qwints
Muse
- Joined
- Sep 2, 2008
- Messages
- 697
Good point on the competition versus violence aspect - the study you cite contrasts Fuel with Left for Dead 2, showing that the non-violent but competitive game had a larger effect on behavior than the violent but less competitive game. For the sake of completeness, I would like to see you analyze that studies methodology since I don't think you should only critique the methodology of studies you agree with.
On the other study, you're wrong. First, reviewing the literature in a field is standard - studies that disagree with Anderson, like the meta-analysis I posted earlier, also discuss his work. That discussion informs their study construction because they use it to conduct a study designed to address a gap in the research (as they also do in teh second study you cited.) Second, this was a longitudinal study and they were not using one cohorts grade 11 results to control for another cohorts grade 12 results. Rather, they used grade 11 results to examine the same cohort's grade 12 result*. Finally, while it's true that the unstandardized coefficient of both methods of causation was the same in magnitude, only violent video games** association with aggression was statistically significant, not the other way around.
*It's worth noting that they found violent video games associated with aggression in the next year but not the other way around for 2 of the 3 years. There was no association between violent video games in grade 10 and aggression in grade 11, unlike the other two transitions.
**Specifically, they compared "action and fighting games" with "puzzle, art, building model worlds and quiz games." Obviously this plays into the next study since the latter are both non-violent and fairly non-competitive in contrast with a racing game like Fuel.
On the other study, you're wrong. First, reviewing the literature in a field is standard - studies that disagree with Anderson, like the meta-analysis I posted earlier, also discuss his work. That discussion informs their study construction because they use it to conduct a study designed to address a gap in the research (as they also do in teh second study you cited.) Second, this was a longitudinal study and they were not using one cohorts grade 11 results to control for another cohorts grade 12 results. Rather, they used grade 11 results to examine the same cohort's grade 12 result*. Finally, while it's true that the unstandardized coefficient of both methods of causation was the same in magnitude, only violent video games** association with aggression was statistically significant, not the other way around.
*It's worth noting that they found violent video games associated with aggression in the next year but not the other way around for 2 of the 3 years. There was no association between violent video games in grade 10 and aggression in grade 11, unlike the other two transitions.
**Specifically, they compared "action and fighting games" with "puzzle, art, building model worlds and quiz games." Obviously this plays into the next study since the latter are both non-violent and fairly non-competitive in contrast with a racing game like Fuel.