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Media Effects: Redux or Reductive?
Against a backdrop of fifty years of public
controversy concerning children’s use of violent entertainment, a
group of 33 cultural studies scholars have become supporters of the
video game industry in its legal battle against media censorship in
St. Louis. As friends of the court they have backed the industry’s
de-regulatory legal doctrine by dismissing the concerns of some
psychological researchers about media violence saying there is no
proof of the ‘media effects’ hypothesis. This paper analyzes the
Amici Curiae’s interpretation of effects research by putting it
within the context of a long-standing political struggle over the
‘rights’ in children’s cultural products markets in order to
highlight audience researchers' contentious place within the modern
matrix of socialization.
The Janus Face of Communications Research
During
the second half of the twentieth century, as our interest in
understanding the role of media grew, the traditions of studying
communication diverged. Worried by an ever-widening epistemological
divide in contemporary communication studies Raymond Williams (1974)
expressed his concern about the tensions mounting between social
science and humanistic perspectives in media studies: on one side,
stood the hermeneutic traditions of arts and humanities who
critically interpreted media texts and what people did with them in
context. On the other, stood the social sciences (especially in
America), which emphasized the generalizations about the social
effects of the mass media. The thinking about audiences, he
argued, seemed especially bifurcated by epistemological rifts.
Each methodological community tended to police its sub-disciplinary
boundaries by refusing to dialogue about the points of convergence
of their perspectives.
Williams knew there were fundamental differences underlying the
theories, interests, research methods and philosophies in the
diverging streams of communication studies. The humanities had
evolved its critical ‘interpretive’ approach from methods of the
exegesis of texts which emphasized the insightful interpretive
analysis of specific cultural artifacts both among analysts and
audiences, thus situating the meaning-making experience in specific
socio-historical contexts. These scholars contributed "sustained and
detailed analysis of actual cultural works" he argued. Williams was
also critical: "what was much more open to question was the
extension of this kind of analysis and insight to matters of
cultural and social generalization." On their part, the American
social sciences were uncritically steeped in narrow quantitative
operationalism which seemed to Williams reductionist and
anti-historical. Their obsession with studying general laws,
structures and impacts constrained their empirical inquiries to
questions which were easily "observable" often resulting in facile
conclusions.
Although identified with the humanities, Williams worried that
culturalist scholars were becoming overtly hostile to the social
science method. He personally refused however to write-off the
American ‘effects research tradition’, much of which he found
“useful” because it at least kept alive the complex critical
question of determinacy relations. Williams proposed instead, a
hybrid discipline called "cultural science" emerging from an ongoing
dialogue between humanistic and scientific researchers about media
effects. The rethinking of audiences, he hoped, would begin healing
the epistemic fissures in media studies by focusing researchers on
questions of social structure and ‘determinacy’ relationships while
acknowledging the diversity and 'agency' of audiences who consume
media in diverse circumstances.
Effects Theory Goes to Washington
Michele Foucault
notes that, however nobly stated, our scientific quests for truth
remain social discourses deeply embedded in the broader struggles
over social power in a politicized world. Foucault suggests that
however tempting it is to take sides in the contested discourses of
a science "drawing the line between that in a discourse which falls
under the category of scientificity or truth, and that which comes
under some other category” can be pointless. Instead he suggests
that we examine “historically how effects of truth are produced
within discourses which in themselves are neither true nor false."
(Foucault 1980). Those interested in social science must recognize
that "in societies like ours, the 'political economy' of truth … is
subject to constant economic and political incitement”, he
claimed. This statement is especially true of media effects science.
For
media effects research, the incitement began in earnest shortly
after TV’s post-war diffusion. As a commercial interest operating
within the cultural domain of socialization, children’s television
became the focal point of a protracted struggle over post-war family
values and lifestyles. Given the crucial symbolic space that
childhood occupies in western cultures, it is hardly surprising that
children’s fascination with TV was viewed with both optimism and
horror, not only by social theorists, but by the public at large (Spigel
1998).
The
public debates about children’s TV became a highly contested zone of
“social regulation” that grew ever more controversial as children’s
enthusiasm for it grew. Although the concerns were at first
wide-ranging, the press repeatedly associated media violence with
the specter of mounting juvenile delinquency and youth aggression.
Sociologists and psychologists were gradually drawn into the
controversy to add the scientific perspective on whether media
prompted anti-social behavior or act as a cathartic release? Giving
testimony at the Kefauver inquiry in 1954, Paul Lazarsfeld claimed
his agnosticism: it was too early to determine the impact of TV
violence on children because there simply wasn’t sufficient
evidence. There were no firm grounds therefore for regulation in the
public interest chimed in the increasingly profitable entertainment
industry in defense of their rights of free expression ( Murray
1995, Minow 1995).
Despite
the industries protestations, concerns about TV’s effects on the
young wouldn’t go away. Prompted by repeated instances of
spectacular youth violence (the Charles Manson killings for example)
the effects of children’s exposure to violence has become one of
the most researched issues in media studies. Anyone interested in
this field must now confront shelves of books, studies and
numerically sophisticated research reports which provide evidence
about the impact of violent entertainment on children’s learning of
aggressive and anti-social behavior from film and TV.
In
spite of numerous scientific panels and hundred’s of scientific
papers, there is no definitive account about how viewing violence
impacts on children. This substantial literature remains as
conflicted as it is tentative, concluding that heavy consumption of
media violence can contribute to aggression in some circumstances
(Comstock et. al 1972, NIMH 1982). Although the effects are
generally considered to be small and difficult to specify,
psychologists and health professionals suggest the evidence shows
that in some circumstances heavy viewers can become more aggressive
because of their consumption of violent entertainment (Huston et.
al. 1992; American Academy of Pediatrics 2001, American
Psychological Association 2001). But these conclusions have been
critiqued by other social scientists who point out that the size of
the effects found were often too small and the designs too flimsy to
be scientifically convincing. (McGuire 1986, Freedman 1984, Wober
1988, Durkin 1995, Fowles 1999, Goldstein 1998). As Tony Reichardt
(2003) writing in Nature recently asked: “So who is right? The
answer is far from clear, partly because the two sides are engaged
in a war of words that can be as combative as some of the games
being studied”.
War and Peace in the Hallowed Halls
Indeed, Raymond
Williams’ call for a unified cultural science of audiences seems
long forgotten now, as the rift between humanist and social science
approaches gradually escalated into a fire-fight about violent
entertainment’s contribution to youth aggression and crime.
Particularly after the brutal Jamie
Bulger killing, British media studies scholars voiced ever stronger
opposition to what seemed to be the psychologists’ overly hasty
blaming of the media for child slayings and murders. A group of
media scholars published a collection of essays which challenged the
validity of the scientific evidence which ‘proves’ the effects of
media violence on children, calling the public demands for
regulation of media violence unnecessary when there are no ‘ill
effects’ of media violence. Popular entertainment has never been
shown to be harmful to children they argued. Noting a number of
critiques of media effects research they argued that the
psychologists calls for regulation are not only ‘false and
misleading’ but also “daft” and “mischievous”. Their claims are
false because there is “no such thing as violence in the media’
which can have either harmful or beneficial effects” in the first
place. Mischievous because the ‘alarmism’ precipitated by “effects
science” contributes to public censorship of children’s pleasures.
(Barker and Petley: Ill Effects 1997/ 2002).
Increasingly British media scholars dismissed
the whole body of American media effects research for its
quantitative methodology which seemed to ignore the fact that
children are active and savvy audiences who can tell the difference
between fictional violence and reality. As David Buckingham
claimed: “Within Cultural Studies, there is a long tradition of
damning this work, not just as positivist and empiricist, but also
for conceiving of children (and audiences generally) as merely
passive victims of the media.” Buckingham (2001) feels that the
“denial of children’s agency at the heart of this approach” explains
why psychologists attempts to substantiate powerful media effects
have largely been unsubstantiated and why their claims about media
effects must be criticized.
Effects Research Goes to Washington
During the 1980’s
and 1990’s
the popularity of realistic fighting, combat and
shooting video games
added fuel to the public concerns with violent entertainment
(Murray 1995).
Coming off a period of Reaganite deregulation, the
media industries mobilized against the mounting pressure from
legislators. Rallying behind the twin flags of freedom of expression
and corporate responsibility the fast growing gaming industry
launched a self-regulatory code in 1994 launching the ESRB under the
auspices of the ISDA to classify each game according to their
content. The industry agreed to display the codes and descriptors as
product warnings and parental advisories in accordance with the
public interest in helping parents make informed decisions about
what games were appropriate for various age groups. (www.ESRB.com )
Yet after a
particularly nasty school massacre at Jonesboro the debate about
media violence and its impact on young people spilled into the media
again. On the news children’s advocates were blaming drugs,
parents, families teachers and of course video games for the rise of
school shootings. Perhaps not coincidentally Jonesboro was also the
place where Dr. Dave Grossman, author of On Killing (1995)
and a leading critic of the media industries, had retired. Grossman
had been a lieutenant colonel who had built a career figuring out
how to train soldiers to kill. As a retired US army officer,
Grossman seems well positioned to comment on the similarity between
the tactics used in the army to train soldiers and the use of
violent video games among children today. The US military has long
used simulation training for its soldiers because the “repetition
and desensitization” of simulated killing influences the kill rates
(the actual percentage of soldiers that will pull the trigger in
real life combat). Recently he has become a leading US advocate of
media regulation arguing that “the main concern is that these
violent video games are providing military quality training to
children”. Like the training of these soldiers, Grossman believes
that violent video games may have a similar effect on young people
who play them a lot, not because they create models or templates for
children’s behaviour, but because they help break down the
psychological barriers that prevent killing: “children don’t
naturally kill; they learn it from violence in the home and…from
violence as entertainment in television, movies and interactive
video games”. The self-regulatory code didn’t seem to be very
effective claimed Grossman who set out to persuade Americans that it
was time to do something about the ‘virus of violence’ infecting
America (Grossman and DeGaetano1999).
The
following years slayings at Columbine high school where Harris and
Klebold’s fascination with playing Doom were well publicized,
provoked renewed calls from politicians to regulate video games in
a manner similar to film and TV. The
newer video games like Street Fighter, Mortal Kombat
and Doom involve realistic and graphic representations of
killing, while positioning players as active rather than voyeuristic
perpetrators of virtual violence, claimed the psychological critics
(Funk 1996, Dill and Dill 1998, Anderson and Bushman 2001).
Congress (1999) was prodded by this growing public anxiety about
playground shootings to once again hold hearings on the gaming
industry. At these proceedings, David Grossman expressed his strong
views to the committee based on his simulation training (he is in
fact not a researcher). Psychologists Anderson and Funk also
summarized their views of the scientific evidence supporting the
concern that violent entertainment contributed to aggressive and
anti-social behavior. On the other side, ISDA president Doug
Lowenstein and psychologist Jeffrey Goldstein both explained that
there was in fact very little empirical evidence that indicated that
video games harmed children. The battle lines within the effects
research camp were drawn around what the empirical evidence implied.
Also
headed to Washington to testify, cultural studies scholar Henry
Jenkins feared that the scientific debate had turned into a witch
hunt which served only to intensify the surveillance and control of
children. Jenkins articulated for the committee the cultural studies
scholars view that the social scientific evidence was not
consistent enough to warrant regulation. Effects researchers who
study of media violence in laboratories by counting how many times a
child hits a Bobo doll, were overstating their case he claimed.
Moreover children’s play, and game play
particularly, is complex: children don’t make literal sense of the
violence in their video games. Children know that video games are
simply environments for playful exploration of a sometimes difficult
‘adult’ world. They choose to watch horror films or play violent
video games for many reasons including the potential to fantasize
‘empowerment’ and transgression’ and to experience ‘intensified
emotions’ which help them cope with the confusions of grown up
world. Unfortunately, explained Jenkins, to a reporter afterward:
"In the
case of Harris and Klebold they drew into their world the darkest,
most alienated, most brutal images available to them and they turned
those images into the vehicle of their personal demons."
Still,
is it not far better to recognize that the roots of
their pathology lies with dysfunctional families, drugs and
impoverished communities, and not with the media content.
Eliminating violence from the
screens will therefore have absolutely no impact on aggressive and
antisocial behavior, he argued. And for all the public hand wringing
about the industries marketing of violent video games to children
(FTC 2000), there is still no federal legislation (Kline 2001).
Effects Theory Goes to Court
The
diverging visions of humanist and social scientific media scholars
were again mustered when a legal battle broke out over a St. Louis
ordinance which would restrict the sale of violent video games to
children based on the age related criteria developed by the ESRB. A
similar ordinance had recently been defeated by the ISDA
(Independent Software Developers Association) in Minneapolis on
censorship grounds so alarm bells rang through the industry when
Judge Lindbaugh ruled that even if local ordinance infringe on the
free speech rights, these rights must be weighed against the
interests of parents who wished to control their children’s media
use. St. Louis County counselor Michael Shuman told a newspaper
reporter ''It drives these people crazy that Judge Limbaugh thought
these games are not protected by the First Amendment,'' in isolation
of the “right of the parent to make decisions for their kids?'' (Jurowitz
2002). Needless to say, the ISDA launched an appeal of this decision
and the case became a minor ‘cause celeb’.
The
industry’s appeal was supported by Marjorie Heins, the director of
the Free Expression Policy Project representing the anti-censorship
lobby. But perhaps more at issue from an effects researchers point
of view is that this court case was also given the willingly
assistance of 33 academic Amici Curiae – including prominent media
studies scholars Henry Jenkins, Jib Fowles, Todd Gitlin,
Martin Barker
and David Buckingham – who have taken up the cudgel, not only
against the effects scientists, but also local elected officials who
decided to regulate the sale of violent games to children according
to the ESRB age ratings developed by the industry. As ‘friends of
the court’ the Amici Curiae’s brief claims that the St. Louis
regulations arise from “commonly held but mistaken beliefs about a
proven causative link between violent entertainment and violent
behavior to uphold a censorship law.”
In
their brief they advise the court not to
accept that the ‘effects hypothesis is proven’ on the basis of
psychologist Dr. Craig Anderson’s (2000, 2001, 2002) expert
testimony that "there is a causal connection between
viewing violent movies and TV programs and violent acts" and that
video games "provide a complete learning environment for
aggression." They condemn the body of
evidence gathered by effects research over the years citing
reviews of this literature by Jeffrey Goldstein, Kevin Durkin, Mark
Griffiths, Mallory Wober and Jonathon Freedman which they believe
will “assist the court in understanding the media effects debate”.
The Amici’s contention is that psychological researchers like
Anderson have no proof that violent entertainment “causes – or is
even a risk factor for actual violent behavior”. All
this research actually indicates, they claim is that “researchers
who attempt to reduce the myriad effects of art and entertainment to
numerical measurements and artificial laboratory experiments are not
likely to yield useful insights about the way that viewers actually
use popular culture".
The Question of Proof
For those who have
not, or will not wade through the literature this brief builds on,
the following discussion adds a crypto-cultural sciences
perspective to the scientific objections raised by the Amici’s
intervention in this longstanding legal battle over what cultural
products children should have access to in the media marketplace.
Given their opposition to positivism and quantitative methods
generally, what first seems curious is that the Amici’s brief
relies so heavily on the arguments of ‘behavioralist’ commentaries
on the empirical evidence.
Much of what these
critics have to say about the inconsistent frameworks, dubious
findings and design short-comings of the experimental literature on
video gaming, is cogent. The early experimental studies conducted in
labs and lecture halls with psychology students are particularly
problematic: In these studies the operationalization of violent
content is crude and of aggressive behavior often confusing.
Moreover, at least half of the 25 + studies, are out of date:
experimental comparisons of playing Space Invaders for 10 minutes
can provide no insight into the consequences of playing Quake for
25 hours a week. The indicators of aggressive consequences are
inconsistent, including hitting and fighting, verbal taunts,
feelings of hostility, moral judgments of others behaviour, as well
as playful enactments of conflict? Moreover, a 10 minute exposure
to a space invaders game or a questionnaire conducted in a lecture
halls provide limited understanding of the complex processes of
internalizing representations of imaginary conflict in video games.
Even supportive readers of this literature would probably agree that
the evidence has not provided convincing proof of the ‘causal
hypothesis’.
So far
Griffiths sums up the empirical record best stating flatly that “all
the published studies on video game violence have methodological
problems and only include possible short-term measures of aggressive
consequences” (Griffiths 1997). Other reviewers are equally scathing
about the design and measurement issues plaguing experimental video
game research (Durkin 1995, Goldstein 1999, 2002, Griffiths
1997). Since male aggression is so deeply embedded in our
contemporary culture, Goldstein (1998, 1999) suggests there is no
reliable finding beyond the male fascination with human conflict and
combat: what these positive results actually show is that boys enjoy
playing out their action adventure fantasies. And Goldstein is
right that it would take evidence gathered not in the lab, but in
longitudinal studies to sort out the causal links between aggressive
predisposition, interest in violent games, or gamers experience of
playing them over time. The limitations of these study designs means
that our understanding of causal links between game play and
aggression is debatable: but one wonders why they are being tallied
as failed tests of the causal hypothesis.
To agree that there
are severe limitations of research design in the experimental
literature is not tantamount to confirming that psychological
research reveals “absolutely nothing” about children’s use of
violent video games. Goldstein (2002) criticizes the video game
research literature for at best demonstrating that video games only
influence the way children talk and play together aggressively.
Griffiths similarly finds that “one consistent finding is that the
majority of the studies on very young children – as opposed to those
in their teens upwards-tend to show that children do become more
aggressive after either playing or watching a violent video game”
when the research observes children’s ‘free play’. In short, the Amici’s behavioral critics imply that there is evidence of influence
of violent entertainment on children’s play, attitudes and skills,
but this evidence of ‘effects’ does not constitute in their mind
solid evidence of aggression.
Beyond Generalization
Because the study of
video games is relatively new, the Amici’s brief does not confine
its criticisms to the video game literature claiming that there is
insufficient scientific proof that violent entertainment has any
harmful effects either. The brief cites Jonathon Freedman’s (2002)
recent substantial and complex book length assessment of the
television literature to dispute Anderson’s claim that there is
proven “causal link” between violent entertainment and aggression.
Although Freedman agrees that there is some evidence suggesting a
relationship exists between preferences for and exposure to violent
entertainment and aggressive and anti-social behavior, he argues
that on close examination the evidence is exaggerated and
inconsistent. He notes that in many cases the statistical
significances are “vanishingly” small and that the measures of
aggression so badly defined that they include play, feelings of
hostility, or willingness to hurt, all which he considers “dubious”
indicators of a direct causal hypothesis. Although he acknowledges
there is some evidence of effects, Freedman points out at best
surveys can account for only 10% of the variance of aggressive
behavior, which he considers rather unimportant, compared with other
determinants.
Since
the Amici exhibit a badly disguised antipathy to the use of
probability statistics in the empirical sciences stating that
“significant” does not mean ‘important’. It means simply ‘not likely
to happen by chance.’ Since the meaning of statistical inference is
raised by the Amici it may be useful to put Freedman’s debate about
‘variance explained’ in a population statistics perspective. For
example the Youth Risk Behavior Surveillance data for 2001 of over
13000 teenagers finds that 33 % report getting in a fight during the
last year. Since 16% of the US population of 276 million is between
12-20 we can estimate that .16 x .33 x 276 = 14, 572, 800 fights
take place each year. Using Freedman’s estimate that 10% of those
fights can be accounted for by the statistical relationship between
violent media consumption and aggression, we can estimate that about
1.45 million more fights take place every year than would happen by
chance, or for other reasons.
Freedman’s
review is too complex to contest in more detail here. But I find
the applicability of his work to the video games debate marginal for
three reasons: First he simply does not address differences between
playing games and watching narratives which means that experiential
differences in modes of engagement with meaning making (implied in
an ‘active audience’ model) need to be taken into account (Dill and
Dill 1998, Kline 2001). Secondly, by applying behaviorist rules of
evidence to the media effects literature,
Freedman excludes all evidence which does not prove a significant
direct effect on real aggression. Applying this behavioral
yardstick to experiments, surveys and longitudinal research, he
blithely dismisses all kinds of evidence of media influences on
intervening variables such as perceptions, learning, attitudes, peer
relations, feelings or play, because they fail to confirm the
‘causal hypothesis’. But most importantly, his study is well
past its best-by date: there have been a growing number of well
designed longitudinal studies (by everyone’s admission the most
suited for establishing how significant the contribution of media
violence to aggressiveness) which have provided compelling
findings. (Johnson et al. 2002, Anderson. D et al, 2001, Huesmann
et al. 2003, Endstad and Torgersen 2003). Johnson et al. (2002) for
example, report that even after controlling for other factors known
to contribute to aggressiveness in young people “like childhood
neglect, growing up in an unsafe neighborhood, low family income,
low parental education and psychiatric disorders” there remain
“significant associations between television viewing during early
adolescence and subsequent aggressive acts against other persons”
later in life. Their data show for example that young boys who watch
more television are particularly at risk for aggressive behavior
media: whereas 45% of the boys who watched television more than 3
hours per day at age 14, subsequently committed aggressive acts
involving others, only 8.9%, who watched television less than an
hour a day were aggressive later in life.
Whose causal hypothesis anyway?
One of the
favorite tropes in the attack on effects research is that an impact
of media violence on aggressive play, attitudes, bullying, or
hostile thoughts and feelings are not considered valid indicators
of real aggression. This argument manifests itself in a persistent
maligning of the 1963 Bobo doll experiments conducted by Albert
Bandura. Freedman and Goldstein both discount this piece of
research, claiming that in spite of impressively clear findings, the
study provides no ‘proof’ that media violence causes aggression,
because ‘hitting’ a Bobo doll cannot be considered an aggressive
act. This
insistence on a behavioralist test of the causal hypothesis was
invoked recently when in response to data from a recent survey of
9000 Norwegian high school students, ISDA president Doug Lowenstein
protested that evidence of a relationship between video game play
and self reports of bullying and threatening behaviors at school
could not be considered as supporting the causal hypothesis because
bullying is not aggression (Endstad and Torgerson 2003).
A less antagonistic
reading of his 1963 study however reveals that Bandura never set out
to prove the behavioralist version of the causal hypothesis.
Rather, he set out to examine whether
observational learning processes extended to modeling behavior
portrayed on television. Hitting of the Bobo doll is never
interpreted by Bandura as a measure of aggression per se, but
rather, as evidence that a child, having observed the particular
pattern of modeled behavior, incorporates that behavioral construct
into their play routines. His study indicates that they are more
likely to do so, when the behavior is modeled on television than
even in the classroom -- both by cartoon characters as well as real
ones. His conclusion states that it is hard to believe that
watching television doesn’t provide some children with an
opportunity to learn behavioral scripts from media representations
of conflict.
In his review
Griffiths (1997) is reluctant to dismiss evidence of learning: he
concludes that “the question of whether video games promote
aggressiveness cannot be answered at the present because the
available literature is relatively sparse and conflicting, and there
are many different types of video games which probably have
different effects”. It is not that there is no proof of effects, but
rather that the evidence is not yet consistent enough to know what
those effects are. Without that evidence, its better to say the case
is not closed. Yet Griffiths maintains that the research on video
games suggests that they can have both positive and negative
consequences for children’s learning: “If care is taken in the
design, and if games are put in the right context, they have the
potential to be used as training aids in classrooms and therapeutic
settings, and to provide skills in psychomotor coordination in
simulations of real life events, for example, training recruits for
the armed forces”. Pace David Grossman. Isn’t that exactly what is
meant by video games being “environments in which children can learn
about aggression”.
But Griffiths is here
making a good point. Should we believe
that playing video games in school can have positive learning
outcomes, but violent gaming at home has no negative ones? Anyone
who has talked to young gamers (as I have) will know that they do
learn about military tactics from playing games, as well as becoming
computer literate. This doesn’t mean that playing them will
ultimately make them better able to kill someone, but it does imply
there are plausible psychological explanations (identification,
aggressive cognitions) suggesting why conflict gaming influences
some children. At the moment we know very little about media’s role
in the socialization of aggression. Even the American military, who
now use combat games as part of the military recruitment, strategy
and training programs, have not conducted scientific evaluations of
their role in training soldiers (Mark Prensky 2003). But that does
not mean that they are wasting this investment. We simply don’t
know. Unfortunately, there are simply no longitudinal field
studies to reveal the part played by video gaming in the
socialization of aggressive and anti-social attitudes. And this
absence of scientific knowledge is what is being contested.
Criticizing the critics critiques
I must point out that
my methodological criticisms of the Amici brief should not be taken
as a wholesale endorsement of Anderson’s testimony. His claim that
video games provide a ‘complete’ training environment clearly
overstates what we know so far. The OED defines a science as "a
branch of study which is concerned either with a connected body of
demonstrated truths or with observed facts systematically classified
and more or less colligated by being brought under general laws and
which includes trust worthy methods for the discovery of new truths
within its own domain". The first rule underlying all scientific
discourse, like that of the courts, is empiricism: the conclusions
reached must be based on evidence established through a rigorous
process of gathering and evaluating facts systematically. On these
criteria, both lawyers and scientists would agree. But according to
this definition, scientific discourses should be disciplined by
"trustworthy methods" that help adjudicate the best explanation of
those empirical observations. In the twentieth century, those who
practiced quantitative social science established inferential
rules of evidence based on probabilistic tests of a null
hypotheses formulated by the proposition that no relationship exists
between cause and effect. These
inferential procedures used to assess a result maintain that
research can never prove a hypothesis true, but rather only convince
us to reject the ‘null hypothesis’.
Judged by Karl
Popper’s epistemological doctrine of falsifiability, Anderson’s
claim that there is already sufficient evidence to claim a ‘proof of
harm’ also does not rest, to my mind, on credible scientific
grounds. Unfortunately the Amici’s insistence that unless
experiments show that after playing a murderous video game a
significant number of children jump up and kick or hit another
child, there is no proof of a harmful effect on children’s behavior
is equally incompatible with the ‘falsifiability’ principle subsumed
in scientific rules of evidence. No experiment can ever prove media
violence effects behavior, but rather only weaken our belief that
there are no consequences from persistent exposure to media
violence. That is generally the conclusion reached by the American
Psychological Association in their public review of the issue
(2001).
Much of the research reviewed by the critics never
set out to test the causal hypothesis in the first place. Rather,
their purpose was to investigate to what degree and how children
learn about their conflicted social world from media. In such
research, the observation of play, peer teasing, moral judgments,
desensitization, attitudes to crime etc. can provide useful insights
into psycho-social processes. This is because, unlike the
behaviorists, most social psychologists are interested in the
learning of aggressive behavior as meaningful pattern of social
action that is performed in different situations which have implicit
rules and sanctions. However allegorical, media narratives remain
one place where children can learn about the conflict world they
live in – its values and ideologies – even while playing games.
What is learned from using media will depend on children’s
disposition, patterns of use, identification with and interpretation
of the violent scenarios they encounter. Moreover, there are many
factors besides media, which contribute to children’s learning about
and performance of anti-social behavior:
Personal
experience, peer relations, identification with role models,
intelligence, sex roles, and parenting styles are all documented
factors in the development of social skills and aggressive
dispositions. Given the diversity in children’s circumstances,
there is little reason to expect uniform behavioral responses
to violent entertainment among children whose circumstances and
experiences are diverse.
This is
also why most contemporary effects researchers do not predict that
a majority of children will be negatively influenced by media
violence. It is only by factoring in environmental factors
numerically that social psychological researchers have gradually
will be able to explain why not all heavy consumers of violent
entertainment grow up in some situations to be aggressive and
anti-social while non-gamers become serial killers. There are of
course many complex factors to consider not all of them predicting
the same outcome (Ehron 1997).
Rather than the causal hypothesis, the driving force behind the
risk factors approach is the quest to understand what it all
depends on. Garbarino (2001), for example has shown that
once the researcher accounts for other social context variables
which he calls “developmental assets” the media’s influence
becomes clearer. “Assets are found throughout the social ecology of
the child—family, school, neighborhood, and community. Among
asset-rich children the impact of violence is low while among
asset-poor children the rate is high: the rates are 6% for kids with
31 to 40 assets, 16% for those with 21 to 30, 35% for those with 11
to 20, and 61% for those with 0 to 10. Risk and opportunity interact
in the field of social action which is why, Garbarino says “an
accumulation-of-risk model is essential if we are to understand
where televised violence fits into the learning and demonstration of
aggressive behavior.”
The
Amici’s blurring of the arguments about the causal hypothesis and
risk factors proves extremely reductionist in my view. In a world
where multiple social determinants are mutually interacting in
highly varied circumstances we obviously want more sophisticated
diagnostic tools which can map systematically and tease out the
various factors. The risk factors model, based on epidemiology,
although not perfect, is a step in the direction of complexity. In
the history of science this distinction is akin to those between
biology and ecology in the natural sciences, or between a mechanical
Newtonian physics and systems quantum science. The tools for
assessing risks developed by epidemiology are still under
development, but it does no service to science to dismiss the
insights these scientists offer.
Clearly, the advantage of this model is that it is less concerned
with generalizing, than with understanding whether, how and why the
patterned use of media contributes to young peoples attitudes,
interactions and social behavior. It acknowledges many environmental
factors besides media that contribute to the socialization of
aggression ranging from family dysfunction to anti-bullying programs
in schools. And it is not unidirectional:
It is equally interested in both the circumstances in which an
aggressive disposition can lead some children to prefer violent
entertainment and identify with aggressive characters more as well
as why fascination with violent entertainment can teach or
consolidate anti-social attitudes and aggressive peer interactions
in some children. And it acknowledges and accounts for social
diversity recognizing the circumstances such as family mediation,
peer groups and neighborhoods can be both a precipitating or
moderating influence over the way children use and interpret media.
Learning all depends on circumstance and context, so the
consequences of heavy media use cannot be understood independently
of these contextual factors.
Conclusion
I began this argument
by claiming that scientific discourses on media and aggression have
been increasingly articulated within a context which is highly
politicized because the question lay at the centre of the children’s
cultural marketplace where state control of the potential risks of
media conflicts with the industry’s prerogatives of commercial
speech. Worried about matters of legal liability and refusing all
constraints on their rights of ‘free artistic expression’, the
gaming industry maintains that without ‘proof of harm’ the state has
no grounds for regulation of this medium of communication. This
legal doctrine, favored by private interests defending themselves in
risk controversies (i.e. tobacco, GM foods, irradiated foods),
extends what Tindale (1998:59) calls the Panglossian principle
meaning "the burden of proof is with those trying to prove that
there is a risk”.
The
Amici weighed in to the legal battle claiming that empirical
researchers have not been able to sustain broad generalizations
about the causal processes involved, so the St. Louis ordinance is
tantamount to censorship. And herein we see the hidden agenda
behind this scientific intervention: although, on the surface the
Amici’s brief challenges the evidence of a causal link, its intent
is to short-circuit precedent setting regulation of the gaming
industry in America by throwing their academic weight behind the
industries’ claim there is no proof of harm. In the process, the
more complex scientific discourses on media effects were subverted
by this battle about legal doctrines adjudicating liabilities and
responsibilities in the production and selling of cultural products
to children.
What
has been lost in this battle over the limits of scientific certainty
is the Amici’s assumption that all regulation in the children’s
cultural marketplace -- even that directed at protecting children --
is tantamount to censorship. In this sense, what purports to
be a scientific aide memoir for a judge turns out to be a political
tract defending the industry’s de-regulationist ideology. Although I
am not a constitutional lawyer, I think the assumptions implied in
this assertion bear on some very important general questions,
concerning the rights of free speech enjoyed by cultural industries
and the ambiguous status of entertainment as a cultural product. Far
from Draconian, the purpose of this legislation seems to be to
insure that parents have sufficient information about morally
controversial and potentially risky cultural products being sold to
children. The industry itself, espousing its desire to ensure
parental informed consent and responsibility, claim this is why they
created the ESRB ratings in the first place. So why are they opposed
to having these ratings mandated in a manner similar to cinema and
television?
The reason is, the
industry maintains that video games are an art form. The
anti-censorship lobby represented by Marjorie Heins of the Free
Expression Policy Project supports this claim telling reporters that
the St. Louis “legislators would like to censor violent media
content based on a notion of moral harm or moralism''. Others,
among the Amici have claimed that a ‘media panic’ about violence has
been primed by moral entrepreneurs who are opposed to violence and
sexuality in the media on taste grounds (Buckingham 2000, Davies et
al. 2001). But this obscures the status of entertainment as
commercial popular arts – that is as cultural artefact and commodity
circulated in the market to children. Even assuming the law was
intended to maintain moral and artistic taste, is there to be no
state interest in maintaining community standards in cultural
markets? Such provisions are thought to be especially important for
children 12 years and younger who for developmental reasons are not
considered adult subjects in most other nations. Difficult as they
are to administer, in Canada, as well as many European countries,
make provisions for sanctioning offensive (sexist, racist) material
in children’s cultural markets (Broadcast Standards Council) – which
could be applied to the marketing of violent games to children for
example.
The Amici also assert
that the St. Louis legislation is a censorship law. Censorship
implies a prohibition. But what St. Louis proposed was not a ban,
but a commercial ordinance which enforces the ESRB ratings system
(constructed by the gaming industry) to advise parents about the
potentially offensive content of these games.[i]
Of course, the games industry’s legal position is that their rights
to free speech are paramount and over-riding the interests of
parents and children. Their lobby group Media Coalition Inc. has
stated in opposition to the Minnesota Senate Bill: “While voluntary
ratings exist to help parents determine what is appropriate for
their children, government enforcement of existing rating system is
constitutionally impermissible”. Perhaps this is true in America,
which has not signed the UN convention on the rights of the child,
and where freedom of the press amounts to constitutional dogma
demanding absolute proof of harm under the Ginsberg test. But
elsewhere mandated warning labels for risky consumer goods
(cigarettes, peanuts, GM foods) have been based on the precautionary
principle. The principle establishes that even without proof of
harm, warning labels are justified as a right of consumers to have a
reasonable knowledge about risks associated with the products they
use. In short if the intent of the law, is not to regulate morality
or even control risks, but to help parents make appropriate choices
about the games they or their children purchase, how is it
censorship?
So was the actual
intent of the legislation to censor taste and values, or to regulate
a medium because of health and safety risks? If the former, then
why is there a need to prove harm? And if the later, then why is a
precautionary principle (as suggested by the Surgeon General) not
the better policy framework to apply? The dual status of cultural
products – as speech acts and as commodities exchanged in the market
is the key to the underlying legal ambiguity. In many countries, the
precautionary principle has been extended to cultural goods, such as
film and TV, because these states feel that mandated product
advisories, as applied to the movie, video and television
industries, help parents take responsibility for their children’s
media use. In the USA, similar product warning systems have been
recently implemented technologically on television by the V-chip.
Perhaps that is why Judge Lindbaugh found the limit on commercial
speech acceptable. So why should cultural products like video games
(and the internet) be exempted from this established principle of
mandated product advisories?
While preparing this
response, I have been corresponding with the Amici through Marjorie
Heins. Her response to my explication of the risk factors model
indicates that convergence is possible on many of the methodological
issues dividing audience research. Acknowledging that “media
messages have a powerful impact” lawyer Heins maintains that it is
still too “difficult to generalize about - no less quantify - these
effects; that is the essential point of the brief - particularly
when the subject under examination is something as broad and vague
and varying in its context as "media violence". But she also
concedes that there are other ways of evaluating the body of
evidence: “As you say, the more sophisticated contemporary debates
about media effects don't talk in terms of "direct causes of
aggressive behaviour. But this brief wasn't responding to that more
nuanced debate; it was responding to claims made by scholars such as
Craig Anderson and relied upon by political bodies such as the St.
Louis County Council, that speak very much in terms of direct
causes.”
I point
this out here to help put the arguments about the scientific
evidence of a causal link in the context of the legal doctrines
impinging on state regulation of cultural markets in a society where
values and community standards are diverse and constantly changing.
In the heat of a legal battle, both sides seem to have stretched
their scientific credibility by making sweeping declarations about
this limited body of scientific research.
In the absence of sound empirical research, the industry’s demand
for proof of a ‘direct causal relationship’ sets an impossibly high
bar for demonstrating there are risks associated with long term
media consumption while discarding all evidence that children can
learn about aggression from media. In response the researchers
overstate their case about learning and exaggerate what we actually
understand of this complex phenomenon. The net effect is a
lot of rhetoric obfuscating the policy debates about the risks
encountered in cultural markets behind a smokescreen of scientific
uncertainty.
In my critique I have
been careful not to side with the claims of Dr. Anderson. I
personally find the scientific interpretation offered by the U.S.
Surgeon General (2001) in a recent report on youth aggression the
most thoughtful account to date on the issues of media and
aggression. This report suggests that video games can be a risk
factor, if a not a cause, which in addition to and interacting
with many other social factors contributes to socialization of
aggression:
“Unlike
earlier Federal research reports on media violence and youth
(National Institute of Mental Health, 1982; U.S. Surgeon General's
Scientific Advisory Committee on Television and Social Behavior,
1972), this discussion takes place within a broader examination of
the causes and prevention of youth violence. This context is vital.
It permits media violence to be regarded as one of many complex
influences on the behavior of America's children and young people.
It also suggests that multilayered solutions are needed to address
aggressive and violent behavior."
The
Surgeon General’s media risk model does not predict that young
people will uniformly commit aggressive acts immediately after
watching because media effects interact with other risk factors
experienced within peer groups, schools, families, communities.
Weighing up the available evidence according to well established
epidemiological criteria for studying causality in multiple and
interacting determinacy relations (Bradford-Hill 1965), he
recommends a precautionary rather than panglossian
principle stating that "Research to date justifies sustained
efforts to curb the adverse effects of media violence on youths.
Although our knowledge is incomplete, it is sufficient to develop a
coherent public health approach to violence prevention that builds
upon what is known, even as more research is under way.”
It is
interesting to note, than in a recent review of a similarly
controversial literature – the effects of food marketing on
children’s diet and obesity, that a very similar conclusion was
reached. Applying the risk model to a equally complex influence
process the review concludes that “promotion is just one part of the
complex process of marketing and that measuring its effects on
consumer behaviour (and disentangling these from other influences)
is notoriously difficult.” Yet reviewing the field of alcohol and
tobacco promotion they maintain that although “hard and fast proof
about promotional effects will never emerge” that in the case of
tobacco promotion “judgements have to be made on the balance of
probabilities” . Noting a “clear link between television viewing and
diet, obesity and cholesterol levels” the conclude that the
literature “does suggest food promotion is influencing children’s
diet in a number of ways”. The researchers are careful note that the
research is complex and inconsistent stating that “incontrovertible
proof simply isn’t attainable”. Yet they report concludes that
“Nonetheless, many studies have found clear effects and they have
used sophisticated methodologies that make it possible to determine
that 1) these effects are not just due to chance; ii) they are
independent of other factors that may influence diet, such as
parents’ eating habits or attitudes; and iii) they occur at a brand
and category level.”
This is
not to say there is no room for healthy scientific debate about
risks associated with media whether it be violence or obesity: but
perhaps once we acknowledge that there is a complex relationship
between media violence and aggression, researchers get on with
diagnosing the reasons for this relationship, its magnitude, its
implications and what we can do about it. It is true we don’t know
very much about the role that violent video games play in the
socialization of aggression. We know that young males prefer violent
games and play them more. We also know that some gain a sense of
power and standing in the peer groups from their skill in gaming. We
know that games can teach, and that they seem to be an important
part of some youthful male peer groups. But we don’t know what those
drawn to these agonic experiences actually learn in their play. The
Amici speculate that gaming’s transgressive experiences can have a
cathartic effect by providing a harmless outlet for fantasy offering
children a coping mechanism for dealing with youthful frustration
and anomie. Grossman speculates
alternatively that heavy players will become desensitized by the
repeated experiences of killing, and more skilled in the strategies
of hunt and shoot. Others believe that games can in some
instances habituate players to the affect of killing or reinforce
pathological fascinations with conflict and death.
We simply don’t know very much about the
part played by violent and transgressive gaming and gamer cultures
in the socialization of aggression.
Being a researcher
rather than a lawyer, I can only point out that the Amici’s
arguments about this policy issue are framed by distinctly American
legal doctrine. In Canada for example, mandating a ratings system is
a legal constitutional restraint on commercial speech under certain
circumstances. The Supreme Court has already ruled that freedom of
commercial speech is a right which must be weighed against the
state’s interest in the socialization of the children under thirteen
years of age. But when the British Columbia government passed a law
extending the film classification act to video games, the ISDA came
to Canada protesting they were being censored. The export of
American legal doctrine in global cultural markets is a form of
cultural imperialism, that I for one, find as offensive as the rifle
associations lobby against Canadian gun control laws. But our
constitution embodies different legal doctrine.
One of
the most intellectually paralyzing assumptions of the Amici’s brief
is that violence has always been with us throughout history and is
so pervasive in our culture that there is nothing we can do about
it. A recent natural experiment conducted by Tom Robinson in San
Jose suggests otherwise. Robinson (2001, 2000) reasoned that if the
amount of media use really is a factor in the violence effect
(because of increased exposure) then reducing that media consumption
should reduce the risk. He tested this causal hypothesis finding
that schools that participated in the media education program not
only reduced their media consumption by 25% but also enjoyed in a
significant reduction in playground aggression and had more children
with a lower rate of increase of body fat. I have replicated
Robinson’s finding (Kline 2003). This is the contribution that
cultural science of audiences can make to the debate.
But
without a more complex and robust study of processes involved
in learned aggressiveness (i.e.
identification with aggressors; peer relations and lack of social
skills) we will never be able to understand the long term
contribution of these meaningful agonic experiences to social
cognitions, peer relations, moral thinking and masculine
identities. Isn’t it time the industry put some of the money it
devotes to court battles, into finding out?
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[i]
St.
Louis County defends the Ordinance on multiple grounds. First,
they argue that video
games do not contain sufficient expressive elements to put them
within the protection of the First Amendment. Second, it asserts
that assuming graphically violent video games contain some
expressive elements to place purveying them within the First
Amendment, they do so only as to adults, and not to minors,
because the video games are obscene as to minors. Third, the
County asserts that it has very compelling grounds to regulate
the purveying to minors of graphically violent video games, and
the Ordinance is the least restrictive means available. Fourth,
the County urges the Court not to judge the purveying of
graphically violent video games as a content-based restriction,
but rather, urges the Court to observe that purveying the games
is so far down the range of protected speech that, like
sexually-explicit, non-obscene speech, the regulations should be
treated as though content-neutral. Finally, the County argues
that the Ordinance is anything but vague.
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