She Said/He Said: A Peaceful Debate on Video Game Violence
Christopher J. Ferguson
Stetson University
Elly A. Konijn
VU University Amsterdam and The Netherlands
Institute for Advanced Study (NIAS)
The present article aims to discuss the media violence debate in a cordial manner
between 2 scholars who differ in their views on media violence effects research.
Although the media violence debate often seems obfuscated by a ` priori fixed positions
that leave little room for nuances, the scholars who discuss their points of view in the
current article wish to show that it’s possible for 2 scholars with differing views, and
different cultural backgrounds (i.e., U.S.A. vs. Europe), to discuss research on both
“sides” in respectful ways. In the current dialogue–article, they take turns in asking
questions, express concerns, and provide answers to enrich each other’s thinking and
eventually the body of knowledge. They address topics like the complexity of explain-
ing human behavior and thus effects of media behavior, the issue of defining violent
games and measuring aggression, media effects as a public health concern, cultural
differences in views on sex and violence in the media, moral values as well as their own
position as parents observing their teenager’s media use. In sharing their thoughts, they
enrich the scientific debate on the pertinent issue of media effects and suggest direc-
tions for future research.
Keywords: video games, violence, aggression, debate
Some recently published papers in a leading
journal demonstrate that the debate on media
violence effects is a lively one with opinions
that vary largely and consensus on how to read
the research results does not seem to be within
reach (Anderson et al., 2010; Ferguson & Kil-
burn, 2010; both in Psychological Bulletin). On
the one hand, scholars claim that exposure to
violent media content, in particular as portrayed
in contemporary sophisticated digital games,
may have harmful effects in terms of increased
aggressiveness (affect, cognitions, and behav-
ior; Anderson et al., 2010; Bartholow, Bush-
man, & Sestir, 2006; Huesmann, Moise-Titus,
Podolski, & Eron, 2003; Konijn, Nije Bijvank,
& Bushman, 2007; Krahé, 2014). On the other
hand, scholars claim that exposure to video
game violence has negligible effects on aggres-
sion (Adachi & Willoughby, 2011; Breuer, Vo-
gelgesang, Quandt, & Festl, in press; Ferguson
& Kilburn, 2009; Przybylski, Deci, Rigby, &
Ryan, 2014; von Salisch, Vogelgesang, Kristen,
& Oppl, 2011). We acknowledge that many
scholars go beyond the violence inherent in a lot
of gameplay by investigating, for example, pos-
itive effects on spatial orientation, strategic
planning, or fine motor skills (Kühn, Gleich,
Lorenz, Lindenberger, & Gallinat, 2014; Oka-
gaki & Frensch, 1994), or benefits for personal
health, learning, and development (Granic, Lo-
bel, & Engels, 2014; Kato, Cole, Bradlyn, &
Pollock, 2008). However, our dialogue in the
following focuses on whether aggression effects
from violent media use do/don’t exist. Cer-
tainly, scholars from both sides acknowledge
that aggressive behavior originates in a number
of factors, yet, not all agree that exposure to
media violence, or playing violent video games,
is one of those causes or risk factors.
Opinions as expressed in various papers often
seem polarized and may also reflect intense
debates on the topic taking place in the public
sphere and in politics. Perhaps, the debate may
sometimes get a little more heated than actually
Christopher J. Ferguson, Department of Psychology,
Stetson University; Elly A. Konijn, Department of Commu-
nication Science, VU University Amsterdam and The Neth-
erlands Institute for Advanced Study (NIAS).
Correspondence concerning this article should be ad-
dressed to Christopher J. Ferguson, Department of Psychol-
ogy, Stetson University, 421 N. Woodland Boulevard, De-
Land, FL 32729. E-mail: CJFerguson1111@aol.com
This document is copyrighted by the American Psychological Association or one of its allied publishers.
This article is intended solely for the personal use of the individual user and is not to be disseminated broadly.
Psychology of Popular Media Culture © 2015 American Psychological Association
2015, Vol. 4, No. 1, 000 2160-4134/15/$12.00 http://dx.doi.org/10.1037/ppm0000064
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