Abstract

BackgroundDespite hundreds of studies, there is continuing debate about the extent to which violent video games increase aggression. Believers argue that playing violent video games increases aggression, but this stance is disputed by skeptics. The present study addressed believers' and skeptics' responses to summaries of scientific studies that do or do not present evidence for increased aggression after violent video game play.Methods/Principal FindingsParticipants (N = 662) indicated whether they believed that violent video games increase aggression. Afterwards, they evaluated two opposing summaries of fictitious studies on the effects of violent video play. They also reported whether their initial belief had changed after reading the two summaries and indicated again whether they believed that violent video games increase aggression. Results showed that believers evaluated the study showing an effect more favorably than a study showing no effect, whereas the opposite was observed for skeptics. Moreover, both believers and skeptics reported to become more convinced of their initial view. In contrast, for actual attitude change, a depolarization effect was found.Conclusions/SignificanceThese results suggest that biased assimilation of new information leads believers and skeptics to become more rather than less certain of their views. Hence, even when confronted with mixed and inconclusive evidence, the perceived gap between both sides of the argument increases.

Highlights

  • The question of whether playing violent video games causes aggression has received considerable attention in scientific and public debate

  • Conclusions/Significance: These results suggest that biased assimilation of new information leads believers and skeptics to become more rather than less certain of their views

  • Splitting the initial belief variable into believers and skeptics is the standard procedure in the literature

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Summary

Introduction

The question of whether playing violent video games causes aggression has received considerable attention in scientific and public debate. This is not surprising insofar as video game play has become an integral part of the lives of many people. In the United States, 91% of children between the age of two and seventeen play video games [1]. Another survey found that about 97% of American teens play video games [2]. The present study addressed believers’ and skeptics’ responses to summaries of scientific studies that do or do not present evidence for increased aggression after violent video game play

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