Virtual Violence Reported to Have Lingering Effects
Forty-four adolescents were observed in the study, each of whom played either a violent game or a nonviolent game for 30 minutes. Medal of Honor: Frontline was designated as the violent game, while Need for Speed Underground was designated as the nonviolent game. Following the gameplay sessiosn, the brain activity of all participants was tracked with functional magnetical resonance imaging while the participants engaged in various tasks requiring concentration. The brain activity of the group assigned to Medal of Honor displayed the lingering affects, whereas those with Need for Speed did not. By choosing a fast paced and exciting game for the nonviolent category, the study attempted to distinguish between specific effects of virtual violence and more general effects of excitement.
"During tasks requiring concentration and processing of emotional stimuli, the adolescents who had played the violent video game showed distinct differences in brain activation than the adolescents who played an equally exciting and fun--but nonviolent--game," Dr. Mathews said. "Additional investigation of the reasons for and effects of this difference in brain functioning will be important targets for future study, but the current study showed that a difference between the groups does exist."
Today's study is likely to be used as ammunition in future political battles over video game legislation.