

play17:46

future behavior or immediate aggression

play17:49

seemed to correlate beyond a positive

play17:52

0.3 which means that the studies can

play17:55

indeed sometimes indicate correlation

play17:57

but even in the best case scenarios it's

play18:00

a very weak level of correlation and

play18:02

then that's not even mentioning the

play18:04

conflicting studies that contradict all

play18:06

the ones that I just mentioned or the

play18:08

psychologists who write entire articles

play18:11

and papers talking about how overblown

play18:13

the idea of video games causing violent

play18:15

aggressive behaviors might be it gets

play18:18

confusing trying to figure out what

play18:20

findings are most valid which

play18:22

researchers might have conflicts of

play18:23

interest which ones are just putting out

play18:26

weak findings because they have to get

play18:28

published to keep their jobs but for me

play18:30

one of the most telling analyses of the

play18:32

state of psychological research on this

play18:34

topic violence in video games actually

play18:36

comes from an unexpected source the

play18:39

Supreme Court of all places in a 2011

play18:42

case titled Brown versus the

play18:44

entertainment Merchants Association the

play18:46

Supreme Court ruled that a California

play18:48

law forbidding the sale of certain video

play18:49

games to kids was unconstitutional and

play18:51

they struck down that law with a vote of

play18:53

7 to 2 part of the majority opinion

play18:56

written by the court stated this quote

play19:00

psychological studies purporting to show

play19:02

a connection between exposure to violent

play19:04

video games and harmful effects on

play19:06

children do not prove that such exposure

play19:09

causes minors to behave aggressively any

play19:12

demonstrated effects are both small and

play19:15

indistinguishable from effects produced

play19:17

by other media end quote

play19:19

what's really encouraging about that

play19:22

message right there is that that

play19:23

majority opinion was written by Justice

play19:25

Antonin Scalia one of the most

play19:27

conservative members of the court but it

play19:29

was co-signed by one of the most liberal

play19:32

justices Ruth Bader Ginsburg and Sonia

play19:35

Sotomayor what I mean to say with this

play19:38

is that when you're looking at gun

play19:40

violence it doesn't have to be a

play19:42

partisan issue

play19:42

sure Supreme Court justices aren't

play19:45

supposed to be a part of any political

play19:46

party but with how divisive discussions

play19:49

on gun violence gets

play19:50

it's important to remember that looking

play19:52

at research and deciding what is and

play19:55

isn't supported by sound scientific data

play19:58

isn't a matter of politics it's a matter

play20:01

of caring about the truth above and

play20:04

beyond everything else back to the cow

play20:07

and that's one of my real takeaways from

play20:10

researching this episode the need for us

play20:12

to be able to put politics aside when

play20:14

we're looking at these sorts of problems

play20:16

there's a reason why I haven't done this

play20:19

video in the last eight years of making

play20:21

game theory and that's because I was

play20:23

afraid of what I would find I was afraid

play20:26

that the research would lead me to a

play20:28

conclusion that I was scared to tell you

play20:30

guys about and trust me there is still

play20:32

plenty more out there in the gaming

play20:34

community that we have to be concerned

play20:36

about like how video games might be

play20:38

shortening our attention spans or how

play20:40

certain mechanics and video games can be

play20:42

linked to problematic gambling there is

play20:44

still plenty more out there that people

play20:46

can point at video games and be like

play20:48

they're not a good influence but in this

play20:50

case the fact of the matter is that

play20:52

there's just very little sound causal

play20:55

evidence to suggest that video games are

play20:57

more likely to get people to commit

play20:59

violence or that playing video games get

play21:01

people to be more violent it's important

play21:05

for us to remember regardless of where

play21:07

you stand politically on guns on video

play21:09

games or on whatever that we all want

play21:13

the same thing a safer less violent

play21:16

future for ourselves for our children

play21:18

and for our country just like I had to

play21:21

put some of my preconceived notions

play21:23

about video games aside to research this

play21:25

episode we're not gonna find any

play21:28

solutions to the issue of gun violence

play21:29

in this country if we only hear the

play21:32

things that we want to hear I think

play21:34

decisions based on data nonpartisan

play21:37

research is the thing that's gonna help

play21:40

us have a chance of making that happen

play21:42

it's not about emotion it's about the

play21:45

facts and I'll do my best to keep an

play21:47

open but critical mind if any findings

play21:50

show us the path forward and I encourage

play21:52

you all to do the same it's not so much

play21:55

a theory as it is a recommendation a

play21:58

game theory recommendation

play22:01

thank you for watching and for keeping

play22:04

an open mind

Rate This

5.0 / 5 (0 votes)

الوسوم ذات الصلة
Video GamesViolence DebateScientific ResearchColumbineMortal KombatGun ViolenceAggressionYouth CrimeMental HealthMedia InfluenceCultural Impact
هل تحتاج إلى تلخيص باللغة الإنجليزية؟