Abstract
This article presents conceptual and empirical analyses of several of the “best practices” of learning and instruction, and demonstrates how violent video games use them effectively to motivate learners to persevere in acquiring and mastering a number of skills, to navigate through complex problems and changing environments, and to experiment with different identities until success is achieved. These educational principles allow for the generation of several testable hypotheses, two of which are tested with samples of 430 elementary school children (mean age 10 years), 607 young adolescents (mean age 14 years), and 1,441 older adolescents (mean age 19 years). Participants were surveyed about their video game habits and their aggressive cognitions and behaviors. The first hypothesis is based on the principle that curricula that teach the same underlying concepts across contexts should have the highest transfer. Therefore, students who play multiple violent video games should be more likely to learn aggressive cognitions and behaviors than those who play fewer. The second hypothesis is based on the principle that long-term learning is improved the more practice is distributed across time. Therefore, students who play violent video games more frequently across time should be more likely to learn aggressive cognitions and behaviors than those who play the same types of games for equivalent amounts of time but less frequently. Both hypotheses were supported. We conclude by describing what educators can learn from the successful instructional and curriculum design features of video games.
Similar content being viewed by others
Notes
A “first-person-shooter” game is one in which the action is seen from the point of view of the main character. Usually the player sees as if he/she was “in” the game, so when you hold a gun in front of you, you see the barrel of the weapon and sometimes the hand holding it. The “shooter” part of the definition is self-evident. This type of game can be distinguished from other violent games in which the action is seen from a distance (a third-person perspective). First-person-shooters have become so popular, they are now known by that title as a distinct genre of game.
Because coding minority status in a dichotomous manner is not ideal, the analyses were also run without controlling for race. The overall pattern of results does not change if one does not control for race, and sometimes becomes stronger.
References
Anderson, J. R. (1983). The architecture of cognition. Cambridge, MA: Harvard University Press.
Anderson, C. A. (2004). An update on the effects of violent video games. Journal of Adolescence, 27, 113–122.
Anderson, C. A., Berkowitz, L., Donnerstein, E., Huesmann, R.L., Johnson, J., Linz, D., Malamuth, N., & Wartella, E. (2003). The influence of media violence on youth. Psychological Science in the Public Interest, 4, 81–110.
Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12, 353–359.
Anderson, C., & Dill, K. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78, 772–790.
Anderson, C. A., Gentile, D. A., & Buckley, K. (2007). Violent video game effects on children and adolescents: Theory, research, and public policy. New York: Oxford University Press.
Anderson, C. A., & Huesmann, L. R. (2003). Human aggression: A social-cognitive view. In M. A. Hogg & J. Cooper (Eds.), Handbook of social psychology (pp. 296–323). London: Sage Publications.
Baccus, J. R., Baldwin, M. W., & Packer, D. J. (2004). Increasing implicit self-esteem through classical conditioning. Psychological Science, 15, 498–502.
Bahrick, H. P. (1984). Semantic memory content in permastore: Fifty years of memory for Spanish learned in school. Journal of Experimental Psychology: General, 113, 1–29.
Ballard, M. E., & Weist, J. R. (1996). Mortal Kombat: The effects of violent video game play on males’ hostility and cardiovascular responding. Journal of Applied Social Psychology, 26, 717–730.
Bandura, A. (1977). Self-efficacy: Toward a unifying theory of behavior change. Psychological Review, 84, 191–215.
Bandura, A. (1986). Foundations of thought and action: A social cognitive theory. Englewood Cliffs, NJ: Prentice-Hall.
Bartholow, B. D., Bushman, B. J., & Sestir, M. A. (2006). Chronic violent video game exposure and desensitization to violence: Behavioral and event-related brain potential data. Journal of Experimental Social Psychology, 42, 532–539.
Berkey, C. S., Rockett, H. R. H., Field, A. E., Gillman, M. W., Frazier, A. L., Camargo, C. A., & Colditz, G. A. (2000). Activity, dietary intake, and weight changes in a longitudinal study of preadolescent and adolescent boys and girls. Pediatrics, 105, 9 pp.
Bloom, B. S. (1986). Automaticity: The hands and feet of genius. Educational Leadership, 43(5), 70–77.
Bransford, J. D., Brown, A. L, & Cocking, R. R. (Eds.) (1999). How people learn: Brain, mind, experience, and school. Washington, DC: National Academy Press.
Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational Researcher, 18, 32–42.
Bruner, J. (1960). The process of education. New York: Vintage.
Bryant, J., & Vorderer, P. (2006). Playing video games: Motives, responses, and consequences. Mahwah, NJ: Lawrence Erlbaum and Associates.
Buss, A. H., & Perry, M. P. (1992). The aggression questionnaire. Journal of Personality and Social Psychology, 63, 452–459.
Carnagey, N. L., & Anderson, C. A. (2003). Theory in the study of media violence: The General Aggression Model. In D. Gentile (Ed.), Media violence and children (pp. 87–106). Westport, CT: Praeger.
Carnagey, N. L., Anderson, C.A., & Bushman, B. J. (2007). The effect of video game violence on physiological desensitization to real-life violence. Journal of Experimental Social Psychology, 43, 489–496.
Carroll, J. B. (1963). A model of school learning. Teachers College Record, 64, 723–733.
Carroll, J. B. (1989). The Carroll model: A 25-year retrospective and prospective view. Educational Researcher, 8(1), 26–31.
Chase, W. G., & Simon, H. A. (1973). Perception in chess. Cognitive Psychology, 4, 55–81.
Chi, M. T. H., Glaser, R., & Rees, E. (1982). Expertise in problem solving. In R. J. Sternberg, (Ed.), Advances in the psychology of human intelligence (Vol. 1), (pp. 7–75). Hillsdale, NJ: Erlbaum Associates.
Children Now (2001). Fair play? Violence, gender and race in video games. Los Angeles, CA: Children Now.
Christenson, P. G., & Roberts, D. F. (1998). It’s not only rock & roll: Popular music in the lives of adolescents. Cresskill, NJ: Hampton Press.
Cook, W. W., & Medley, D. M. (1954). Proposed hostility and parisaic-virtue scales for the MMPI. Journal of Applied Psychology, 38(6), 414–418.
Crick, N. R. (1995). Relational aggression: The role of intent attributions, feelings of distress, and provocation type. Development and Psychopathology, 7, 313–322.
Crick, N., & Grotpeter, J. (1995). Relational aggression, gender, and social-psychological adjustment. Child Development, 66, 710–722.
Dietz, T. L. (1998). An examination of violence and gender role portrayals in video games: Implications for gender socialization and aggressive behavior. Sex Roles, 38, 425–442.
Dill, K. E., Gentile, D. A., Richter, W. A., & Dill, J. C. (2005). Violence, sex, race, and age in popular video games: A content analysis. In E. Cole & D. J. Henderson (Eds.), Featuring females: Feminist analyses of the media (pp. 115–130). Washington, DC: American Psychological Association.
Dweck, C. S., & Licht, B. G. (1980). Learned helplessness and intellectual achievement. In J. Garber & M. E. P. Seligman, (Eds.), Human helplessness: Theory and applications. NY: Academic Press.
Ebbinghaus, H. (1885). Memory: A contribution to experimental psychology. (1964 translation by H. A. Ruger & C. E. Bussenius). NY: Dover.
Ellis, H. C., & Hunt, R. R. (1993). Fundamentals of cognitive psychology. (5th ed.). Madison, WI: Brown & Benchmark.
Entertainment Software Association (2007). Facts and research: Games and violence. Washington, DC: Entertainment Software Association. Available: http://www.theesa.com/facts/games_youth_violence.php, Accessed June 15, 2007.
Erikson, E. H. (1963). Childhood and society. (2nd ed). NY: W. W. Norton.
Erikson, E. H. (1968). Identity: Youth and crisis. NY: W. W. Norton.
Erikson, E. H. (1980). Identity and the life cycle. NY: W. W. Norton.
Fitzgerald, P., & Asher, S. R. (1987, August). Aggressive-rejected children’s attributional biases about liked and disliked peers. Paper presented at the annual meeting of the American Psychological Association, New York.
Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
Gentile, D. A. (Ed.) (2003). Media violence and children. Westport, CT: Praeger.
Gentile, D. A., & Anderson, C. A. (2003). Violent video games: The newest media violence hazard. In D. A. Gentile (Ed.), Media violence and children (pp. 131–152). Westport, CT: Praeger.
Gentile, J. R., & Lalley, J. (2003). Standards and mastery learning: Aligning teaching and assessment so all children can learn. Thousand Oaks, CA: Corwin.
Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of violent video game habits on adolescent aggressive attitudes and behaviors. Journal of Adolescence, 27, 5–22.
Gentile, J. R., & Monaco, N. M. (1986). Learned helplessness in mathematics: What educators should know. Journal of Mathematical Behavior, 5, 159–178.
Gentile, D. A., & Stone, W. (2005). Violent video game effects on children and adolescents: A review of the literature. Minerva Pediatrica, 57, 337–358.
Gentile, J. R., Voelkl, K. E., Mt. Pleasant, J., & Monaco, N. M. (1995). Recall after relearning by fast and slow learners. Journal of Experimental Education, 63, 185–197.
Gentile, D. A., & Walsh, D. A. (2002). A normative study of family media habits. Journal of Applied Developmental Psychology, 23, 157–178.
Glaser, R. (1962). Psychology and instructional technology. In R. Glaser (Ed.), Training research and education (pp. 1–30). Pittsburgh, PA: University of Pittsburgh Press.
Glaser, R. (1984). Educational thinking: The role of knowledge. American Psychologist, 39, 93–104.
Gwinup, G., Haw T., & Elias, A. (1983). Cardiovascular changes in video-game players: Cause for concern? Post Graduate Medicine, 74, 245–248.
Harris, M. B., & Wiliams, R. (1985). Video games and school performance. Education, 105(3), 306–309.
Hulse, S. H., Egeth, H., & Deese, J. (1980). Psychology of learning. NY: McGraw Hill.
Hunter, M. (1982). Mastery teaching. El Segundo, CA: Tip Publications.
James, W. (1890). The principles of psychology (Vol. 1). New York: Dover.
Koepp, M. J., Gunn, R. N., Lawrence, A. D., Cunningham, V. J., Dagher, A., Jones, T., Brooks, D. J., Bench, C. J., & Grasby, P. M. (1998). Evidence for striatal dopamine release during a video game. Nature, 393, 266–268.
Kubey, R., & Csikszentmihalyi, M. (2002). Television addiction is no mere metaphor. Scientific American, February, 48–55.
Lepper, M. R. (1985). Microcomputers in education: Motivational and social issues. American Psychologist, 40, 1–18.
Lepper, M. R., & Chabay, R. W. (1985). Intrinsic motivation and instruction: Conflicting views on the role of motivational processes in computer-based education. Educational Psychologist, 20, 217–230.
Lepper, M. R., & Gurtner, J. L. (1989). Children and computers: Approaching the twenty-first century. American Psychologist, 44, 170–178.
Linder, J. R., Crick, N. R., & Collins, W. A. (2002). Relational aggression and victimization in young adults’ romantic relationships: Associations with perceptions of parent, peer, and romantic relationship quality. Social Development, 11, 69–86.
Luchins, A. S. (1942). Mechanization in problem solving: The effect of Einstellung. Psychological Monographs, 54, 258 pp.
Lynch, P. J. (1999). Hostility, Type A behavior, and stress hormones at rest and after playing violent video games in teenagers. Psychosomatic Medicine, 61, 113.
Murphy, J. K., Alpert, B. S., & Walker, S. S. (1992). Ethnicity, pressor reactivity, and children’s blood pressure: Five years of observations. Hypertension, 20, 327–332.
Murphy, R., Penuel, W., Means, B., Korbak, C., & Whaley, A. (2001). E-DESK: A Review of Recent Evidence on the Effectiveness of Discrete Educational Software. Menlo Park, CA: SRI International. Available: http://ctl.sri.com/publications/downloads/Task3_FinalReport3.pdf, Accessed May 19, 2004.
Nelson, D. A., & Crick, N. R. (1999). Rose-colored glasses: Examining the social information-processing of prosocial young adolescents. Journal of Early Adolescence, 19, 17–38.
Paivio, A., & Begg, I. (1981). Psychology of language. Englewood Cliffs, NJ: Prentice Hall.
Parker, L. E., & Lepper, M. R. (1992). Effects of fantasy contexts on children’s learning and motivation: Making learning more fun. Journal of Personality and Social Psychology, 62, 625–633.
Piaget, J., & Inhelder, B. (1941). Le developpement des quantites chez l’enfant. Neuchate: Delachaux et Niestle.
Poole, S. (2000). Trigger happy: The inner life of video games. London: Fourth Estate.
Provenzo, E. F. Jr. (1991). Video kids: Making sense of Nintendo. Cambridge, MA: Harvard University Press.
Provenzo, E. F. Jr. (2003). Virtuous war: Simulation and the militarization of play. In K. J. Saltman & D. A. Gabbard (Eds.), Eucation as enforcement: The militarization and corporatization of schools (pp. 279–286). New York: RoutledgeFalmer.
Roberts, D. F., Foehr, U. G., Rideout, V. J., & Brodie, M. (1999). Kids & media @ the new milennium. Menlo Park, CA: Kaiser Family Foundation.
Schön, D. A. (1987). Educating the reflective practitioner. San Francisco: Jossey-Bass.
Segal, K. R., & Dietz, W. H. (1991). Physiologic responses to playing a video game. American Journal of Diseases of Children, 145, 1034–1036.
Seligman, M. E. P. (1975). Helplessness: On depression, development, and death. San Francisco: Freeman.
Semb, G. G., & Ellis, J. A. (1994). Knowledge taught in school: What is remembered? Review of Educational Research, 64(2), 253–286.
Smith, M. E., McEvoy, L. K., & Gevins, A. (1999). Neurophysiological indices of strategy development and skill acquisition. Cognitive Brain Research, 7, 389–404.
Subrahmanyam, K., Kraut, R. E., Greenfield, P. M., & Gross, E. F. (2000). The impact of home computer use on children’s activities and development. Children and Computer Technology, 10(2), 123–144.
Tulving, E., & Thompson, D. M. (1973). Encoding specificity and retrieval processes in episodic memory. Psychological Review, 80, 352–373.
Vandewater, E. A., Shim, M., & Caplovitz, A. G. (2004). Linking obesity and activity level with children’s television and video game use. Journal of Adolescence, 27, 71–85.
Vygotsky, L. S. (1962). Thought and language. Cambridge, MA: MIT Press.
Willingham, D. T. (2004). Ask the cognitive scientist: Practice makes perfect—but only if you practice beyond the point of perfection. American Educator, 28(1), 31–33, 38–39.
Woodall, K. L., & Matthews, K. A. (1993). Changes in and stability of hostile characteristics: Results from a 4-year longitudinal study of children. Journal of Personality and Social Psychology, 64, 491–499.
Woodard, E. H., & Gridina, N. (2000). Media in the home. Philadelphia, PA: Annenburg Public Policy Center of the University of Pennsylvania.
Acknowledgment
The authors wish to thank Julia Maier and two anonymous reviewers for their helpful comments.
Author information
Authors and Affiliations
Corresponding author
Additional information
An early version of this manuscript was presented at the Biennial Meeting of the Society for Research in Child Development, Atlanta, GA.
Rights and permissions
About this article
Cite this article
Gentile, D.A., Gentile, J.R. Violent Video Games as Exemplary Teachers: A Conceptual Analysis. J Youth Adolescence 37, 127–141 (2008). https://doi.org/10.1007/s10964-007-9206-2
Received:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s10964-007-9206-2