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Chronic Violent Video Game Exposure and Desensitization to Violence

Chronic Violent Video Game Exposure and Desensitization to Violence
Chronic Violent Video Game Exposure and Desensitization to Violence

Chronic violent video game exposure and desensitization to violence:

Behavioral and event-related brain potential data ?

Bruce D. Bartholow a,¤, Brad J. Bushman b,c , Marc A. Sestir d

a

Department of Psychological Sciences, University of Missouri-Columbia, USA

b

Institute for Social Research, University of Michigan, USA

c

Vrije Universiteit, Amsterdam, The Netherlands

d

Department of Psychology, University of North Carolina at Chapel Hill, USA

Received 21 April 2005; revised 26 July 2005

Available online 7 October 2005

Abstract

Numerous studies have shown that exposure to media violence increases aggression, though the mechanisms of this e V ect have remained elusive. One theory posits that repeated exposure to media violence desensitizes viewers to real world violence, increasing aggression by blunting aversive reactions to violence and removing normal inhibitions against aggression. Theoretically, violence desensi-tization should be re X ected in the amplitude of the P300 component of the event-related brain potential (ERP), which has been associated with activation of the aversive motivational system. In the current study, violent images elicited reduced P300 amplitudes among violent,as compared to nonviolent video game players. Additionally, this reduced brain response predicted increased aggressive behavior in a later task. Moreover, these e V ects held after controlling for individual di V erences in trait aggressiveness. These data are the W rst to link media violence exposure and aggressive behavior to brain processes hypothetically associated with desensitization.? 2005 Elsevier Inc. All rights reserved.

Keywords:Aggression; Desensitization; Violent media; Event-related potential ERP; Habituation; P300; Brain; Video games

Introduction

Most people naturally have aversive reactions to the sight of blood and gore. Some people (e.g., soldiers, sur-geons) must overcome these reactions in order to e V ectively perform their duties. This example illustrates the process of desensitization, de W ned as diminished psychological or emotional responsiveness to a stimulus after repeated expo-sure to it (see Wolpe, 1982). Desensitization can be adaptive because it enables people to ignore irrelevant information and focus instead on relevant information. For most peo-

ple, however, becoming desensitized to blood and gore can have deleterious social consequences, such as reducing inhi-bitions against behaving aggressively.

Hundreds of studies have shown that exposure to media violence increases aggression (see Anderson & B ushman,2001; Anderson et al., 2003). Media violence is believed to increase aggression, at least in part, by desensitizing viewers to the e V ects of real violence (e.g., Gri Y ths & Shuckford,1989; Smith & Donnerstein, 1998). Media violence initially produces fear, disgust, and other avoidance-related motiva-tional states (Cantor, 1998). Repeated exposure to media violence, however, reduces its psychological impact and eventually produces aggressive approach-related motivational states (Cline, Croft, & Courrier, 1973; Linz,Donnerstein, & Adams, 1989), theoretically leading to sta-ble increases in aggression.

Extant research on media violence desensitization has been limited in a number of respects. For example, although

?

We thank Bill Gehring and Johan Hoorn for their helpful comments on an earlier version of this article. Portions of this work were presented at the 2005 annual meeting of the Society for Personality and Social Psychology.*

Corresponding author. Fax: +1 573 882 7710.

E-mail address: BartholowB@https://www.sodocs.net/doc/264405391.html, (B.D. Bartholow).

B.D. Bartholow et al. / Journal of Experimental Social Psychology 42 (2006) 532–539533

desensitization is believed to have both cognitive and emo-tional components (see Funk, Bechtoldt-Baldacci, Pasold, & Baumgartner, 2004), most research has focused only on the emotional component (see Smith & Donnerstein, 1998). Additionally, very few studies to date have examined how repeated exposure to media violence a V ects brain processes (but see Kronenberger et al., 2005), and no studies have examined potential links between physiological indices of desensitization and aggressive behavior. Strong support for the desensitization account of media violence e V ects will be indicated only if processes associated with desensitization can be linked to increases in aggressive behavior.

Theoretically, desensitization should be re X ected in the amplitude of the P300 component of the event-related brain potential (ERP). ERPs are voltage de X ections in the electroencephalogram (EEG) that re X ect the engagement of various information processing activities in the brain (see Fabiani, Gratton, & Coles, 2000). The amplitude of the P300 component of the ERP, often associated with working memory updating (Donchin & Coles, 1988), also has been shown to re X ect the extent of evaluative categorization dur-ing processing of a V ective or emotionally relevant stimuli (e.g., Cacioppo, Crites, B erntson, & Coles, 1993; Ito, Larsen, Smith, & Cacioppo, 1998b). Large P300 amplitudes are elicited over midline parietal scalp regions by stimuli that are evaluatively inconsistent with a preceding context (artholow, Fabiani, Gratton, & B ettencourt, 2001; Cacioppo et al., 1993; Ito et al., 1998b). For example, infre-quent negative target images presented in a context of frequently presented neutral images elicit large P300s (Ito et al., 1998b). It follows, then, that violent images presented in a context of neutral images should also elicit large P300s. To the extent that an individual is desensitized to violence, however, the P300 elicited by violent images should be reduced. Moreover, to the extent that a P300 reduction re X ects motivational processes associated with desensitiza-tion to violence, the P300 reduction should be restricted to evaluative categorization of violent images and not to nega-tive images more generally.

Furthermore, if desensitization helps to explain the link between media violence and aggression, and if electrocorti-cal responses to violent stimuli re X ect desensitization, then decreases in P300 amplitude to violent images should be associated with increases in aggression. A number of stud-ies have shown that the P300 elicited by negative informa-tion re X ects activation of the aversive/withdrawal motivational system (e.g., Cacioppo, Crites, Gardner, & Berntson, 1994; Ito et al., 1998b). Given that aggression is incompatible with withdrawal motivation (see Harmon-Jones, 2003), and that desensitization theoretically weakens the aversive motivation system pertaining to violence (Cantor, 1998; Funk et al., 2004), there should be an inverse relationship between P300 amplitudes elicited by violent stimuli and indices of aggressive behavior.

Critics of the link between media violence and increased aggression often claim that media violence exposure e V ects are spurious, masking the e V ect of some unmeasured third variable such as aggressive personality (Freedman, 2002). In other words, aggressive individuals are simply drawn to violent media. If this hypothesis is correct, controlling for individual di V erences in aggressive disposition should elim-inate or signi W cantly reduce the e V ects of exposure to media violence on relevant outcomes. Critics also argue that labo-ratory experiments showing increased aggression following violent media exposure simply re X ect a priming e V ect, likely lasting only a few minutes, which does not carry over into the “real world” (e.g., Fowles, 1999; Freedman, 1984). The desensitization account is at odds with both of these alter-native interpretations, predicting that media violence expo-sure leads people to aggress (not that aggressive people seek out violent media) and that repeated exposure has lasting deleterious consequences. The current study tests these competing interpretations.

In this study, violent and nonviolent video game players completed a visual oddball task in which neutral, violent, and negative nonviolent target images were presented in a neutral image context while ERPs were recorded. Later, participants engaged in a competitive task during which they could blast another “participant” with loud noise; this task was used to measure aggression. We predicted that violent video game players would show de W cits in P300 amplitude to violent images, but not to negative nonviolent images, relative to nonviolent game players. We further pre-dicted that violent game players would behave more aggressively in the competitive task, and that P300 ampli-tudes to violent (but not nonviolent) images would be inversely related to aggressive behavior. Finally, we pre-dicted that these e V ects would remain when individual di V erences in aggressiveness were statistically controlled. Method

Participants

Thirty-nine healthy, male undergraduates (mean age D19.5), all right-handed with normal or corrected-to-normal vision, volunteered in exchange for course credit. Participants were recruited using an internet-based experi-ment sign-up procedure advertising a study on “the e V ects of picture viewing on reaction times.”

Measures

Video game violence exposure

As in previous research (Anderson & Dill, 2000;

B artholow, Sestir, & Davis, in press), participants com-pleted a questionnaire in which they listed their W ve favorite video games and then rated each game, on scales anchored at 1 and 7, in terms of how often they play the game and the violence of the game’s content and graphics. For each game, we multiplied the sum of the violent content and vio-lent graphics ratings by the “how-often” rating. These W ve scores were averaged to form an overall index of video game violence exposure ( D.82). For descriptive purposes,

534 B.D. Bartholow et al. / Journal of Experimental Social Psychology 42 (2006) 532–539

we refer to individuals with relatively high scores on this

measure as violent video game players, and those who

received relatively low scores as nonviolent video game players. However, participants were not dichotomized into

these categories for analyses.

Trait aggressiveness

Individual di V erences in aggressiveness were assessed

using the Irritability Scale (30 items; D.87; Caprara et al., 1985) and the Aggression Questionnaire (29 items; D.88;

B uss & Perry, 1992). The Irritability Scale contains items

such as, “I easily X y o V the handle with those who don’t lis-

ten or understand.” Responses were made on scales anchored at 1 (This doesn’t characterize me at all) and 5

(This characterizes me very well). The Aggression Question-

naire (AQ) contains 4 subscales, labeled Physical Aggres-

sion (9 items; D.78; e.g., “If somebody hits me, I hit back”); Verbal Aggression (5 items; D.85; e.g., “I can’t

help getting into arguments when people disagree with

me”); Anger (7 items; D.84; e.g., “Some of my friends

think I’m a hot-head”); and Hostility (8 items; D.77; e.g.,“At times I feel I have gotten a raw deal out of life”).

Responses were made on scales anchored at 1 (Extremely

uncharacteristic of me) and 6 (Extremely characteristic of

me). High scores on these measures are considered reliable

and valid self-report indices of trait aggressiveness (e.g.,

Bushman & Wells, 1998; Caprara et al., 1985; Harris, 1996). Aggressive behavior

Participants were led to believe that they were competing

against another participant (the ostensible partner) in a reaction time task to see who could press a button faster

following an auditory tone. They were further told that the

slower person on a given trial would receive a blast of noise

through a pair of headphones, the intensity and duration of which were set by the other person prior to that trial. At the

end of each trial, the participant saw a message stating

either “YOU WON!” or “YOU LOST!” and received a

noise blast on losing trials. Noise intensities ranged from 60 decibels (level 1) to 105 decibels (level 10). A nonaggressive

no-noise setting (level 0) was also o V ered. In addition to set-

ting the intensity, the winner also determined the duration

of the loser’s su V ering using a noise duration setting rang-ing from 0.25s (level 1) to 2.5s (level 10). In e V ect, each par-

ticipant controlled a weapon that could be used to blast the

other person with loud noise on winning trials. Aggression

was de W ned as the average intensity and duration of noise (standardized and summed) that the participant set for the

ostensible partner over the 25 trials of the task.

Actually, there was no partner—the computer controlled

trial wins and losses as well as noise intensities and dura-tions ostensibly set by the partner. The participant lost the W rst trial, and half of the remaining 24 trials in a random pattern, with intensity levels varying randomly between lev-

els 2 and 9. Duration levels varied randomly between 0.5 and 2.0s. Previous research has established the validity and reliability of this widely used aggression measure (e.g.,B ernstein, Richardson, & Hammock, 1987; Giancola & Zeichner, 1995), and we have used it successfully in many of our previous studies (e.g., B artholow & Anderson, 2002; Bartholow et al., in press; Bushman, 1995).

Electrophysiological recording

The EEG was recorded from 28 electrodes W xed in an electrode cap (Electro-cap International, Eaton, OH) at standard scalp locations. All EEG electrodes were refer-enced online to the right mastoid (an average mastoid refer-ence was derived o Z ine). EEG was continuously recorded and stimulus-locked ERP epochs of 1400ms were derived o Z ine (referenced to 200ms pre-stimulus baseline). EEG was ampli W ed with a Neuroscan Synamps ampli W er and W ltered on-line at 0.05–30Hz at a sampling rate of 250Hz. Impedance was kept below 5k . Ocular artifacts (blinks) were removed from the EEG using a regression-based pro-

cedure (Semlitsch, Anderer, Schuster, & Presslich, 1986). Trials containing voltage de X ections of §75 microvolts ( V) after ocular artifact removal were rejected prior to averaging. O V-line averages were derived according to par-ticipant, electrode, and stimulus conditions, and low-pass W ltered at 12Hz (12dB roll-o V).1 Initial inspection of the waveforms con W rmed that the P300 was largest at the mid-line parietal (Pz) electrode site. Therefore, for each partici-pant, the P300 was identi W ed by selecting the largest positive peak between 300 and 800ms post-stimulus at Pz.2 P300 amplitude was computed by averaging over the 300ms around that peak (i.e., 150ms before and after) in each condition.

Picture viewing task

All images used in this study were taken from the Inter-national A V ective Picture System (IAPS; Lang, Bradley, & Cuthbert, 2001). Lang et al. (2001) had participants rate the valence of each image using scales ranging from 1 (com-pletely unhappy) to 9 (completely happy) and their arousal to each image using scales ranging from 1 (completely calm) to 9 (completely aroused). Valence and arousal ratings for the images used in this study are presented in Table 1. Examples of the neutral images included pictures of a man on a bicycle; a man opening a backpack on a street corner;

a towel laying on a table; and a mushroom. Example vio-lent images included a man holding a gun to another man’s head on a subway; a man holding a gun in another man’s

1Applying a low-pass W lter to the relatively low frequency activity em-bodied by the P300 is important in order to reduce the in X uence of higher frequencies, particularly when peak amplitude measures are used (e.g., Fabiani, Gratton, Karis, & Donchin, 1987).

2EEG data were recorded from the additional scalp locations for ex-ploratory analyses not relevant to the psychological hypotheses being test-ed in this study. Therefore, we do not present those analyses here. It is worth noting, however, that the e V ects of video game violence exposure and image type were similar at all midline electrodes.

B.D. Bartholow et al. / Journal of Experimental Social Psychology 42 (2006) 532–539

535

mouth on a bus; and a man holding a knife to a woman’s throat. Example negative nonviolent images included a baby with a large tumor on her face; a neo-Nazi skinhead in front of a swastika X ag; and a decaying dog corpse.

As can be seen in Table 1, valence ratings for violent and negative nonviolent images were very similar (d D 0.43).However, the Lang et al. sample rated the violent images as more arousing than the negative nonviolent images (d D 2.16). Although the statistical signi W cance of the mean di V erences presented in Table 1 cannot be calculated with-out Lang et al.’s data set, power analyses based on the e V ect sizes just noted showed that a sample size of approximately 200 would be required to detect a signi W cant di V erence between the valence ratings 80 percent of the time with D .05 (two-tailed). In contrast, a signi W cant di V erence between the arousal ratings would be detected 80% of the time using a sample size of only 10 (see Cohen, 1988).

Images were presented in 2 blocks of 48 trials each. In each block, target images were either neutral and negative or neutral and violent (half of the target images in each block were neutral). B lock order was varied randomly across participants. Each trial consisted of 4 context images (always neutral), and 1 target image presented randomly in

position 3, 4, or 5; thus, participants viewed a total of 480images. Images were displayed for 1s each, separated by a 1s inter-stimulus interval. Participants were instructed to think about their reactions to each image. Trials were sepa-rated by a 2.5s inter-trial interval, during which the word “ready” was displayed on the monitor. A short break (approximately 2min) was inserted between blocks.Procedure

After obtaining informed consent, the researcher applied all electrodes and explained the experimental tasks. Partici-pants were told that the purpose of the study was to exam-ine how viewing di V erent kinds of images would a V ect response speed in an unrelated, competitive task. The researcher then left the room for several minutes, allegedly to explain the tasks to the other participant. Upon his return, the participant started the picture viewing task.After completing the picture viewing task, the participant waited 3min while the experimenter allegedly set up the second task on the other participant’s computer. The exper-imenter then returned again and read the instructions for the competitive task, after which the participant completed the task. Finally, participants were interviewed for suspi-cion, debriefed, and dismissed.Results

Data from 5 participants were discarded (2 had a high proportion of EEG artifacts and 3 were suspicious that they were not competing against anyone during the com-petitive task). Thus, all analyses were based on data from 34participants.

Simple bivariate associations among the main study variables are given in Table 2. Consistent with previous research (Anderson & Dill, 2000; Bartholow et al., in press ),video game violence exposure was strongly associated with

Table 1

Average valence and arousal ratings for the IAPS images used in this study Note . IAPS, International A V ective Picture System. Numbers in parenthe-ses are standard deviations. The identi W cation numbers (from the IAPS manual; Lang et al., 2001) for the neutral images were 5875, 7493, 2749,5410, 2840, 2850, 2870, 2880, 8465, 9210, 5500, 7000, 7002, 7009, 7010,7025, 7030, 7035, 7040, 7080, 7090, 7140, 7217, 7224, and 7050. The violent images were numbered 3500, 3530, 6313, 6350, and 6540, and the nonvio-lent negative images were numbered 3170, 6415, 9570, 9800, and 9910.

Image type Valence ratings Arousal ratings Neutral 5.13 (0.66) 2.70 (0.66)Violent

2.39 (0.17) 6.75 (0.22)Negative nonviolent

2.26 (0.43)

6.09 (0.39)

Table 2

Bivariate associations among the main study variables

Note . VVE, video game violence exposure; Aggression, composite aggression score from competitive task; Irritability, Irritability Scale scores; AQ-H,Aggression Questionnaire hostility subscale; AQ-A, Aggression Questionnaire anger subscale; AQ-P, Aggression Questionnaire physical aggression sub-scale; AQ-V, Aggression Questionnaire verbal aggression subscale.¤

p <.05.¤¤

p <.01.¤¤¤

p <.001.9

p <.10.

1

23

4

5

6

7

8

9

1. VVE

2. Aggression .57¤¤¤—

3. Violent P300?.64¤¤¤?.48¤¤—

4. Negative P300.00?.20.34¤—

5. Neutral P300.17.04.05.43¤¤—

6. Irritability ?.14.269?.34¤?.17?.07—

7. AQ-H .05.24?.31¤?.15?.1

8.56¤¤¤—8. AQ-A ?.23?.17?.14?.24?.0

9.70¤¤¤.58¤¤¤—9. AQ-P .04.12?.38¤?.22.09.65¤¤¤.58¤¤¤.52¤¤¤—10. AQ-V

.21

.10

?.11

?.18

.03

.32¤

.23

.33¤

.309

536 B.D. Bartholow et al. / Journal of Experimental Social Psychology 42 (2006) 532–539 increased aggression during the competitive reaction time

task. More pertinent to our current hypotheses, violent

video game exposure was inversely associated with the

amplitude of the P300 elicited by violent images during the

picture viewing task, which was inversely associated with

aggressive behavior. However, our hypotheses are more

appropriately tested by the analyses presented next in

which the e V ects of violent video game exposure on all

image types is compared and in which individual di V erences

in aggressiveness are controlled.

Our W rst major prediction was that P300 amplitudes to

violent images would be smaller for violent game players

than for nonviolent game players, and that this e V ect would

not generalize to other negative images. A general linear

model showed that the predicted interaction between the 3-

level image type variable (neutral, negative, violent) and

video game violence exposure scores (continuous variable)

was signi W cant, F(2,64)D12.03, p<.0001 (Greenhouse-

Geisser adjusted; D.99). Separate regression analyses

within each image type showed that, as expected, P300

amplitudes to violent images decreased as a function of

increased violent video game exposure, t(32)D?4.66,

p<.0001, b D?.20 (see Fig.1A). However, P300 amplitudes

to neutral images were not a V ected by violent video game

exposure, t(32)D1.00, p D.33, b D.03, nor were P300 ampli-

tudes to negative nonviolent images, t(32)D0.02, p D.98,

b D.00 (see Fig.1B). This latter W nding rules out the possi-

bility that evaluative categorization of all negative stimuli is

blunted in violent game players, relative to nonviolent

game players, supporting the idea that violent game players

are speci W cally desensitized to violence.

The analysis just presented examined brain responses to

violent, negative, and neutral images in an absolute sense.

Another, perhaps more focused way of conceptualizing

desensitization is in terms of the degree to which responses

to violent images are attenuated relative to responses to

equally negative nonviolent images. To test this possibility,

we computed a new variable for each participant represent-

ing the di V erence between their P300 responses to negative

images and violent images and examined the association

between this di V erence score and video game violence expo-sure. This association was positive, t(32)D3.73, p<.001, b D.20, D.55, indicating that increased exposure to video game violence was associated with a larger di V erence between the P300 response to negative images and violent images, which can be seen by comparing panels A and B of Fig.1.

It is possible that the e V ect of video game violence expo-sure on P300 amplitudes to violent stimuli is due to individ-ual di V erences in aggressiveness. To examine this alternative explanation of our e V ects, we tested the associa-tion between P300 amplitudes elicited by violent images and violent video game exposure while simultaneously covarying Irritability scores and scores on each AQ sub-scale. The e V ect of video game violence exposure on P300 amplitudes to violent images remained signi W cant in this analysis, t(27)D?5.55, p<.0001, b D?.22, D?.71, despite the fact that Irritability scores also accounted for signi W-

cant variance in P300 amplitudes to violent images,

t(27)D?2.03, p<.05, b D?2.00, D?.37. None of the AQ

subscales accounted for signi W cant variance in P300 ampli-tude to violent stimuli ( s ranged from ?.25 to .27; p s>.05).

Inspection of Fig.1A suggests that in addition to the

amplitude di V erence reported previously, the peak latency

of the P300 elicited by violent images also appears to be a V ected by video game violence exposure. A general linear

model con W rmed that the P300 to violent images peaked

later among violent video game players than among nonvi-

olent video game players, t(32)D2.19, p<.05, b D8.18, D.36. This e V ect was not weakened by the inclusion of Irritability Scale scores and AQ subscale scores,

t(27)D2.68, p<.05, b D9.75, D.45; the AQ-anger subscale

was the only other signi W cant predictor in this model, t(27)D2.66, p<.05, b D7.20, D.56. A separate general

B.D. Bartholow et al. / Journal of Experimental Social Psychology 42 (2006) 532–539537

linear model indicated that, in contrast, P300 latency elic-ited by nonviolent negative images was not a V ected by vio-lent video game exposure, t(32)D?.03, p>.90, b D?.02, D?.01 (see Fig.1B).

Our second major prediction was that the P300 elicited by violent images would signi W cantly predict aggressive behavior in the competitive reaction time task. A regression analysis showed the predicted inverse relationship: smaller P300 amplitudes to violent images (seen primarily among violent video game players) during the picture viewing task were signi W cantly associated with higher levels of aggres-sion, t(32)D?3.11, p<.01, b D?.46, r D?.48 (see Fig.2A). In contrast, P300 amplitudes elicited by negative nonvio-lent images were not signi W cantly associated with aggres-sion, t(32)D?1.16, p D.25, b D?.19, r D?.20. Finally, a separate regression analysis showed that the more time par-ticipants spent playing violent video games, the more they aggressed against their ostensible partner, t(32)D3.88, p<.001, b D.17, r D.57 (see Fig.2B). This relationship also held after controlling for individual di V erences in aggres-siveness, t(32)D3.68, p<.001, b D.16, D.57.

We also examined the association between the P300 di V erence score variable (negative images-violent images)mentioned previously and aggressive behavior during the competitive task. This association was positive, t(32)D2.12, p<.05, b D.29, D.35, indicating that a larger di V erence in the P300 elicited by negative images relative to violent images was associated with increased aggression.

Our contention is that exposure to violent video games leads to desensitization, as evidenced by reduced cortical responses to violent images and increased aggressive behav-ior. However, because the video game violence exposure measure used here combines the frequency of game play with the violence of game content, it is possible that the e V ects just reported are due to a more general phenomenon associated with frequently playing any video games, not violent games per se. To examine this possibility, we broke the video game violence exposure score into constituent average game content and gaming frequency scores for each participant, and examined their respective in X uences on the main dependent variables. Game content and overall frequency of game play were only modestly correlated, r D.30, p D.06, suggesting considerable independence in these dimensions. A regression equation in which both the content and frequency scores were used to simultaneously predict P300 amplitudes elicited by violent images showed that violent content was a strong predictor of reduced P300 amplitude, t(31)D?3.90, p<.001, b D?1.73, D?.54, but gaming frequency was much less strongly associated, t(31)D?1.90, p D.06, b D?0.93, D?.27. A similar regres-sion equation showed that whereas violent content was a unique predictor of aggressive behavior during the compet-itive task, t(31)D2.66, p<.05, b D1.27, D.42, frequency of play was not, t(31)D1.67, p>.10, b D0.86, D.25. Thus, although there is some evidence that the frequency of video game play has an independent e V ect on the cognitive pro-cessing of violent images, these analyses largely support the conclusion that exposure to violent games speci W cally (and not just any games) is responsible for our reported e V ects. Discussion

Previous research has shown that playing violent video games increases aggressive behavior and decreases helping behavior (see Anderson, 2004; Anderson & B ushman, 2001). One possible explanation for these e V ects is that peo-ple become desensitized to violence after prolonged expo-sure to it, leading to reduction of normal inhibitions against aggression and making individuals less responsive to the pain and su V ering experienced by victims of violence (Carnagey, Bushman, & Anderson, 2005; Funk et al., 2004). The present research advances this desensitization account by showing that repeated exposure to violent video games is re X ected in the brain as blunted evaluative categorization of violent stimuli. Compared to nonviolent video game players, violent video game players showed reduced P300 amplitude and increased P300 latency to violent images but not to other, equally negative nonviolent images. The latency of the P300 component generally is associated with stimulus evaluation or categorization time (see

538 B.D. Bartholow et al. / Journal of Experimental Social Psychology 42 (2006) 532–539

Fabiani et al., 2000). Thus, the increased latency among vio-lent video game players indicates that it took these individ-uals longer to categorize the violent images. The fact that the ERP W ndings held even after controlling for individual di V erences in aggressiveness is inconsistent with some alter-native accounts suggesting that media violence e V ects are spurious (e.g., Freedman, 2002).

Moreover, P300 amplitudes elicited by violent images during the picture-viewing task were inversely associated with aggression during the competitive reaction time task. This W nding is consistent with work showing that aggres-sive individuals tend to show de W cits in P300 amplitude during simple stimulus discrimination tasks (Harmon-Jones, Barratt, & Wigg, 1997; Mathias & Stanford, 1999). However, this W nding is inconsistent with the notion, advanced by some, that the e V ects of video game violence exposure on aggression are short-lived and have no long-term consequences for gamers (e.g., Freedman, 1984). More generally, these W ndings are the W rst to link violent video game exposure to a reduction in brain activity known to re X ect activation of the aversive motivational system (see Ito et al., 1998b), and to link this brain activity to aggressive behavior. Nevertheless, it will be important to replicate these W ndings using a longitudinal design in which partici-pants can be randomly assigned to violent and nonviolent media exposure conditions.

As discussed previously, although the violent and nega-tive images used here were rated as equally unpleasant by participants in the norming sample, the violent images were more arousing on average than the negative nonviolent images (see Table 1). Other researchers have argued that self-reported arousal ratings of IAPS images re X ect the degree of activation of the aversive motivational system (Ito, Cacioppo, & Lang, 1998a). The fact that violent video game players showed reduced cortical responses to violent images, but not to other negative images, is consistent with prior research and theory indicating that desensitization limits emotional arousal to violent stimuli (see Smith & Donnerstein, 1998), and suggests that this decreased arousal signi W es a relaxation of avoidant motivational pro-cesses speci W cally associated with violence.

These W ndings pertaining to arousal could have impor-tant implications for linking violence desensitization to aggressive behavioral disorders. Antisocial personality dis-order is typi W ed by low arousal in the aversive motivational system (e.g., Fowles, 1988) and is a signi W cant risk factor for aggressive and violent behavior (e.g., Langbehn, Cadoret, Yates, Troughton, & Stewart, 1998). Recently, Herpertz et al. (2005) reported that adolescent boys with conduct dis-order show abnormally low autonomic responses to valen-ced images like those used in the current study (although those researchers combined responses to violent and other negative images). Some evidence suggests that symptoms associated with antisocial personality disorder (e.g., delin-quency) are positively correlated with exposure to video game violence (Anderson & Dill, 2000). Thus, although the current W ndings were not dependent upon individual di V er-ences in self-reported aggressiveness, it would be of interest in future research to examine potential links between P300 responses to violent images, aggressive behavior, and anti-social personality disorder.

As noted previously, the P300 is known to be associated with working memory updating (Donchin & Coles, 1988), considered by some to be a key component of so-called executive cognitive function (Miyake, Friedman, Emerson, Witzki, & Howerter, 2000). Recent brain imaging data indi-cate that adolescents high in media violence exposure show abnormal frontal lobe function during the performance of executive tasks (Mathews et al., 2005), a W nding consistent with other work showing executive dysfunction among vio-lent video game players (Kronenberger et al., 2005). As in the current study, these e V ects were not attributable to di V erences in trait aggression in either of these other reports, although Mathews et al. (2005) reported that the pattern of brain activation seen in their violent media exposed participants resembled that of a separate group of participants diagnosed with disruptive behavioral disorder. The current research extends this recent work by examining a di V erent neural index of executive dysfunction associated with processing violence, and by showing links between this brain activity and aggressive behavior measured in the lab.

One important limitation of the current W ndings deserves mention. Although our hypotheses (and indeed, our W ndings) suggest a potential mediational role for P300 amplitude in the link between video game violence expo-sure and aggressive behavior, speci W c tests for mediation did not support this idea. Thus, although these three vari-ables are clearly signi W cantly associated, the brain response to violent images did not account for the e V ect of violence exposure on aggression in this study. It will be important in future research to identify potential mediators of this e V ect.

In summary, this study is the W rst to link video game vio-lence exposure and aggressive behavior to brain processes hypothetically re X ecting desensitization in the aversive motivational system. These W ndings, along with other recent research (Kronenberger et al., 2005; Mathews et al., 2005), suggest that chronic exposure to violent video games speci W cally—and not just frequent playing of any video games—has lasting deleterious e V ects on brain function and behavior.

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