As it states in the title, I've already turned this in so I'm not looking for help with it. I posted this so I can get some feedback on the ideas presented within. I'm aware that the "G" equivalent rating for video games would be "E" or maybe even "EC" for a game like that, but my teacher might not be.I wrote:I was watching the video about a study "Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life" (Anderson, & Dill, 2000), and was disturbed by how flawed I found their methodology to be. In the video they have adolescents play 2 different games "Doom" and "Myst" and then test their willingness to administer shocks to other people immediately afterwords. The first and most glaring flaw was the fact that the "violent" video game was much different in many other ways from the "non-violent" video game. Whereas Doom is a fast paced shooter Myst is a slow-paced puzzle game.
I would like to see the results of a study where participants play a fast paced shooter where instead of shooting monsters until they explode into bloody corpses, they shoot carrots at fluffy bunnies until they get full and happy (a game that would easily get a G rating from the ESRB); and another slow-paced puzzler where the goal is to drag a resisting prisoner through a puzzle involving barbaric and painful traps that leave said prisoner bloody and in obvious pain until you reach the end where he is executed in an even more bloody and painful way. (a game that is sure to get an M rating from the ESRB).
The second flaw I noticed is that increased aggression immediately after playing doesn't even remotely prove that the subject will have increased aggression the next day, or even a few hours from then. I would like to see a study where the subjects play the fast-paced happy fluffy bunny game and the slow-paced bloody torture puzzler game for a week, then are brought back next week to see if there is any difference in aggression levels between the two groups.
Furthermore, I am not the only person to question the study's methodology (Fergusan 2007). When studies have been done using more correct methodology the results have shown that only minds that were unstable to begin show increased aggression, and that some subject's aggression actually went down, showing that violent video games can have a therapeutic effect on those already dispossessed towards aggression.
Ferguson, C. J. (2007). Evidence for publication bias in video game violence effects literature: a meta-analytic review. Aggression and Violent Behavior, 12(4), 470-482
Devilly , G. J., Unsworth , G., & Ward, T. (2007). The Effect of playing violent video games on adolescents: should parents be quaking in their boots? . Psychology, Crime & Law, 13(4), 383-394.
Anderson, C.A., & Dill, K.E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology , 78(4), 772-790.
So what do you think the result of the happy fluffy bunny carrot-shooter vs brutal bloody torture puzzler study would be? Think the violent game would be the one to cause increased aggression? Or the faced paced one?