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IDOLOVEVIDEOGAMES.

BUTAFTERA
WHILE,YOUFEELLIKEYOUNEEDTOGET
UPANDDOSOMETHINGOBSERVING
THEEFFECTOFVIDEOGAMEVIOLENCE
ONVIOLENTCRIMEACROSSEIGHTUS
STATES

PatrickCremen(10312473)
TrinityCollegeDublin
August2015

ABSTRACT
Whilemanypsychologicalstudieshavefoundapositiverelationshipbetweenvideogameviolenceand
aggression,fewstudieshaveexaminedtherelationshipbetweenviolentvideogamesandreallifeseries
actsofaggression.Thefewstudiesexaminingtherelationshipbetweenviolentvideogameexposureand
crimeinthefieldhavefoundtheretobeanegativerelationship.However,withoutdataonwhen
exposuretakesplace,thesestudiescannotsufficientlyattributethiseffecttoeithervoluntary
incapacitationorcatharsis.Inthisstudy,amethodologyisdevelopedforestimatingthehourlynumberof
peopleineightUSstatesexposedtoeachXbox360andPlayStation3videogamebetweentheyears
20062012.Thisdataisthencomparedtohourlyviolentcrimeratesinthesestates.Thestudyfindsthat
alltypesofvideogamereduceviolentcrimeduringexposure.However,intenselyviolentvideogames
increaseviolentcrimeratesinthehoursfollowingexposure.Sinceincreasedviolentvideogameexposure
isrelatedtoincreasesinviolentcrimeratesfollowingexposure,thisstudyprovidesthefirst
comprehensiveevidencelinkingvideogameviolencetoreallifeactsofaggression.Thereforethe
catharsishypothesisisrejected.Thedecreaseinviolentcrimeratesduringexposuresupportsthe
voluntaryincapacitationhypothesis.Overall,bothviolentandnonviolentvideogamesreduceviolent
crime,althoughgamesfeaturingintenselevelsofviolenceleadtoaslightnetincreaseinviolentcrime.
However,furtherresearchisneededbeforethiscanbedeemedacausalrelationship

ACKNOWLEDGEMENTS

ThankyoutomysupervisorRichardLeyteforhisassistanceandguidancethroughout
thisproject.
ThankyoutoLauriMkinenandKyleOrland,whospenttheirvaluabletimeproviding
mewithdatawithoutwhichthisstudywouldnothavebeenpossible.

CONTENTS
1INTRODUCTIONANDSTUDYAIMS...........................................................................................................................................1
1.1INTRODUCTION.............................................................................................................................................................................1
1.1.1PolicyRelevance.................................................................................................................................................................1
1.1.2APhantomConnection?.....................................................................................................................................................2
1.2STUDYAIMS.................................................................................................................................................................................3
1.2.1OutlineofStudy..................................................................................................................................................................3
1.2.2Aims....................................................................................................................................................................................3
1.2.3Hypotheses..........................................................................................................................................................................3
1.2.4OtherPossibleResults........................................................................................................................................................4
2LITERATUREREVIEW...................................................................................................................................................................5
2.1INTRODUCTION.............................................................................................................................................................................5
2.2THEPSYCHOLOGICALLITERATURE..............................................................................................................................................5
2.2.1VGVandAggression:ATaleofTwoCamps:....................................................................................................................5
2.2.2ReachingaConsensus:MetaAnalyticReviews,Reviewed................................................................................................7
2.2.1InconclusiveFindings.........................................................................................................................................................8
2.3VGVANDVIOLENTCRIME..........................................................................................................................................................9
2.3.1TheThreeMajorStudies:...................................................................................................................................................9
2.3.2OtherStudies.....................................................................................................................................................................10
2.3.3DoesMovieViolenceIncreaseViolentCrime?...........................................................................................................11
2.3.4VideoGamesandCrime................................................................................................................................................11
2.3.1UnderstandingtheEffectofViolentVideoGamesonViolentCrime............................................................................12
2.4INSIGHTSGAINEDFROMREVIEW...............................................................................................................................................14
3METHODOLOGYANDJUSTIFICATION..................................................................................................................................15
3.1STUDYDESIGN...........................................................................................................................................................................15
3.2ANEWPROXYFORVIDEOGAMEEXPOSURE............................................................................................................................16
3.3VIOLENTCRIME..........................................................................................................................................................................16
3.4VIDEOGAMEEXPOSURE..............................................................................................................................................................18
3.4.1ChoiceofVideogames......................................................................................................................................................18
3.4.2EstimatingHourlyConcurrentUsers...............................................................................................................................19
3.5CONTROLVARIABLES.................................................................................................................................................................23
3.5.1InstrumentalVariable.......................................................................................................................................................23
3.5.2SocioEconomicControlvariables...................................................................................................................................23
3.5.3OtherIndictors:................................................................................................................................................................24
3.6OTHERMETHODOLOGY..............................................................................................................................................................24
4DATAGATHERINGANDPREPARATION................................................................................................................................25
4.1STEAMGAMES............................................................................................................................................................................25
4.1.1HourlyConcurrentUsersfortheSevenProxySteamGames..........................................................................................25
4.1.2NumberoftheseUsersLocatedintheUS........................................................................................................................26
4.1.3WeeklySteamSales...........................................................................................................................................................27
4.1.4CalculatingthePercentageofOwnersPlayingeachoftheSteamGames......................................................................28
4.2CONSOLEGAMES........................................................................................................................................................................28
4.2.1UnitsSold..........................................................................................................................................................................28
4.2.2MatchingwithSteamGamesviaGenre...........................................................................................................................29
4.2.3Metascore..........................................................................................................................................................................29
4.2.4ViolenceRating.................................................................................................................................................................29
4

4.2.5GroupingViolenceRatings...............................................................................................................................................30
4.3ESTIMATINGEXPOSURE..............................................................................................................................................................31
4.3.1PercentageforEachState................................................................................................................................................31
4.3.2CombiningDatasets..........................................................................................................................................................31
4.3.3HourlyConcurrentPlayersintheUS...............................................................................................................................32
4.3.4HourlyConcurrentPlayersinEachState........................................................................................................................33
4.4SOCIOECONOMICCONTROLVARIABLES...................................................................................................................................33
4.4.1PopulationandYouthPopulation.....................................................................................................................................33
4.4.2Unemployment..................................................................................................................................................................34
4.4.3Income...............................................................................................................................................................................34
4.4.4Urbanization.....................................................................................................................................................................34
4.4.5CombiningData................................................................................................................................................................34
4.5OTHERDATA..............................................................................................................................................................................35
4.5.1TVRatings.........................................................................................................................................................................35
4.5.2HolidayIndicators............................................................................................................................................................36
4.5.3WeatherVariables............................................................................................................................................................37
5SPSSSETUP......................................................................................................................................................................................38
5.1CRIMEDATA...............................................................................................................................................................................38
5.2GAMESDATA..............................................................................................................................................................................38
5.3CONTROLVARIABLES.................................................................................................................................................................39
5.3.1WeatherControls..............................................................................................................................................................39
5.3.2OtherControlVariables...................................................................................................................................................40
5.4SEASONALITYCONTROLS...........................................................................................................................................................40
5.4.1DummyVariables.............................................................................................................................................................40
5.4.2AdditiveTimeSeries.........................................................................................................................................................40
5.5DATAAGGREGATION..................................................................................................................................................................41
6ANALYSIS.........................................................................................................................................................................................42
6.1CRIMEDATA...............................................................................................................................................................................42
6.2REGRESSIONANALYSIS..............................................................................................................................................................43
6.2.1Methodology.....................................................................................................................................................................43
6.2.2ShortRunEffects..............................................................................................................................................................43
6.2.3MediumRunEffects..........................................................................................................................................................44
7FINDINGS.........................................................................................................................................................................................46
7.1:VGVISRELATEDTOVIOLENTCRIME.....................................................................................................................................46
7.2THEEFFECTISMOSTSIGNIFICANTFORYOUNGMALES............................................................................................................46
7.3THECATHARSISHYPOTHESISISREJECTED................................................................................................................................46
7.4THEDATASUPPORTSTHEVOLUNTARYINCAPACITATIONHYPOTHESES..................................................................................47
7.5THISDATAALSOPROVIDESEVIDENCEINFAVOUROFGAM...................................................................................................47
8CONCLUSION..................................................................................................................................................................................48
8.1REFLECTIONONAIMS.................................................................................................................................................................48
8.2CONCLUDINGREMARKS..............................................................................................................................................................49
8.2.1ComparisonwithPreviousResearch................................................................................................................................49
8.2.2NewInsightsDeveloped....................................................................................................................................................50
9REFERENCES..................................................................................................................................................................................52

LIST OF TABLES
TABLE1:TOPSELLINGWIIGAMES........................................................................................................................................................64
TABLE2:TOPSELLINGXBOX360GAMES............................................................................................................................................65
TABLE3:TOPSELLINGPLAYSTATION3GAMES...................................................................................................................................66
TABLE4:GENREGROUPINGS.................................................................................................................................................................70
TABLE5:HOURLYCONCURRENTPLAYERSOFTHEELDERSCROLLS:SKYRIMONSTEAM......................................................................71
TABLE6:STEAMBANDWIDTHSTATSDATA..........................................................................................................................................72
TABLE7:AVERAGEPERCENTAGEOFGLOBALSTEAMBANDWIDTHACCOUNTEDFORBYAMERICA..................................................73
TABLE8:PERCENTAGEOFOWNERSPLAYINGNBA2K13......................................................................................................................75
TABLE9:ERSBRATINGSANDVIOLENCEDESCRIPTORS......................................................................................................................77
TABLE10:PERCENTAGEOFTOTALUSVIDEOGAMESTOREINEACHSTATE.....................................................................................78
TABLE11:STATETIMEZONES..............................................................................................................................................................79
TABLE12:DAYLIGHTSAVINGSTIMES..................................................................................................................................................79
TABLE13:WESTVIRGINIAVIDEOGAMEEXPOSUREDATA.................................................................................................................80
TABLE14:AMERICANCOMMUNITYSURVEYDATA..............................................................................................................................81
TABLE15:VERMONTSOCIOECONOMICDATA.....................................................................................................................................82
TABLE16:TVRATINGSDATA...............................................................................................................................................................83
TABLE17:WESTVIRGINIAHOLIDAYDATA..........................................................................................................................................84
TABLE18:WEATHERSTATIONINFORMATION.......................................................................................................................................85
TABLE19:WEATHERVARIABLECODING..............................................................................................................................................85
TABLE20:CASELEVELSPSSDATA.....................................................................................................................................................86
TABLE21:COMBINEDVIOLENTCRIMEDATASET.................................................................................................................................87
TABLE22:THEEFFECTOF'METASCORESONSALES.............................................................................................................................88
TABLE23:INCIDENTSOFVIOLENTCRIMEBYTIMEOFDAY................................................................................................................91
TABLE24:INCIDENTSOFVIOLENTCRIMECOMMITTEDBYYOUNGMALESGROUPEDBYTIMEOFDAY...........................................91
TABLE25:THEAVERAGENUMBEROFVIOLENTCRIMESCOMMITTEDINEACHTIMEGROUPING......................................................92
TABLE26:THEEFFECTOFVIDEOGAMEEXPOSUREONCRIMERATES................................................................................................93
TABLE27:THEEFFECTOFVIDEOGAMEEXPOSUREONVIOLENTCRIMERATESONCETIMEGROUPINGAREAAPPLIED..................94
TABLE28:THEEFFECTOFVIDEOGAMEEXPOSUREOFVIOLENTCRIMERATESOFYOUNGMALESONCETIMEGROUPINGSARE
APPLIED......................................................................................................................................................................................94
TABLE29:THEMEDIUMRUNEFFECTOFVIDEOGAMEEXPOSUREONALLVIOLENTCRIME.............................................................95
TABLE30:THEMEDIUMRUNEFFECTOFVIDEOGAMEEXPOSUREONVIOLENTCRIMECOMMITTEDBYYOUNGMALES...............95

LIST OF FIGURES
FIGURE1:STEAMGRAPHDATAFORSHOOTINGGAMES ........................................................................................................................67
FIGURE2:STEAMGRAPHDATAFORROLEPLAYINGGAMES................................................................................................................67
FIGURE3:STEAMGRAPHDATAFORSTRATEGYGAMES........................................................................................................................68
FIGURE4:STEAMGRAPHDATAFORSPORTSGAMES.............................................................................................................................68
FIGURE5:STEAMBANDWIDTHUSAGECOMPARISON...........................................................................................................................69
FIGURE6:STEAMBANDWIDTHSTATSWEBPAGE..................................................................................................................................72
FIGURE7:SEASONALITYOFVIDEOGAMESALES.................................................................................................................................74
FIGURE8:FARCRY3STEAMGRAPHDATA...........................................................................................................................................76
FIGURE9:DECOMPOSITIONOFADDITIVETIMESERIESONALLVIOLENTCRIME.................................................................................89
FIGURE10:DECOMPOSITIONOFADDITIVETIMESERIESONVIOLENTCRIMECOMMITTEDBYYOUNGMALES...................................89
FIGURE11:AVERAGEUSSTEAMBANDWIDTHBYTIMEOFDAY.........................................................................................................90

1 INTRODUCTION AND STUDY


AIMS

Idolovevideogames.Butafterawhile,youfeellikeyoureallyneedtoget
upanddosomethingPatrickChan,Olympicmedallist.

PatrickCremenAugust2015

Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
violenceonviolentcrimeacrosseightUSstates

Introduction

PatrickCremenAugust2015

Policy Relevance

Therehavebeenfrequenteffortsbybothlawmakers(SassoandKasperowicz2013)and
advocacygroups(ParentsAgainstViolence)topasslawsbanningthesaleofintensely
violentvideogamestominors.ThisistruebothwithintheUnitedStates,and
worldwide,withtherelationshipbetweenvideogameviolence(VGV)andviolentcrime
normallybeingcitedasaprincipalreason.(CensorsBanBrutalvideogame;
GermanVideoGameLawsExplained).
Itisimportanttoacknowledgethatsuchalawwillaffectmorethanjustminors,and
willlikelyleadtotheremovalofintenselyviolentvideogamesfromthemarket.
Currently,liketheNC17ratingforafilm,thereexistsanAdultsonlyratingforvideo
games,whichprohibitsthegamessaletominors.Asmostdistributorsdontwishto
riskfacingpotentialfinesandthusavoiddistributingtheseproducts,bothratingsare
consideredtobethekissofdeathintheirindustries(Sandler2001;Clayman,2007).
Indeedasof2010,therehasonlybeenonemajorNC17release(Izzo,2010),andasof
2013only0.08percentofvideogameshavebeenreleasedwithanAOrating.Banning
thesaleofviolentvideogamestominorswouldlikelyhavesimilareffects,andthusall
butremovethesegamesfromthemarket.

PatrickCremenAugust2015

Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
violenceonviolentcrimeacrosseightUSstates

A Phantom Connection?

ThelinkbetweenVGVandviolentcrimeismoreassumedthanproven.In2005
CaliforniaGovernorArnoldSchwarzeneggerpassedalawbanningthesaleofviolent
videogamestominors,citingvideogamescausaleffectonviolentbehaviourasa
principalreason.(AB1179ViolentVideoGames:SalestoMinors).However,the
SupremeCourtheldthatcurrentresearchinthisareahasfailedtoprovethatvideo
gamescauseminorstoactaggressively(564U.S._(2011),13).Infactaswillbeseen
intheLiteratureReview,thefewstudiesconductedinthisareaindicateanegative
relationshipbetweenVGVandviolentcrime,butmoreresearchisneeded.Therefore,
thisstudyaimstoinvestigatetherelationshipbetweenVGVandviolentcrimeacross
eightUSstates,tobetterinformfuturepolicymakinginthisarea.

PatrickCremenAugust2015

Study Aims

PatrickCremenAugust2015

Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
violenceonviolentcrimeacrosseightUSstates

Outline of Study

Thisstudylookstoestablishwhat(ifany)arethecausaleffectsofVGVonviolent
crimeacrosseightUSstates(Delaware,Idaho,Iowa,SouthCarolina,Tennessee,
Vermont,Virginia,WestVirginia),fromtheyears20072012.TherearefouraimsI
willlookatachievingtoestablishthis.

PatrickCremenAugust2015

Aims

1:DevelopasystemtoestimatewhenconsumersarebeingexposedtoVGV.Aswillbe
discussedintheLiteratureReview,previousresearchhaslackedthisdataandthishas
madeestablishinganykindofcausalconnectiondifficult.
2:InvestigatethecorrelationbetweenVGVandviolentcrimerates
3:EstablishthiscorrelationtobeacausaleffectofVGVonviolentcrime.
4:Establishwhichofthethreedominanthypothesesthisdatasupports.

PatrickCremenAugust2015

Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
violenceonviolentcrimeacrosseightUSstates

Hypotheses

TheGeneralAggressionModel(GAM):PredictsincreasedVGVexposurewillcause
increasedlevelsofviolentcrime,asVGVexposurecausesarousalandprimes
aggressivethoughts(Wolf,1986:774).
Voluntaryincapacitation(VI):PredictsincreasedVGVexposurewillleadtolower
levelsofviolentcrime,asbychoosingtospendtheirtimeplayingviolentvideogames,
potentialcriminalsforgootheractivitieswithhighercrimerates(DahlandDellaVigna,
2009:678).
Catharsis:PredictsincreasedVGVexposureshoulddecreaseviolentcrimeduetothe
catharticeffectofexperiencingtheviolenceonscreen(ibid.:683).

PatrickCremenAugust2015

Other Possible Results

Itisimportanttonotethatexistingliteraturehasindicatedthatwhatevertheeffectof
VGVonviolentcrime,itislikelytobesmall(Cunningham,Engelsttter,Ward,2011b:
15;FergusonandKilburn,2010:177;Bushman,Rothstein,andAnderson,2010:4)
Therefore,itissomewhatprobablethatthestudymayshownosignificanteffecton
violentcrime.However,sucharesultwouldnotunderminetherelevancyofthisstudy.
Solongasthemethodologyissound,establishingnocausalrelationshipwouldprovide
evidenceagainsttheassumedlinkbetweenVGVandviolentcrime,andhelpinform
futurepolicy.

PatrickCremenAugust2015

Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
violenceonviolentcrimeacrosseightUSstates

2 LITERATURE REVIEW

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Introduction

Thisliteraturereviewwillexaminethetwolargelyseparatefieldsofstudyinrelationto
VGV.Firstlyitisimportanttoexaminethemostprominentareaofstudyinthisfield:
thepsychologicaleffectsofVGVexposure.Understandingthepsychologicaleffectof
VGVonaggressionwillprovidegroundworktounderstandingandhypothesisingonthe
relationshipbetweenVGVandwhatBushman,Rothstein,andAnderson(2010:4)
distinguishasmoreseriousactsofaggression,namelyviolentcrime.Secondly,Iwill
examinethesparseliteratureinvestigatingtherelationshipbetweenviolentmediaand
violentcrime,focusingonthethreemajorstudiesconductedinthisfield.

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Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
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12

The Psychological Literature

PatrickCremenAugust2015

VGV and Aggression: A Tale of Two Camps:

Asothershavenoted(Schreier,2013),twothingsbecomeapparentwhenreviewingthis
literature.Firstly,theliteratureishighlydivided,withfewconclusiveanswerstobe
found.Secondly,thisfieldofresearchisdominatedbythreeresearchers:Christopher
BarlettandCraigAnderson,whoseresearchsupportsacausalrelationshipbetween
VGVandaggression(BarlettandAnderson,2009),andChrisFerguson,whoseworks
disputethesefindings(Ferguson,SanMiguelandHartley,2009).
AnexampleoftheformerwouldbeAndersonandDills2000studyVideoGamesand
AggressiveThoughts,Feelings,andBehaviorintheLaboratoryandinLife.Thestudy
examinedthisrelationshipusingAndersonshighlyinfluentialGeneralAggression
Model(GAM)(AndersonandDill,2000:774).GAMpredictsthatvideogameviolence
willincreaseshorttermaggressionasthemediaprimesaggressivethoughts,
increaseshostilefeelings,orincreasesarousal(allelsebeingequal).(ibid.:774).
AndersonandDill(2000)testedthisbyassigningcollegestudentstoplayeithera
violent(Wolfenstein3D)ornonviolent(Myst)videogame.Thestudyfoundthatafter
15minutesofexposure,participantswhowereexposedtoWolfenstein3Dhadamore
negativeworldview(basedonaquestionnaire[ibid.:784]),moreaggressivethinking
(basedonhowquicklyparticipantscouldreadaggressivewordsaloud[ibid.]),andmore
aggressivebehaviour(basedontheintensityanddurationofanoiseblastparticipants
deliveredtoanopponentafterbeatingtheminacompetition[ibid.:786]).
Incontrast,Fergusonetals(2008)studydisputedthesefindings.Fergusonetal(2008:
11)conductedasimilarnoiseblasttest,butfoundthatoncegenderwascontrolledfor,
neitherviolentnornonviolentvideogamesincreasedaggression.Importanthereisthat
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Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
violenceonviolentcrimeacrosseightUSstates

Fergusonetal(2008:3)notethatthisnoiseblasttestwastheonlypartofAndersonand
Dills(2000)findingsthatlinkedVGVtophysicalactsofaggression.
Thesetwostudiesareindicativeofthedividedliteratureonthesubject,withvarious
studiesfindingthatVGVincreasesaggression(Dominick,1984);hasnoeffecton
aggression(Lynch,1994),orevenreducesaggression(KestenbaumandWeinstein,
1985).

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PatrickCremenAugust2015

Reaching a Consensus: Meta-Analytic Reviews, Reviewed

Giventhediverseandoftentimescontradictoryliteratureonthesubject,itmaybe
beneficialtoexaminemetaanalyticreviewsoftheliterature,whichFredricWolf(1986:
1011)notescanremoveissuesofreviewerbiasandfindamoreobjective,scientifically
accurateanswer.Here,Iamattemptingtodiscernwhetherthepsychologicalliterature
linksVGVwithaggressiveacts.
Anderson,etal(2010)conductedonesuchrobustreviewoftheliterature.
CompoundingGAMandsimilarmodelsintoabroadsocialcognitivemodel(ibid.:4
7),theyconductedametaanalyticreviewexaminingtheeffectsofVGVon(among
otherthings)aggressivebehaviour.Andersonetal(ibid.:158)establishedaseriesof
bestpracticesforinclusionintothereviewtobejudgedbytwoindependentreviewers.
AdditionallyAndersonetal(ibid.:160)usedthetrimandfillmethodwhenselecting
unpublishedjournalstoavoidtheriskofpublicationbias.Thus,thisreviewlooksto
drawconclusive,unbiasedfindingsfromtheliterature.ThisreviewfoundthatVGV
waspositivelycorrelatedwithaggressivebehaviour(ibid.:167)allowingAndersonetal
(ibid.:171)toconcludebywriting:
webelievethatdebatescanandshouldfinallymovebeyondthesimple
questionofwhetherviolentvideogameplayisacausalriskfactorfor
aggressivebehaviour;thescientificliteraturehaseffectivelyandclearly
showntheanswertobeyes.
HoweverFerguson(whohadpreviously[2007]conductedametaanalyticreviewof
thisliteraturewhichfoundnosupportforthehypothesisthatVGVexposureis
associatedwithaggressiveactsfindingsthatwereexplicitlydisputedinAndersonset

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Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
violenceonviolentcrimeacrosseightUSstates

alsstudy[2010:1523])wasquicktodisputethefindingsofthisreviewinhispaper
MuchAdoAboutNothing:TheMisestimatingandOverinterpretationofViolentVideo
GameEffectsinEasternandWesternNations:CommentonAndersonetal.(2010).In
ithecritiquedseveralaspectsofAndersonetalsmethodology,forexamplethe
inclusionofunpublishedstudies(FergusonandKilburn,2010:175)andtheperceived
failuretoadequatelyaddressissuesofunstandardizedaggressionmeasurementinVGV
studies(ibid.).Anderson(Bushman,RothsteinandAnderson,2010)inresponse
defendedthesepracticesintheirpaperMuchAdoAboutSomething:ViolentVideo
GameEffectsandaSchoolofRedHerring:ReplytoFergusonandKilburn(2010),
furtheringthedebate.
Othermetaanalyticreviewsfailtoprovidemoreconclusiveresults.JohnSherry(2007:
254)foundthattheliteratureofferssomeevidenceforanarousaleffect,someevidence
foracatharsiseffect(ibid.257),yetconcludedthatOverall,itisclearthatvideogames
causeasmallincreaseinaggressionaftershorttermexposure.Thefactorsunderlying
thisincreasearenotclearlydiscerniblefromthecurrentresearch(ibid.:260).

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PatrickCremenAugust2015

Inconclusive Findings

Theintersticesofmetaanalyticmethodologydebatesarebeyondthescopeofthis
literaturereview,butsomeinferencescanbedrawnfromthisliterature.Firstly,while
inconclusive,theliteraturedoesindicatethatVGVlikelyincreasesaggression,ifonlyin
aminorway.However,thisliteraturedoesnotindicatethatVGVcausesaggressive
acts.DuringtheBrownv.EntertainmentMerchantsAssociationcourtcaseoutlinedin
theIntroductionsectionofthispaper,AndersonpresentedhisfindingstotheUS
SupremeCourt.Thecourtheldthatthese:
studieshavebeenrejectedbyeverycourttoconsiderthem,andwith
goodreason:Theydonotprovethatviolentvideogamescauseminorsto
actaggressively[n]earlyalloftheresearchisbasedoncorrelation,not
evidenceofcausation,andmostofthestudiessufferfromsignificant,
admittedflawsinmethodology(564U.S.____2011,p.1314).

Therefore,thepsychologicalliteratureonthesubjectdoesnotprovidesufficient
evidencetohypothesisethatVGVcausesindividualstoactaggressively.However,the
manystudieslinkingVGVtoincreasedaggressionmeansthattheGAMhypothesisis
worthexamininginthispaper.

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Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
violenceonviolentcrimeacrosseightUSstates

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VGV and Violent Crime

PatrickCremenAugust2015

The Three Major Studies:

Asindicated,fewstudieshaveexaminedtherelationshipbetweenVGVandaggressive
actsinthefield.OnlyoneUnderstandingtheEffectsofViolentVideoGameson
ViolentCrime(Cunningham,EngelsttterandWard,2011b)isabletomakestrong
claimsofacausalrelationship.MichaelWards(2010)studyVideoGamesandCrime
willalsobeexaminedhere,alongwithDahlandDellaVignas(2009)studyDoes
MovieViolenceIncreaseViolentCrime?.Whilethelatterexaminesmovie,not
videogameviolence,itsmethodologycanbedrawnfromhere,asitwasbybothWard
(2010:272)andCunningham,EngelsttterandWard(2011b:4)Allthreestudiesfound
thatexposuretotheviolentmediawasassociatedwithreducedcrimerates(Dahland
DellaVigna,2009:144;Ward,2010:269;Cunningham,EngelsttterandWard,2011b:
21).ThetwodominanttheoriestoexplainthisareVoluntaryIncapacitation(VI),and
Cathartic.VoluntaryIncapacitationpositsthatpotentialcriminalschoosetospendtheir
timeengagedwiththeviolentmediaandforgootheractivitieswithhighercrimerates
(DahlandDellaVigna,2009:25).Catharticpositsthatmediaviolenceleadstoreduced
aggressionduetoacatharticeffectofviewingtheviolenceonscreen(ibid.:7).
However,findingsufficientdatatosupporteithertheoryisdifficult(particularlyforthe
twoVGVstudies),duetothedifficultiesinvolvedinfindingasufficientproxyfor
violentmediaexposure.

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Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
violenceonviolentcrimeacrosseightUSstates

Other Studies

Briefly,twootherstudiesinthisareahaverecentlybeenpublished,butneitherstudy
willbedrawnfromhere.ChristopherFerguson(2015:E12)examinedthecorrelation
betweenVGVexposureandyouthviolenceintheUS,butmadenoattemptstoestablish
acausalrelationship(ibid.:E1314),evenconcludingbynotingthathisfindingscould
likelybeanecological fallacy(ibid.).
Markey,MarkeyandFrenchs(2014)studyViolentVideoGamesandRealWorld
Violence:RhetoricVersusDatahasstrongethicalandmethodologicalflaws.Ethically,
despitemimickingmuchofthemethodologyofDahlandDellaVigna(2009)and
Cunningham,EngelsttterandWard(2011b),Markey,MarkeyandFrenchmakeno
attempttocredittheirwork.IndeeddespiteahighlythoroughreviewoftheVGV
literature(2014:25),thereisnomentionwhatsoeverofthesestudies.Whensimilar
resultswerefound,Markey,MarkeyandFrenchclaimedbothintheirstudy(ibid.)and
inlaterinterviews(Makuch,2014)thattheseresultsweresurprising.
Methodologically,whereitdoesdifferfromthesestudies,itoftenusesinferior
methodology.Forexample,itdrawscrimedatafromUniformCrimeReporting(UCR)
programdatainsteadoftheNationalIncidentBasedReportingSystem(NIBRS).Dahl
andDellaVigna(2009:11)notethatthelatterisbettersuitedtothistypeofstudythan
theformer,asitprovidesdataonviolentactsknowntothepolicebutdonotresultin
arrest.ThereforeMarkey,MarkeyandFrenchsstudywillnotbedrawnonfromhere.

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PatrickCremenAugust2015

Does Movie Violence Increase Violent Crime?

DahlandDellaVignas(2009)studyexaminedtheeffectsofviolentmovieexposureon
samedayassaultsintheUSbetweentheyears19952004.Dailyboxofficerevenuewas
usedasaproxyformovieexposure,withmoviesbeinggroupedinto:StronglyViolent,
MildlyViolentandNonViolent(2009:9).UnlikeCunningham,EngelsttterandWard
(2011b)andWard(2010),DahlandDellaVigna(2009:15)heldthattheycouldassume
thatthisexposuretookplaceintheevening(6pm12pm)hours.Thestudyfoundthatan
increaseofonemillionintheaudienceforviolentmoviesdecreasedcrimeby1.06per
cent(stronglyviolentmovies)and1.02percentformildlyviolentmovies(ibid.:14).
DahlandDellaVigna(2009:31)alsoheldthatthesefindingssupportedVI.Amajor
reasonforthiswasthattheeffectofVGVwasstrongerforthenighttimefollowing
movieexposure(12am6am),thanduringtheeveninghours(0.0192and0.0130
respectively(DahlandDellaVigna,2009:38).Theyfoundthattheseestimateswereon
average1.5timeslargerforassaultsinvolvingalcohol(ibid.:2),suggestingthat
attendanceatviolentmoviesledtoincreasedsobriety,andthatviolentmovieattendees
wereforgoinganalternativeactivitywithincreasedcrimerates

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Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
violenceonviolentcrimeacrosseightUSstates

Video Games and Crime

UsingVariationinthenumberofvideogamesstoresinanareaasaproxyfor
videogameexposure,Ward(2010)conductedapanelstudyonover400UScounties
between19942004,investigatingtherelationshipbetweenvideogamesandviolent
crime.Thestudyattemptedtoaccountforpotentialomittedvariablesbycontrollingfor
youthpopulation,poverty,unemploymentandpolicepresence(Ward,2010:265),allof
whicharethoughttopredictviolentcrimerates.Ofthesecontrols,onlypolicepresence
wasnotfoundtobesignificantlyrelatedtocrimerates(ibid.:270).Thus,Iwillcontrol
foralltheothervariablesinthispaper.
Ward(2010:269)foundthata1%increaseinthenumberofgamestoresinanarealed
toanaverage0.10%reductioninviolentcrime.
However,thereareseverallimitationstothisstudy.AsisacknowledgedbyWard
(2010:262),videogamestoresareaproxyforoverallgameplay,andnotjustVGV,and
thusthestudydidnottestforthespecificroleofVGVoncrime.Indeedforthese
reasons,Wards(2010)studywouldnotmeetAndersonetals(2010:158)bestpractice
criteria.
AlsoacknowledgedbyWard(2020,p.272)isthelackofanexogenoussourceinthe
variationofvideogameintensityacrosscounties.Withoutsuchaninstrumentvariable
(IV),thestudycouldnotproveacausalrelationshipbetweenVGVandviolentcrime.
Additionally,althoughitwasnottheaimofthestudy,thelackofdataonwhen
exposuretoVGVtookplacemeansthesefindingsfailtolendmuchadditionalevidence
ofeitherVIorCatharsis.

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PatrickCremenAugust2015

Understanding the Effect of Violent Video Games on Violent

Crime
Cunningham,EngelsttterandWards(2011b)studyexaminedtheeffectsofVGVon
crimeratesintheUSfrom20052008,usingsalesdatafromthetop50videogames
eachweekasaproxyforvideogameexposure.They(2011:17)usedreviewscores
fromvideogamewebsiteGamespotasanIV,findingthatitwaspositivelycorrelated
withvideogamesales(ibid.:34),butunrelatedtocrimesales(ibid.:20).Thiswasalso
usedalongwithmonthlydummyvariablestoaccountformuchoftheseasonalityof
bothvideogamesalesandviolentcrimerates(Ibid.:19).
Cunningham,EngelsttterandWards(2011b:1920)regressionanalysisfoundthat
whilewithoutlagneitherviolentnornonviolentvideogameshaveasignificanteffect
oncrimerates,videogameshaveaclearoverallnegativeeffectoncrimefor
specificationsthatincludefromonetofivelags.Interestingly,unlikeDahland
DellaVigna(2009),Cunningham,EngelsttterandWard(2011b:21,39)foundthat
nonviolentvideogameshaveamoresignificantnegativeeffectoncrimethanviolent
videogames.Thisledtheauthors(Cunningham,EngelsttterandWard,2011b:14)to
holdthatthesefindingssupportVI.
DespiteCunningham,EngelsttterandWards(2011b)studybeingthestrongest
conductedinthisfieldofresearch,therearestillseveralelementsthatcanbeimproved
uponinthispaper.
Firstly,thestudyfocusedonyoungpeople,ratherthanyoungmen,thelatterofwhich
committhemostviolentcrime(DahlandDellaVigna,2009:12)andarethe
demographicwhohavethegreatestpreferenceforviolentmovies(ibid.:34)andviolent

PatrickCremenAugust2015

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Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
violenceonviolentcrimeacrosseightUSstates

videogames(Fergusonetal,2008:11).Thus,itmaybemorebeneficialtoexamine
youngmales,insteadofyoungpeopleofbothsexes.
Secondly,usingweeklyvideogamesalesasaproxyforvideogameexposureprovides
nodataonwhentheexposuretakesplace,andthusCunningham,EngelsttterandWard
(2011b:14)wereonlyabletocompareweeklyvideogamesaleswithweeklyaggregated
crimerates.Abetterproxyforwhenthisexposuretakesplace,asDahlandDellaVigna
(2009)wereabletouse,couldleadtomoredetailedfindingsthatbettersupporteither
VIorCatharsis.

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PatrickCremenAugust2015

Insights Gained from Review

Asidefromprovidingusefulmethodologicalguidanceforperformingthistypeofstudy
thatwillbeexpandedoninthefollowingchapter,theliteraturereviewalsodisplayed
thedifficultiesinherentinperformingastudyinthisarea.
Principally,itoutlinedthedifficultiesinfindingasuitableproxyforVGVexposure.
Specifically,thereisnoreadilyavailabledataonwhenexposuretakesplace.This
meansthatCunningham,EngelsttterandWards(2011b)studyprovidesweaker
evidenceforcausation,andislessabletosupporteithertheVIorCatharsishypothesis
thanDahlandDellaVignas(2009)study.Therefore,aprincipalaimofthisstudywill
betodevelopsuchadataset,andthereforeIwillbeabletolargelymimicDahland
DellaVignas(2009)study.Thisshouldprovidemoreconclusivedatathanisavailable
intheexistingliterature.
Secondly,theliteraturehasprovidedthethreemainhypothesesthatwereoutlinedinthe
aimsofthestudy:VI,Catharsis,andGAM.ThepreexistingliteratureindictedthatVI
isthemostplausibletheory,howeverthedatacannotconclusivelyproveordisprove
anyofthesetheoriesinrelationtoVGV.Bymimickingmuchofthemethodologyof
DahlandDellaVignas(2009)strongerstudy,thispapershouldbeabletogatherdata
thatprovidesmoredefinitiveevidenceinfavourofonehypothesis.

PatrickCremenAugust2015

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Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
violenceonviolentcrimeacrosseightUSstates

3 METHODOLOGY AND
JUSTIFICATION

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PatrickCremenAugust2015

Study Design

AswithDahlandDellaDellaVigna(2009),Cunningham,EngelsttterandWard
(2011b)andWard(2010),thisstudywilluseanobservationalstudydesign.Whileitis
widelyacknowledgedthatobservationalstudiesfacedifficultiesinmakingcausal
claims(RemlerandVanRyzin,2010:3)suchadesignisnecessaryherebecauseas
Fergusonetal,(2008:3)note,itisnotethicalforresearcherstoprovokeinterpersonal
violence.Howeverbeyondthisnecessity,observationalstudydesignshaveseveral
benefitswhencomparedtothelaboratorystudiesexaminedintheLiteratureReview.
Forexample,itallowsmetoinvestigatethereal,tangibleeffectofVGVonviolentacts
insociety.AsCunningham,EngelsttterandWard(2011b:12)note,laboratory
experimentscanhavestronginternalvalidity,butmaynothaveexternalvalidityonthe
incidenceofsociallycostlyaggressionfromviolentvideogameplay.AsDahland
DellaDellaVigna(2009:10)note,theselaboratoryeffectsdonotaccountforself
selection,ortimeuseeffects,andthereforecannotpredicttheeffectofVIonviolent
crimerates.ToinformpublicpolicyontherelationshipbetweenVGVandviolentcrime
insociety,itisnecessarytoobservethisrelationshipasitoccursinsociety,andnotina
laboratory.
Additionally,theLiteratureReviewprovidedseveralmethodstohelpdeterminea
causalrelationshipbetweenVGVandviolentcrime,suchasusingreviewscoresasan
instrumentalvariable.Thisshouldhelpavoidtheriskinherentinobservationalstudies
ofhavingapurelyendogenousindependentvariable(RemlerandVanRyzin,2010:9).

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Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
violenceonviolentcrimeacrosseightUSstates

A New Proxy for Video Game Exposure

AsindicatedintheLiteratureReview,withoutanestimateofwhenVGVexposuretakes
place,previousstudieshavebeenlimitedintheirabilitytoestablishacausal
relationship.Forexample,CunninghamEngelsttterandWard(2011b)hadtoaggregate
crimetoaweeklylevel,whereasthismethodallowsmetoestablishtimeorderby
matchinghourlycrimerateswithhourlyVGVexposure,similartoDahlandDella
DellaVigna(2009).Italsohelpsestablishaplausiblemechanismforcausation,asseen
whenthismethodallowedDahlandDellaDellaVigna(2009)toconcludethatviolent
mediaexposurereducedviolentcrimebyincreasingsobrietyinthehoursafter
exposure.
Additionaldataonthetimingofexposureshouldalsoprovidefurtherevidencein
supportofoneormoreofthehypothesesbeingtestedhere.Forexample,itmaybe
foundthatVGVreducescrimeduringexposure,butincreasesitafter,supportingboth
VIandGAM.

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PatrickCremenAugust2015

Violent Crime

LikeCunningham,EngelsttterandWard(2011b)andDahlandDellaDellaVigna
(2009),crimedatawillbedrawnfromtheUSNationalIncidentBasedReporting
System(NIBRS).AsDahlandDellaDellaVigna(2009:11)demonstrate,thisallowsme
tomatchtheviolentmediaexposurewiththeviolentcrimeatanhourlylevel.Asdo
Cunningham,EngelsttterandWard(2011b:15),IusetheFBIclassificationofviolent
crime.Iwillthusexaminecrimelabelledmurderandnonnegligentmanslaughter,
forciblerape,robbery,andaggravatedassault(CrimeintheUnitedStates,2010).
UnlikeCunninghamEngelsttterandWard(2011b)andasDahlandDellaDellaVigna
(2009)whousethedatafromtheNIBRS,thisstudyonlyusesdatafromtheeightstates
(Delaware,Idaho,Iowa,SouthCarolina,Tennessee,Vermont,VirginiaandWest
Virginia),whichhave100%oftheircrimebetween2007(theyearfromwhich
videogamesalesdataisavailable)to2012(themostrecentyearNIBRS)accountedfor
inthisdataset(StatusofNIBRSintheStates,2006).
WhileCunninghamEngelsttterandWard(2011b)andDahlandDellaDellaVignas
(2009)approachallowsthemtoattempttogeneralisetheirfindingstotheUSAasa
whole,bothacknowledgethisisproblematicastheavailabledataexcludesmanystates
withlargemarketssuchasCaliforniaandNewYork(Cunningham,Engelsttterand
Ward,2011b:12)aswellaslargecitieswherecrimeratestendtobehigher(Dahland
DellaDellaVigna(2009:11).Incontrast,thisstudydoesnotattempttogeneralisethese
findingstoallofAmerica,butinsteadseeksinternalvaliditywithintheseeightstates.
Futureresearchcanexpandthesefindings.

PatrickCremenAugust2015

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Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
violenceonviolentcrimeacrosseightUSstates

30

Videogame Exposure

PatrickCremenAugust2015

Choice of Videogames

Thisstudywillexaminegamesreleasedonthetwocorehomeconsoles(Xbox360
andPlayStation3)fromthefirstfullcalendaryearbothwerereleased(2007)till2012.
Asthenextiterationofboththeseconsoleswasreleasedin2013,thisstudyexamines
almostthefulllifecycleofbothconsoles.Thisshouldhelppredicttheeffectofthe
newlyreleasedsystems,andguidefurtherpolicyinthisarea.
PCgamesareexcludedfromthisstudybecauseasof2013anestimated75%ofPC
salesaresoldthroughdigitalretailerSteam(Edwards,2013)andsalesfiguresforthese
gamesarenotreleased.Therefore,noaccuratedataonthesegamesexists.Gameson
NintendosWiiconsole(releasedin2006)arealsoexcludedastheyarenotdirectly
comparabletoXbox360andPlayStation3games.TheWiifocusesonfamilyfriendly
games,aimedatchildren,ademographicwithwhomvideogamesarenottraditionally
popular(Kuchera,2008).
Indeed,Tables13revealthedifferenceincontentinthesegames.Usingtheviolence
groupingsoutlinedinthedatagatheringsection,weseethatofthetop100bestselling
Wiigamesbetweentheyearsunderstudy,87%arenonviolent(NV),withonly4%
beingIntenselyViolent.Thisisincontrastto43%(NV)and32%(IV)forthe
equivalentselectionofXbox360games,and32%(NV)and33%(IV)forPlayStation3
games.Toavoidcomparingtwoverydifferentformsofvideogames,Wiidatawillnot
beincluded.

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Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
violenceonviolentcrimeacrosseightUSstates

Estimating Hourly Concurrent Users

Thefollowingmethodologywillbeusedtoestimatethehourlynumberofusersfor
videogamesreleasedonthesesystemsduringtheyearsunderstudy:

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PatrickCremenAugust2015

Estimating hourly concurrent users of seven proxy Steam Games

Toestimatethetimingofexposureontheseconsolegames,dataontimingofexposure
ongamesreleasedontheSteamplatformwillbeusedasaproxy.Steamprovideson
goingdataonthecurrentnumberofusersofthetop100gamescurrentlybeingplayed
onthatplatform(SteamandSteamGameStats).Historicaldataonthenumberof
currentuserswillbegatheredonsevenSteamgamesathourlyintervalsforthefirst
sevenweeksfollowingeachgamesrelease.Thesesevengamesrepresentvarious
genresthatwillbematchedwithconsolegamesofthesame,orsimilargenre.
ThisisbecauseasFigures14indicate,videogamesareconsumeddifferentlydepending
ontheirgenre.Importanttonoteisthatthesepatternsremainrelativelyconsistent
acrossvariousyearsandseasons.Whilethismethodwillnotaccountfordailyshocks,
thegenreofagameshouldprovideausefulestimationofhowandwhenownerswill
usethegame.

PatrickCremenAugust2015

33

Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
violenceonviolentcrimeacrosseightUSstates

Calculating the Percentage of These Users Located in the USA.

SteamalsoprovidesongoingdataontheamountofSteambandwidthbeingusedby
eachcountry(SteamDownloadStats).Usingasampleofthisdatafromathreeweek
periodinOctober2013,IwillfindtheaveragebandwidthbeingusedinAmericaasa
percentageofthetotalbandwidthbeingusedforeveryhouroftheweekoverthesethree
weeks.Forexample,thismethodcoulddeterminethattheaveragepercentofSteam
usersinAmericaat04:00onaFridayis20%.
ThisdatawillbematchedwiththehourlyconcurrentusersofthesevenSteamgamesto
estimatethehourlynumberofconcurrentusersintheUSA.Forexample,ifGameX
has200playersplayingit30hoursafterrelease,andthishouroccursat04:00ona
Friday,then40playersareusingthisgameinAmerica.
Thisstageofthemethodologyrequiresgreaterassumptionsthanwouldhavebeen
preferred,duetothelackofdataonthelocationofthehourlyconcurrentplayersforthe
sevenSteamgames.
Firstly,itisassumedthatthepercentageofplayersinAmericaisthesameacrossall
titles.Thisisunfortunatelyanecessaryassumptiontohavetomakeinthisfieldof
study,withCunninghamEngelsttterandWard(2011b)andDahlandDellaDellaVigna
(2009)bothhavingtomakesimilarassumptionsinassumingthatnationalboxoffice
attendance(DahlandDellaDellaVigna,2009:678)andvideogamessales
(Cunningham,EngelsttterandWard,2011b:4)aredispersedevenlythroughoutstates.
However,aswiththosestudies,thesenecessaryassumptionsshouldnotunderminethe
findingsasawhole.

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PatrickCremenAugust2015

Asecondissueisthatthesepercentagesaredrawnfrom2013,andnotintheyearsof
study.HoweverthesevenSteamgameswereallreleasedwithinafewyearsof2013,as
onewasreleasedin2010,twoin2011,threein2012,andonein2013.Barringthe
exceptionalgrowthofSteaminanewregionwithintheseyears(whichhasnotbeen
documentedbyanymediaoutlet),thesepercentagesshouldremainrelativelyconsistent.
Athirdissueisthatthesepercentagesdonotaccountforseasonality,instead
generalizingfromathreeweekperiodinOctober.However,asFigures14display
similargameusageacrossseasonsatagloballevel,itislikelythatthesepatternsare
trueofusersinAmerica.

PatrickCremenAugust2015

35

Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
violenceonviolentcrimeacrosseightUSstates

Calculating the Percentage of Owners who are Playing

ThisdataisthenmatchedagainsttheestimatedtotalSteamunitssoldeachweek(see
DataGatheringsectionforhowthisdatawasgathered)tocalculatethepercentageof
USownersofthegameplayingeachhourforthefirstsixweeksfollowingrelease.Six
weeksischosenasCunninghamEngelsttterandWard(2011b:20)foundthatlagsof
uptofiveweeksinvideogamesalesmaybeassociatedwithcrimerates.

36

PatrickCremenAugust2015

Estimating Console Video Game Exposure at the National Level

AswithCunninghamEngelsttterandWard(2011b),USsalesdatafortheconsole
gameswillbedrawnfromwebsiteVGchartz.com,whichdocumentsUSweeklysalesof
videogames(VGChartz).Thesegameswillthenbematchedtooneoftheseven
Steamgamesbasedontheirgenre.Thesamepercentagesofthehourlynumberof
ownersplayingthematchedSteamgameeveryhourafterreleasewillbeappliedtothe
consolegametoestimatethenumberofpeopleinAmericaexposedtothatgameata
givenhour.

PatrickCremenAugust2015

37

Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
violenceonviolentcrimeacrosseightUSstates

Estimating Console Videogame Exposure at the State :evel

AswithWard(2010),Itakethenumberofretailvideogamestoresinanareatobe
indicativeofthepopularityofvideogamesinthatarea.Therefore,thepercentageof
totalUSgamesstoreslocatedineachoftheeightstatesiscalculatedforeveryyear
understudy.ThesepercentagesarethenappliedtothenumberofplayersinAmerica
exposedtoagivengameatagivenhour,todeterminethenumberofplayersineachof
theeightstatesexposedtothatgamethathour(adjustedfortimedifferences).For
example,if100peopleareplayinggameXathourYinAmerica,and1%ofUSgame
storesthatyeararelocatedinTennessee,thenitisestimatedthat1personisplaying
gameXathourYinTennessee.

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PatrickCremenAugust2015

Proxy Justification

Themostsignificantlimitationofthisestimateisthatvideogameexposureshouldbe
somewhatendogenous,andthiswillnotbefullycapturedinthedata.Forexample,days
withhighlevelsofprecipitationarelikelytobothincreasevideogameexposureand
reduceviolentcrime,whereasonlythelatterwillbecapturedinthisdata.However,itis
importanttonoteseveralfactorsthatmakethisasuitableproxyforvideogame
exposure.
Firstly,someoftheendogenousvariationinvideogameexposurewillbecapturedby
thevariationinsalesforeachvideogame.Figures14showthatonceagameis
purchased,howitisconsumedremainsrelativelyconsistent.Therefore,variationin
videogameexposurecausedbyfactorssuchasincomechangesarelikelytobemore
reflectedinthevariationofvideogamessales,andthisiscapturedinthemodel.
Secondly,becausethisvariationissomewhatendogenous,mostofthecontrolvariables
arelikelyacommoncauseofbothVGVexposureandviolentcrimerates.Regarding
theprecipitationexampleoutlinedearlier,DahlandDellaVigna(2009:679)notedthat
dayswithhighrainfallbothincreasedmovieattendanceanddecreasedviolentcrime.
Whiletheformerwillnotbecaptured,indicatorsforweather,TVprogrammeswith
highratingsandholidayswillallowmetounderstandwhytheeffectofVGVexposure
maydifferonthesedays,andacknowledgethatthisexposuredatamaybelessaccurate
forthesedays.However,asdisplayedinFigure5,evennationalholidayssuchas
ColumbusDayhavelittleeffectonhowvideogamesareconsumed,asidefromthe
12:0006:00PMtimeperiod.
Thirdly,Cunningham,EngelsttterandWard(2011b:20)wereabletouseLagintheir
studytofindsignificantresults.ThisisinspiteoftheacknowledgementthatGiventhat
PatrickCremenAugust2015

39

Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
violenceonviolentcrimeacrosseightUSstates

wedonotknowtherelativeintensityofgameplayaftergamepurchase,wedonothave
strongpriorsonthepatternofcoefficientsontheselagsCunningham,Engelsttterand
Ward(2011a:7).ThedataprovidedbytheSteamproxygamesshouldallowforamore
accurateaccountofexposuretothesegamesintheweeksfollowingpurchase,and
shouldleadtomorepreciseresultsthanwerepossibleinthesestudies.Thuswhile
imperfect,thismethodologyshouldprovideamoreaccurateproxyforvideogame
exposurethanhasbeenusedinpreviousstudies.

40

PatrickCremenAugust2015

10

Control Variables

PatrickCremenAugust2015

41

Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
violenceonviolentcrimeacrosseightUSstates

Instrumental Variable

UsingreviewsfromgamingwebsiteGamespot.com,Cunningham,Engelsttterand
Ward(2011b:20,34)foundthatagamesreviewscoreswerepositivelycorrelatedwith
itssales,anduncorrelatedwithcrimelevels.However,Iwilluseeachgames
metascoretakenfromwebsiteMetacritic.com.Metacriticprovidesanaggregated
reviewscorebetween1100basedonthereviewseachgamehasreceived,givingextra
weighttomoreestablishedsources(FrequentlyAskedQuestions[a]).Thisweighted
averageshouldprovidemoreaccuratedataontheinformationthatinfluences
consumerspurchases,andavoidinstanceswheretheGamespotreviewscorediffers
fromtheaverage.ForexampleTheLegendofZelda:SkywardSwordhasametascore
of9.3(TheLegendofZelda:SkywardSword2011a)yetwasscoreda7.5by
Gamespot(TheLegendofZelda:SkywardSword2011b).

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PatrickCremenAugust2015

Socio-Economic Control variables

Iwillcontrolsomeofthesocioeconomicvariablesthatareknowntoinfluencecrime
rates.Theseareincomelevels,unemployment,population,youthpopulationand
urbanization.

PatrickCremenAugust2015

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Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
violenceonviolentcrimeacrosseightUSstates

Other Indictors:

LikeDahlandDellaVigna(2009:14,27),Iwilladdaseriesofweatherandnational
holidayindicators,asbothcanreducecrimeandincreaseVGVexposure(eventhough
asdiscussed,onlyvariationintheformerisseeninthedata).AlsolikeDahland
DellaVigna(ibid.:3),IwillcontrolfordayswithhighTVviewership,asthisconstitutes
anotherdistractionthatcanlowercrime.

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PatrickCremenAugust2015

11

Other Methodology

Like(Cunninghametal.2011b:12)Iwillusemonthlydummyvariablestoaccountfor
theseasonalityofcrimerates,anduseatimetrendtoaccountforthegeneraldeclinein
crimeovertime(ibid.:15).
AsDahlandDellaVigna(2009:15)didwithassaults,violentcrimewillbeaggregated
intothoseoccurringinthemorning(6am12pm),afternoon(12am6pm),evening(6pm
12am)andnighttime(12am6am),withhourlyvideogameexposurebeingaveraged
overthesameperiods.SimilartoDahlandDellaVigna(2009:12),thenightimeperiod
willbeassignedtothepreviouscalendardaytomatchthemwithvideogameexposure
thepreviousevening.Iwillrunaregressionanalysistoexaminetherelationship
betweenVGVandviolentcrime.

PatrickCremenAugust2015

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Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
violenceonviolentcrimeacrosseightUSstates

4 DATA GATHERING AND


PREPARATION

46

PatrickCremenAugust2015

12

Steam Games

PatrickCremenAugust2015

47

Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
violenceonviolentcrimeacrosseightUSstates

Hourly Concurrent Users for the Seven Proxy Steam Games

SinceSeptember2009,Steamswebsitehasbeendisplayingdataonthecurrentnumber
ofplayersofthetop100gamesbeingplayedatthatmoment(SteamandGameStats).
UnfortunatelySteamdoesnotstoreanddisplaythisdatapublically.However,a3rd
partywebsite,SteamGraph,(SteamGraph)hasbeencollectingthisdatatoallowusers
tocomparethepopularityofSteamgamesinagraphformat.
IcontactedthewebsitescreatorLauriMkinen,whokindlyagreedtoprovidemewith
thefulldatahehadcollectedforthesevenproxysteamgames(listedinTable4).The
.csvfileshadtwocolumns,oneforthetime(inUnixtimeatthe
UTC+02:00,+3:00(DLS)timezone),andanotherforthecurrentplayersatthattime.The
datawasnormallyscrapedevery15minutes,butoccasionallypointsweremissed.
Unixtimewaschangedtodd.mm.yyformatusingtheepochconverterwebapp
(Epochconverter).Startingfrommidnightoneachdategameswerereleased(in
PacificStandardTime[PST]),asthisiswhenSteamgameslaunch(SteamDowntime
andServerSupport)andendingsevenweeksafterthistime,hourlydatafromthe.csv
fileswasused.Thisdatadisplayedrowsforthenumberofplayerseveryhour,occurring
eitheronthehour,orthetimeclosesttothehour.Twentyrandomrowsfromthe
SkyrimspreadsheetarefoundinTable5.

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PatrickCremenAugust2015

Number of these Users Located in the US

SinceSeptember2008,SteamhasalsobeencollectingdataontheSteambandwidth
beingusedineachregion(SteamDownloadStats)althoughonceagainthisdataisnot
saved.However,oneuserofwebsitemathworks.com(SteamContentServerStatistics:
DownloadTraffic)scrapedthisdataathourlyintervalsfromthe16thSeptembertill5th
November2013.Toverifythisdatawasaccurate,IusedtheInternetArchives
WaybackMachine,whichsporadicallysavesandstoreswebsitesexactlyasthey
appearatthatpointintime(TheWaybackMachine).TheSteamstatswebsitewas
archivedat12pointsduringthistimeframe,andIwasabletoverifythatthedatafound
onmathworks.commatchedthedatafoundontheWaybackMachine.Anexampleof
thisisdisplayedinFigure6andTable6.
UsingMicrosoftExcel,IcalculatedthevalueofthebandwidthbeingusedinNorth
Americaasapercentageofthevalueofthetotalbandwidthbeingused,tocalculatethe
percentageofplayersinNorthAmericaateveryhour.Ithenaveragedthepercentages
ateveryhouroftheweekoverthefirst3weeksofOctober,excludingMonday24th
sinceColumbusDayfellonthisdate.TofindthepercentageintheUSA,Iusedthe
WaybackMachinetofindapointinthistimeframe14:07:50UTConthe13thof
October(SteamDownloadStats)thatdisplayedthepercentageofglobalSteamtraffic
thathadcomefromtheUSA(21.3%)andCanada(3.3%)thatweek.Therefore,Iheld
that86.58536585365853%ofallNorthAmericantrafficwasfromtheUSA,and
appliedthispercentagetotheNorthAmericandata.
Table7displaysthedataforSunday.Ithenmatchedthisdatawiththehourlytotal
playersdata(adjustedfortimedifference),todeterminethenumberofplayersin
Americaeveryhour,roundingofftoawholenumber..
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violenceonviolentcrimeacrosseightUSstates

Weekly Steam Sales

InlieuofpublicallyreleasedSteamsalesfigures,journalistKyleOrland(2014)
developedasystemofestimatingthesefiguresbyscrapingSteamuserspublicprofiles,
whichdisplayinformationonwhatgamestheuserowns.Orland(2014)hadovera
dozendevelopersprivatelydisclosetheirsalesdata,findinginallinstanceshissales
figureshadamarginoferroroflessthan10%.
SinceSteamusersprofilesalsocontaininformationabouttheirregion,Iemailed
OrlandexplainingthestudyandaskedifitwerepossibleforhimtoestimateUSsales
figuresforthesegames.Undertheconditionthatthesefigureswerenotpublically
disclosed,hekindlyobliged.GiventhetimeandeffortrequiredofOrland,Irestricted
thisdatatosevengames,whichasdiscussed,representedavarietyofgaminggenres.
WithOrlandcurrentlyupdatinghissalesfiguresforanewarticle,heusedanolder,
completeddatasettodeterminethesesales,whichisaccurateasofMarch2014.
Howeverthisdataonlyaccountsfortotalsalesasofthattime,notweeklysales.
Therefore,itisassumedthatthepercentageofeachSteamgamestotalsales(asof
March2014)thatweresoldeachweekisthesamepercentageaseachgamesconsole
counterpart.Therefore,Ichosesevengamesthatwerealsoavailableonhomeconsoles,
asUSsalesdataforthefirsttenweeksofthesegamesisavailableonVGchartz.com
(VGChartz)Therefore,Iusedtotalunitssoldasof2013.AsFigure7displays,game
salesareattheirlowestinthefirstfewmonthsinthecalendaryear.Therefore,thetotal
salesforeachgameasoftheendof2013shouldnotdiffergreatlyfromthetotalsalesas
ofMarch2014.

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UsingMicrosoftExcelIaddedtogetherthesalesfiguresofboththeXbox360and
PlayStation3copiesofeachgame(exceptLeft4dead2whichwasonlyreleasedon
Xbox360).Next,Icalculatedthetotalunitssoldasofeachweekasapercentageofthe
totalunitssoldbytheendof2013.IthenappliedthesepercentagestotheSteamsales
figuresprovidedbyOrlandtoestimatethecumulativeweeklysalesofthesevenSteam
games,roundingofftothenearestwholenumber.

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Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
violenceonviolentcrimeacrosseightUSstates

Calculating the Percentage of Owners Playing each of the

Steam Games.
Thetwospreadsheetswerecombinedwiththeirtimezonesaligned.Ithencalculatedthe
playersinAmericaeveryhourasapercentageoftheunitssoldinAmericaasofthat
weektocalculatethepercentageofownerswhoareexposedtoeachofthesevenSteam
gamesforthefirstsevenweeksfollowingrelease.20Randomrowsfromthe
NBA2K13spreadsheetcanbefoundTable8.

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13

Console Games

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Units Sold

AswithCunningham,EngelsttterandWard.(2011b:16),Idrewweeklysalesfigures
fromVGchartz.com.Tofitthemethodology,cumulativeweeklysalesfigureswere
used.Thedatawasscrapedviafree,opensourcewebscrapingsoftwareimport.io.
(Import.io)Howeverthisdataprovedhighlydifficulttoscrape(likelydeliberately
madesobyVGchartz,astheyofferanoptiontopayforthisdata(WeeklySoftware
Charts)Sincethedatacouldnotbecrawledasatable,itwascrawledasasinglerow,
withcolumnsforthereleasedate,gametitle,thegamessystem,andthetotalsalesfor
thefirsttenweeksofrelease.Oncedownloadedasa.csvfile,thesalesdatacouldbe
separatedintocolumnsandmatchedwiththereleasedate.

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Matching with Steam Games via Genre

Findinggaminggenreclassificationsthatweredetailedenoughtoadequatelypredict
howusersconsumegamesproveddifficult.Forexample,FarCry3isashooting
game,butusesanopenworldsandboxdesign,andthischangeshowusersconsumeit,
asseeninFigure6.
XboxwebsiteTrueachievements(Trueachievements)anditssisterPlayStationwebsite
Truetrophies(Truetrophies)offeramoredetailedtieredsystemofgenresand
subgenres.Thesewebsiteswerescrapedviaimport.io.Gameswerelinkedaccordingto
theirsubgenre(EGFarCry3beingclassifiedinthesandboxsubgenreratherthan
theshootergenre).AfulllistofhowthegameswerematchedisfoundinTable4..

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violenceonviolentcrimeacrosseightUSstates

Metascore

Eachgamesnumericalmetascorewasscrapedfromthemetacriticwebsite
(Metacritic)usingimport.io.Sincethesegamescouldbedisplayedinalistformat
(GameReleasesbyTitle)thisdatawaseasytoscrapeusingamultiplerowscraping
format.Dataoneachgamestitle,systemandmetascorewasscraped.

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Violence Rating

Similartomovies,videogamesaregivenaratingrangingfromEveryone(E)to
AdultsOnly(AO)bytheEntertainmentSoftwareRatingBoard(ESRB)TheESRB
alsoprovidesanindicatoroftheexplicitcontentinthegameincludingwhattypeof
violence(ifany)appearsinthegame,suchasFantasyViolenceandIntense
Violence.(RatingsGuide)AfulllistofESRBratingsandviolentcontentdescriptors
canbefoundinTable9.
ThisdatacouldnotbecrawledfromtheESRBwebsite,astheESRBratingisdisplayed
asa.JPGimagefile,withthecontentdescriptiondisplayedinoneline,leavingnoway
forinport.iotorecognisetheviolentcontentdescription(RatingsSearch).
Instead,gamedatabasemobygames.comwasused.MobyGamesallowsuserstofilter
gamesbyESRBrating(MobyGames[MatureViolence])andbythevariouscontent
descriptionssuchasintenseviolence(MobyGames[IntenseViolence]).
Gameswerefilteredbyeachofthepossibleratingsandviolencedescriptionsand
copiedintoMicrosoftExcel.Gameswithoutaviolentcontentdescriptorwerelabelled
nonviolent(NV).

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violenceonviolentcrimeacrosseightUSstates

Grouping Violence Ratings

SimilartoDahlandDellaVigna(2008:678)gameswereaggregatedintothosethatare
intenselyviolent(IV),Mildlyviolent(MV)andnonviolent(NV).However,veryfew
gamescontainednoformofviolence,asalmostanyactionwithinavideogamecan
looselybeclassifiedasviolent.Forexample,gamesbasedontheboardgameRisk
(RiskFactions)andchildrensmovieToyStory3(DisneyPixarToyStory3)both
containcartoonviolencewhilestillgivenanErating,demonstratingthatthelevelof
violenceisrelativelyminor.
Todeterminehowthesegamesshouldbeaggregated,allvideogamesweregroupedinto
oneExcelspreadsheetcontainingboththeirESRBratingandViolentContent
description.Herethesystemcolumnwasdeletedandduplicaterowsremoved,to
avoidcountinggamesthatwerereleasedontwosystemsasseparategames.
WhilegamescanbegivenhigherESRBratingsbasedoncontentotherthenviolence
(suchassexualcontent),Table9showsthatinallcases,agamecontainingintense
violencenecessitatedaMature(M)rating.Similarly,inallbutonecaseagame
containingViolencenecessitatedatleastaTeen(T)rating.Gamescontainingall
otherformsofviolencewerestilleligibleforanErating.Therefore,gamescontaining
IntenseviolencewerelabelledIntenselyViolent(IV),gamescontainingViolence
werelabelledMildlyviolent(MV),withallothergamesbeinglabelledNonviolent
(NV).

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14

Estimating exposure

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Percentage for Each State

AswithWard(2020,p.1213)dataonthenumberofretailvideogamestoreswas
drawnfromtheUScensusCountyBusinessPattern(CBP)(CountyBusinessPattern)
Table10displaysthenumberofgamestoresineachstateeveryyear,asapercentageof
thetotalUSgamestoresthatyear.

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Combining Datasets

Datascrapedfromthethreedifferentsources(mobygames.com,vgchartz.com,
metacrtic.com)werecombinedintoonespreadsheetusingMicrosoftExceladdinDigdb
(Digbd).Thisallowedmetomergerowsfromvariousspreadsheetstogetherifthey
hadthesamevalueinboththeirtitleandsystemcolumns.
Thesignificantdifficultywiththismethodwasthatthevaluesinthesecolumnshadto
matchexactly.Giventhevastamountsofdata,thereweremanyinstanceswherethe
gametitleswerewrittenslightlydifferentlybyeachsource.Forexample,Metacritichad
titleswrittenasUFCUndisputed2009,JakandDaxterCollectionandNeedfor
SpeedProStreet,whereasVGchartzhadthesametitleswrittenasUFC2009
Undisputed,TheJakandDaxterCollectionandNeedforspeed:Prostreet.These
valueshadtobeadjustedmanuallyinorderforthedatatomerge.Thistime
commitmentmeantsomeofthesetitleswereremoved.However,noneofthesetitles
soldmorethan1000copiesintheirfirstnineweeksofrelease,makingthemrelatively
insignificantomissions.

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Hourly Concurrent Players in the US

AllconsolegameswerematchedwithaSteamgamebasedontheirgenre.While81%
ofgameswerereleasedonaTuesday,sometitleswerereleasedonadifferentdayofthe
weekthantheSteamgametheywerelinkedto.Asthiswouldaffectthenumberof
usersusingthegameeachhourafterrelease,anothercolumnwasaddedtitledrelease
dateused.IfaconsolegamewasreleasedonadifferentDOTWthanitslinkedSteam
game,thereleasedateusedwasthefirstdatefollowingthereleaseoftheconsolegame
thatfellonthesameDOTWasthesteamgamewasreleased.VGchartzweeklysales
aredelimitedbySaturdays(WeeklyChartsIndex)andthereforeifaSaturdayoccurred
betweenthesetwodates,thegamescumulativesalesforweeks27wereusedinstead
ofweeks16.
ThenumberofplayersexposedtoeachgameinAmericawascalculatedasoutlinedin
themethodologysectionusingacombinationofMicrosoftExcelandMicrosoftSQL.

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Hourly Concurrent Players in Each State

Thisdatawasdividedintoeightseparatespreadsheetsdisplayingthenumberofplayers
ineachstateinaccordancewiththepercentagesfoundinTable10,withtimezones
beingadjustedviaSQL.Table11detailsthevarioustimedifferencesbetweenstates.
Lastly,hours06wereremovedfromeachdataset.Thisisbecausethenumberofpeople
exposedtoSteamgamesforthefirstfewhoursfollowingreleasedoesnotserveasa
suitableproxyfordeterminingthenumberofconsoleusersoverthisperiod.Console
gamesarereleasedatmidnightineachstatestimezone,whereasSteamgamesare
releasedatmidnightinUTC08:00foralltimezones.Thismeantthatcertainstateswere
missingdataonthefirstfewhoursofrelease(forexampleSouthCarolinaisinthe
UTC5:00timezone,therenodatawasavailableforthefirstthreehoursofrelease).
Additionally,withtheexceptionofhighlypopulargameshavingmidnightreleases,
mostgamesarenotavailabletopurchaseatmidnight.Thereforehours06followingthe
releaseofagameareremovedfromthedataset.AsampleoftheWestVirginiadataset
isfoundinTable13.

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15

64

Socio Economic Control Variables

PatrickCremenAugust2015

Population and Youth Population

TheAmericancommunitySurvey(foundattheUScensusBureauwebsite,Factfinder)
(Factfinder)contains1yearpopulationestimatesforeveryyearunderstudy.The2007
dataislistedinTable14.

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Population

Eachstatespopulationvaluewasfoundinthetotalpopulationrowunderthatstates
totalestimatecolumn.

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Youth Population

UsingtheUNdefinitionofayouthassomeonebetweentheageof1524inclusive
(DefinitionofYouth)Iaddedtogetherthevaluesofthe15to19yearsand20to24
yearsrowsundereachstatestotalestimatecolumn,todetermineeachstatesyouth
populationasapercentageofitstotalpopulation.

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violenceonviolentcrimeacrosseightUSstates

Unemployment

UnemploymentdatawasgatheredfromtheUnitedStatesdepartmentofLabours
LocalAreaUnemploymentStatistics(LAUS)program(LocalAreaUnemployment
Statistics).Thisprovidedannualdataoneachstatesunemploymentrate.

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Income

Annualmediumhouseholdincomewasgatheredforeachstatefromdataprovidedby
theUScensusbureau(StateMedianIncome).

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violenceonviolentcrimeacrosseightUSstates

Urbanization

Urbanizationratesweretheonlysocioeconomicvariablethatcouldnotbegathered
annually,asthisdataisonlycollectedeverytenyearsinthedecennialcensus
(FrequentlyAskedQuestions[b])The2010levelsforeachstatewereusedforall
yearsofthestudy.ThisdatawascollectedfromtheUScensusBureauwebsite(2010
CensusUrbanandRuralClassificationandUrbanAreaCriteria).

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Combining Data

AllsocioeconomicdatawasplacedinanExcelspreadsheet,withaseparaterowfor
everydateunderstudy.20randomrowsfromtheVermontsheetarefoundinTable15.

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16

72

Other Data

PatrickCremenAugust2015

TV Ratings

Asdiscussed,theaimherewastomimicDahlandDellaVigna(2009:7034)byusing
dataonthetop10highestratedTVprogrammeseachyearfoundattheTimeAlmanac
website(InformationPleaseAlmanac)tocontrolforTVprogrammesthatwere
viewedbyover15millionpeopleaccordingtoNielsendata.Thenumberofviewers
wouldbeusedasanindicator(alongwithaseparateindicatorforSuperbowldates).
Howeverthisstepprovedimpossibletoreplicate.
Fortheyears20072010,thedataonlydisplayedtheNielsenratingfortheprogramme
(thepercentageofUShouseholdswhoownaTVthatwatchedtheprogramme),andnot
thetotalviewers.The2011datadisplayedboththeNielsenratingandtotalviewers,
whereasthe2012dataonlydisplayedtotalviewers.Allviewershipdatawastheseason
average.
BygatheringNielsendataonthenumberofUShouseholdsowningaTVforeveryyear
understudy(114.9MillionU.S.TelevisionHomesEstimatedfor20092010Season)
andSeidman(2012),IwasabletodeterminehowmanyhouseholdstheTVprogramme
wasviewedin.Forexample,in2012therewere114.20millionUShouseholdswitha
TV,soa1.0ratingmeantthat1.142householdswereviewingthisTVprogramme.
However,sincethetotalviewersdependedonwhichhouseholdsviewedtheTV
programme,therewasnowayofestimatingthetotalTVviewersfromthehousehold
viewingdata.Therefore,TVprogrammeswitharatingabove5.0wereincluded,asin
2011(theonlyyeardisplayingbothNielsenratingsandtotalviewers)NCIS5.2rating
equatedto15,174viewers.Thenumberofviewersusedinthedatasetisthenumberof
householdsviewingtheprogramme.

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violenceonviolentcrimeacrosseightUSstates

DataontheTVprogrammesUSairdateswascrawledfromwebsitetvrage.com,using
thesinglerowmethodininport.iooutlinedearlier.Superbowlairdatesweregathered
fromNielson.com(SuperbowlXLVIIIdraws111.5millionviewers,25.3million
tweets).
UnlikeTVrage,TimeAlamiccountedAmericanIdolTuesdayandAmericanIdol
Wednesdayasseparateprograms,withthesamebeingtrueofDancingwiththeStars
andDancingwiththeStarsresults.ThereforeAmericanIdolairdatesweredivided
intothoseoccurringonTuesdayandWednesday.DancingwiththeStarsresults
alwaysairsthedayaftertheoriginalprogramme,sothedatawasdividedtoreflectthis.
Aspreadsheetwascreatedwithrowsforeverydatecoveredinthedata.20samplerows
canbefoundinTable16.

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Holiday Indicators

ThemethodfordeterminingholidayindicatorswaslargelymimickedfromDahland
DellaVigna(2009:703).However,thedatawasadjustedtoreflectwhatholidayswere
celebratedineachstate.Dataonholidayswasgatheredfromtimeanddate.com
(HolidaysinUnitedStatesin2015)Separateindicatorswereusedforeachofthe
following
1:Holidayscelebratedinthatstate.Thesenationalholidayscelebratedinallstatessuch
asMartinLutherKingDayandStateHolidayssuchasLeeJacksonDayinVirginia.If
thestatedoesnotcelebrateanationalholiday(ForexampleColumbusDayisnota
nationalholidayinDelaware[ColumbusDayinUnitedStates])itwasnotgiventhis
indicator
2:Thethreedayspredatingtheholiday
3:ThedayafteraholidayiftheholidayfallsonaMonday.
4:UnlikeDahlandDellaVignas(2009)methodwhichonlycontrolsfornational
holidays,Iaddedanotherindicatorforholidaysthatareknowntoincreasealcohol
consumption,andthusalsolikelyincreaseviolentcrime.Smartphoneapplication
Bactrackallowsuserstochecktheirbloodalcoholcontentviaabreathalyser,andhas
beenaggregatingover100,000testresultstodeterminetheUSdateswiththehighest
alcoholconsumption(BactrackConsumptionReport).Therefore,afourthindicatoris
usedforSt.PatricksDay,Halloween,ValentinesDay,andNewYearsEve
(rememberingthatthe12:006:00amperiodisanalysedasthepreviousday).
Aseparatespreadsheetwascreatedforholidaysineachoftheeightstates,asseenin
Table17.

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Weather Variables

AswithDahlandDellaVigna(2009:704)theweatherdatausedwastheglobalsurface
ofdaydatafromthenationalclimaticdatacenter(GlobalSurfaceSummaryofthe
Day).Datawasgatheredfromeachstatesstatecapitalairport,asoutlinedinTable18.
Thedatawasdownloadedasaspacedelimitated.txtfile,andformattedinSPSSin
accordancewiththeGlobalSurfaceSummaryofDayDatacodebook(FederalClimate
ComplexGlobalSurfaceSummaryofDayData).Table19displayshowthisdatawas
formatted.

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5 SPSS SETUP
Table20displayshowthedatawasformattedinSPSSatacaselevel.

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17

Crime Data

TheNIRBScrimedatawasoriginallymergedintoonedatasetwithallunnecessary
variablesandcasesremoved.Thevariablesthatwerekeptwerethestatewherethe
reportedincidenttookplace,thetypeofcrimecommittedandtheageandsexofthe
offender.Allcrimesthatdidnotoccurinoneoftheeightstatesbeingstudiedwere
removed.AsseeninTable20,thecaselevelfilewasformattedtoshowallincidentsof
violentcrimethatoccurred(groupedbytimeandstate),aswellastheageandsexofthe
offender.
Thisdatawasthenaggravatedintotwodatasets.Onedetailingthenumberofviolent
crimescommittedineachstateatanhourlylevel,andtheotherdisplayingthesamedata
forviolentcrimescommittedbymalesages1829.Asamplefromtheformerisfound
inTable21.

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18

Games Data

Thevideogameexposuredatawasaggregatedtodisplaythenumberofpeopleexposed
toNV,MVandIVgamesineachstateatanhourlylevel,matchingtheviolentcrime
data.Inordertodirectlycompareplayersacrossvariousstatesofvastlydifferentsizes,
inthemodellingthenumberofplayersisadjustedbythestatespecificyouthpopulation
size.Annualdataoneachstatesmaleyouthpopulationsizewasdrawnfromthe
AmericanCommunitySurvey.
Thismeantthatonlytheaggregatedgamesdata,andnotthecaselevelgamesdatawas
usedforanalysis.Therefore,IcouldonlyanalysethenumberofpeopleplayingNV,
MVandIVgameseveryhour,withoutdifferentiatingwhichgameswereactuallybeing
played.Whileitwouldhavebeenpreferabletoentertheindividualcaseleveldatafor
eachgame,duetothesizeandcomplexityofthisdata(1345rowsandover3000
columnsperstate),thiswasnotpossibleduetotimeconstraints.
Thisunfortunatelymeantthattheinstrumentalvariable(eachgamesmetascore)was
leftoutoftheanalysis.However,Tables2222.3showthatagamesmetascoreisa
goodpredictorofthenumberofunitssoldsixweeksafterrelease.Thisistrueofall
typesofvideogames,buttherelationshipisstrongestforIntenselyViolentvideo
games.Cunningham,EngelsttterandWard(2011b:20)foundthatagames
gamespotreviewscorewasunrelatedtoviolentcrimerates,andIcanthinkofno
plausiblereasonthatthiswouldnotalsobetrueofthisdata.Therefore,thisatleast
demonstratesthattheindependentvariableintheanalysisisnotpurelyendogenous.

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19

80

Control Variables

PatrickCremenAugust2015

Weather Controls

Theweathervariablesthatwereusedwereeachstatesdailysnowdepthandmaximum
precipitation.

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Other Control Variables

Thesocioeconomic,holiday,andTVratingsdatawereenteredintoSPSSastheywere
formattedinMicrosoftExcel.Thisdatawaspreviouslydisplayedatdailyintervals.To
fitwiththerestofthedataset,thesevariablesweredisplayedathourlyintervals.
However,allvaluesremainedfixedacrossthe24hoursinaday.

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20

Seasonality Controls

PatrickCremenAugust2015

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violenceonviolentcrimeacrosseightUSstates

Dummy Variables

Dummyvariableswerecreatedforeachdayoftheweek.Additionally,dummy
variableswerecreatedforeachmonth,with11monthspecificdummyvariablesbeing
includedinthemodel,withDecemberbeingusedasthereferencevariable.

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Additive Time Series

Atimeserieswasusedtoaccountfortheseasonalityofviolentcrime.Asseenin
Figures910,themagnitudeoftheseasonalfluctuationdoesnotvarywithinthedata,
andthereforeanadditivetimeserieswasused.TheAdditivetimeseriesmodelcanbe
displayedas

Where isthenumberofviolentcrimescommittedattimet.

representsthe

seasonalvariationinviolentcrimerates(withfigure9showingviolentcrimepeaks
duringthesummermonths.
Ttrepresentsthegeneraltrendinviolentcrime,whichinFigure9isshowntodrastically
reduceafter2008.Etrepresentstheirregularcomponentsofthismodel.

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21

Data Aggregation

Thenumberofpeopleexposedtoeachvideogameathourlyintervalswasaveragedinto
theaveragenumberofplayersacrossthesegroupings:12:00am04:00am,04:00am
08:00am,08:00am06:00pm,06:00pm12:00am.Thesegroupingwereusedinsteadof
thegroupingsusedbyDahlandDellaVignaoutlinedearlierastheybettermatchthe
distributionofbothvideogameexposure(Figure11)andviolentcrime.Thisdatacould
thenbeanalysedagainstthelogtransformedtotalnumberofviolentcrimescommitted
ineachtimegrouping.

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6 ANALYSIS

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22

Crime Data

Usingthecaseleveldataset,Iwasabletoexaminewhenviolentcrimeswerelikelyto
occur.Table23displaysallviolentcrimescommittedacrosstheseeightstatesduring
theyearsunderstudy,groupedbydateandtime.
Table25showstheaveragenumberofincidentsofviolentcrimeineachtimegrouping,
withadditionaldataontheageandsexoftheoffender.Thisshowsthatin83%of
incidents,theoffenderwasmale.74%ofoffenderswereundertheageof29.This
demonstratesthatyoungandmalearesignificantlyoverrepresentedamongviolent
criminals.Thistablealsodemonstratesthatviolentcrimepeaksduringtraditional
partyinghours,withviolentcrimeratesbeinghighestduringFridayandSaturday
eveningsandnights.Thislendssupportfortheplausibilityforthevoluntary
incapacitationhypothesis,forifsomethingweretodrawyoungmalesawayfromtheir
moredangerouseveningactivities,itcouldlowerviolentcrimerates.

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23

Regression Analysis

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violenceonviolentcrimeacrosseightUSstates

Methodology

Iuseamultivariableregressionanalysistodeterminetheincreaseinviolentcrimefor
everyincrementintheaveragenumberofpeopleexposedtoNV,MVandIVvideo
games.Thisdatawasanalysedacrossthetotalityofalleightstates.Thenumbersof
playersforeachtypeofgameareaveragedoverthecorrespondingstatespecific
populations.Imodeltheproductionfunctionforaggregatelogviolentcrimesaslinear
overtheaveragedgameplayers
mv
iv
ln V t = 0+ 1 Gnv
t + 2 G t + 3 G t + X t + t

Where t isanadditivelyseparableerrorterm.Thecoefficient 3 canbe


interpretedasthe as the increaseviolent crimeforeachincrementofaveraged
playerofintensivelyviolentgames. X t isasetofcontrolvariables,including
seasonalandsocioeconomiccontrolvariables..

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Short Run Effects

Table26displaystheeffectofhourlyvideogameexposureonhourlyviolentcrime
rates.Onceafullsetofcountiesisadded,norelationshipisfoundforanytypeofvideo
game
Table27displaystheeffectofvideogameexposureonviolentcrimeusingthetime
groupingsoutlinedearlier.Onceafullsetofcontrolsareadded,allvideogamesareseen
toreduceviolentcrime.However,theeffectsizeisinverselyrelatedtothelevelof
violenceinthegame,withnonviolentvideogameshavingthelargesteffectsize(
0.3005)andintenselyviolentgameshavingthesmallest(0.0565).
Table28displaysthesamedataforviolentcrimescommittedbyyoungmales.Unlike
forthewiderpopulation,herenonviolentvideogamesareunrelatedtoviolentcrime
ratesonceafullsetofcontrolsareadded.Interestingly,theeffectsizeis94%largerfor
thisdemographicthenthepopulationasawholeformildlyviolentvideogames,and
138%largerforintenselyviolentvideogames.Thislendssupporttothevalidityof
thesefindings,astheeffectsizeislargerforthedemographictowhomviolent
videogamesaremostpopular.

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Medium Run Effects

Totestthemediumruneffectofvideogameexposure,variouslagspecificationswere
appliedtoexaminetheeffectofvideogameexposureonviolentcrimeduringthetime
groupingafterexposure,twotimegroupingsafterexposure,andthesametimegrouping
thedayafterexposure.Table29displaystheseresults.Interestingly,onlynonviolent
videogamesreduceviolentcrimeratesinthehourfollowingexposure,andviolent
videogamesareassociatedwithaslightincreaseinviolentcrimeinthehoursfollowing
exposure.Noteworthyisthatintenselyviolentvideogamesappeartoincreaseviolent
crimemoreinthehoursfollowingexposurethantheyreduceviolentcrimeduring
exposure,suggestingthatintenselyviolentvideogamesleadtoaslightnetincreasein
violentcrime.
Table30displaystheresultswhenthesametestwasconductedontheyoungmales
dataset.Whilenoeffectwasfoundintheshortrun,herenonviolentgamesare
correlatedwithareductioninviolentcrimeinthehoursfollowingexposure.Forthis
demographic,bothMVandIVgamesarerelatedtoanincreaseinviolentcrime
followingexposure,withtheeffectsizeofIVgamesbeing260%largerthaninwider
population.ForallLagspecifications,intenselyviolentvideogamesincreaseviolence
inthemediumrunatalmostdoubletheratetheyreduceitduringtheshortrun.
Moderatelyviolentandnonviolentvideogamesbothhaveanetnegativeeffecton
violentcrime.Interestingly,unlikeinTable29,thereislittledifferencebetweenthe
effectofMVandIVviolentgames,suggestingthatforthisdemographicitisthe
presenceof,ratherthanthelevelofviolencethataffectsviolentcrimerates.ThatMV
gamesdidnotincreaseviolentcrimeinthemediumrunforthewiderpopulation

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suggeststhatthelevelofviolenceinagamemostaffectssegmentsofthepopulation
lesspronetoviolence.

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7 FINDINGS

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24

: VGV is Related to Violent Crime

AsseeninTables2630,theeffectofvideogameexposurevariesdependingonthe
levelofviolencewithinthevideogame.Whilethisvariationislikelylargelyinfluenced
byselfselection,thelevelofviolenceinavideogameisstillseentoeffectviolent
crimeratesbothduringandafterexposure.Therefore,theclaimthatvideogame
violenceisunrelatedtoseriousactsofaggressioncanberejected.

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25

The effect is Most Significant for Young Males

Asalreadyoutlined,theeffectsizeislargerwhenthedependentvariableishourly
violentcrimeratesofmalesaged1829.Thisfitswiththefindingsofpreviousresearch
inthisarea.

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26

The Catharsis Hypothesis is Rejected

AsseenisinTable26,oncethefullsetofcontrolsareadded,theeffectofnonviolent
videogamesis5.3timesstrongerthanintenselyviolentvideogames,and1.9times
strongerthanmildlyviolentvideogames.IfVGVexposurehadacatharticeffect,we
wouldpredicttheoppositetobetrue.AlthoughasseeninTable27,theseresultsarenot
foundwhenexaminingviolentcrimescommittedbyyoungmales.
However,themediumruneffectofVGVprovidesfurtherevidenceagainstthis
hypothesis.Forbothdatasets,nonviolentvideogamesreduceviolentcrimeinthe
mediumrun,withtheoppositebeingtrueofintenselyviolentvideogames.The
catharsishypothesiswouldpredictadecreaseinviolentcrimeinthehoursfollowing
exposuretotheviolentvideogames.Therefore,thishypothesisisrejected.

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27

The Data Supports the Voluntary Incapacitation

Hypotheses.
Bycomparingtheeffectofvideogamesduringexposure(thecontemporaneouseffect)
andafterexposure(thedelayedeffect),evidenceisfoundsupportingtheVIhypothesis.
Violentvideogamesonlyreduceviolentcrimeduringexposure,andnotafter.Indeed,
asdiscussedbelowthedataindicatesthatthedelayedeffectofVGVistoincrease
violentcrime.Thus,thisdataindicatesthatthereductioninviolentcrimeisduetothe
timeuseeffectsofplayingvideogames,andthereforetovoluntaryincapacitation.

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28

This Data also Provides Evidence in Favour of GAM

EvenwhenaccountingforindividualsselfselectingintoVGVexposureinthefield,the
datahereindicatesthatintenselyviolentvideogamesarerelatedtoanincreasein
violentcrimefollowingexposure,withthereversebeingtrueofnonviolentvideo
games.GAMpredictsthatVGVincreasesplayersaggressionfollowingexposure,and
thatincreasedVGVwillleadtomoreseriousactsofaggression(hereviolentcrime).
Tables29and30showthatthisistruebothforallviolentcrimescommittedandfor
thosecommittedbyyoungmales.Thisisnotfoundwithnonviolentvideogames.This
mirrorstheresultsAndersonandDill(2000)foundinthelaboratory,andsupportsthe
GAMmodel.

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8 CONCLUSION

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29

Reflection on Aims

Reflectingonthefouraimsoutlinedinx,itisevidencethatthisstudyhassucceedin
bothfindingacorrelationbetweenVGVandviolentcrime,andhasbeenabletousethis
datatosupportanexistinghypotheses(bothVIandGAM).

Thedataalsoindicatesthatthestudysuccessfullyachieveditsfirstaim,tofinda
suitableproxyforthetimingofVGVexposure.Thelessaccuratetheproxyis,themore
randomtheestimateforthehourlynumberofpeopleexposedtoeachtypeofvideo
gamewouldbe.However,asseeninTables2627,whenmatchedwithhourlycrime
rates,statisticallysignificantresultsarefound.ForexampleinTable27itisseenthat
theseresultswouldonlybefoundin1outof100incidentswerethenullhypothesistrue
(asitwouldbeiftheestimationwashighlyinaccurate).Additionally,weseediffering
contemporaneousanddelayedeffectsofVGVexposure,matchingwhatwouldbe
predictedbytheexistingVIandGAMhypotheses,withthesefindingsreaching
significance.Weretheestimationhighlyinaccurate,therewouldlikelybelittle
differencebetweenthecontemporaneousanddelayedeffectsofVGVexposure.
Therefore,itappearsthatthiswasasuitableproxytobeused,thatcanbefurtherrefined
infuturestudies.
Theaimleastconclusivelyachievedwastoestablishthecorrelationtobeacasualeffect
ofVGVonviolentcrime.Ontheonehand,ithasbeenshownthatcomparingthe
contemporaneousanddelayedeffectsallowstimeorderandaplausiblemechanismto
beestablished.Ontheotherhand,removingtheinstrumentalvariablefromthefinal
analysislimitstheabilitytodrawcausalinfluencesfromthisdata.Sincethisvariable
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wasremovedduetotimeconstraintsandnotoutofmethodologicalnecessity,future
studiescanincludethisinstrumentalvariableintheiranalysis,andmakestrongerclaims
ofacausalrelationship.However,ataminimumthisstudysuggeststhatthisisacausal
relationship,whileacknowledgingthatfurthertestingisneeded

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30

Concluding remarks

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Comparison with Previous Research

Whencomparingtheresultsofthisstudytopreviousliterature,itisworthrecallingthat
asdiscussedearlier,theseresultshaveonlybeenfoundacrosseightUSstateswith
specificcharacteristics(forexample,noneofthemcontainlargecitieswhereNIRBS
dataisnotcollated),andthuscautionshouldbeexercisedwhengeneralizingtheir
resultsandcomparingthemtoexistingresearch.However,theresultsofthistestmirror
someofthefindingsinpreviousliterature.
LikeCunningham,EngelsttterandWard(2011b)andDahlandDellaVigna(2009),I
findthatviolentmediaisrelatedtoadecreaseinviolentcrime,withthiseffectbeing
strongestforyoungmales.Likethesetwostudies,Iattributethistovoluntary
incapacitation.HoweverunlikeCunningham,EngelsttterandWard(2011b),increased
exposuretointenselyviolentvideogamesisassociatedwithanetincreaseinviolent
crime.Thedifferentresultscouldbeattributedtothisstudymeasuringtheeffectof
VGVonviolentcrime,withCunningham,EngelsttterandWards(2011b:36),study
measuringtheeffectonallcrimeandthepercentageofcrimesthatareviolent(ibid.:
37).However,likeCunningham,EngelsttterandWard(2011b),andDahland
DellaVigna(2009),thedataheredemonstratesthatasawhole,increasedvideogame
exposureisrelatedadecreaseinviolentcrime.

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New Insights Developed

Bydevelopedanewproxyforvideogameexposure,thisstudyhascontributedtwonew
insightstothestudyofVGV.

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New Evidence Linking VGV to Real Life Serious Acts of Aggression.

Whilenottheprimaryaimofthisstudy,thefindingshereprovidenewdatafromthe
fieldsupportingGAM.Asdiscussedearlier,duetoethicalconcernsaboutprovoking
interpersonalviolence,manyhaveheldthatpreviouslaboratorystudieshavebeen
unabletoprovidesufficientevidencelinkingVGVtoanincreaseinseriousactsof
aggression.Additionally,withoutaproxyforwhenVGVexposuretakesplace,
Cunningham,EngelsttterandWard(2011b)andWard(2010)wereunabletoexamine
thedelayedeffectofVGVexposure.Forthefirsttime,thedelayedeffectofVGV
exposureonviolentcrimehasbeenexaminedinalargescaleobservationalstudy.By
demonstratingthatviolentvideogamesincreaseviolentcrimeratesfollowingexposure,
thisstudyhasprovidedevidencelinkingVGVexposuretoreallifeseriousactsof
aggressionthathasbeenabsentinpreviousstudies.

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The Catharsis Hypothesis has Been Disproven

WhileCunningham,EngelsttterandWard(2011b)heldthattheirfindingssupported
theVoluntaryIncapacitationandnottheCatharsishypothesis,withoutanestimationof
thetimingofexposure,littleconclusiveevidenceinsupportofeithertheorycouldbe
provided.Cunningham,EngelsttterandWard(2011b)drawthisconclusionsolelyfrom
thefactthatnonviolentvideogamesreduceviolentcrimebymorethanviolentvideo
games,incontrasttoanearlierdraftofthestudywheretheoppositewasfound,which
washeldtosupportCatharsis(Cunningham,EngelsttterandWard[2011a].As
outlined,bycontrastingthecontemporaneousanddelayedeffectsofVGV,more
conclusiveevidenceagainstthecatharsishypothesiswasfound.Whentakenwiththe
furtherevidencesupportingGAM(theinverseofwhatwouldbepredictedbythe
Catharsishypothesis),itisheldherethatthisstudyprovidesnearconclusiveevidence
againsttheCatharsishypothesis.Unlikepreviousstudies,weholdthatthisstudy
providessufficientevidenceinsupportoftheVoluntaryIncapacitationhypothesis.
Thus,byfindingnewevidencesupportingGAMandVI,andbydisprovingthe
Catharsishypothesis,thisstudyhasyieldednewinsightsintotherelationshipbetween
videogames,VGV,andviolentcrimeratesthatcanhelpguidefuturepolicyinthisarea.

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SteamDowntimeandServerSupport.Steam.
https://support.steampowered.com/kb_article.php?ref=7366ETYS5919.[accessed5
March2015].
SuperbowlXLVIIIdraws111.5millionviewers,25.3milliontweets.Nielsen.
http://www.nielsen.com/us/en/insights/news/2014/superbowlxlviiidraws1115
millionviewers253milliontweets.html.[accessed3March2015].
TimeTemperature,Idaho.
http://www.timetemperature.com/tzus/idaho_time_zone.shtml.[accessed7March
2015].

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violenceonviolentcrimeacrosseightUSstates

TimeTemperature,Tennessee.
http://www.timetemperature.com/tzus/tennessee_time_zone.shtml[accessed7March
2015].
Trueachievmentshttp://www.trueachievements.com[accessed5March2015].
Truetrophieshttp://www.truetrophies.com/[accessed5March2015].
USCensushttp://censtats.census.gov/cgibin/cbpnaic/cbpcomp.pl[accessed6March
2015].
VGChartz.http://www.vgchartz.com/.[accessed5March2015].
VGChartz:PlayStation3.http://www.vgchartz.com/platform/3/playstation3/.
[accessed6March2015].
VGChartz:Wii.http://www.vgchartz.com/platform/2/wii/.[accessed5March2015].
VGChartz:Xbox360.http://www.vgchartz.com/platform/7/xbox360/[accessed5
March2015].
Ward,M.R.2010.VideoGamesandCrime.ContemporaryEconomicPolicy,29(2),
261273.
TheWaybackMachine.TheInternetArchive.
http://archive.org/about/faqs.php#The_Wayback_Machine.[accessed5March2015].
Webexhibits.http://www.webexhibits.org/daylightsaving/b.html

[accessed6March
2015].
WeeklyChartIndex.VGChartz.http://www.vgchartz.com/weekly/.[accessed5
March2015].

118

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WeeklySoftwareCharts,VGChartz.http://www.vgchartz.com/.[accessed5March
2015].
Wolf,F.M.1986.MetaAnalysis:QuantitativeMethodsforResearchSynthesis.
ThousandOaks,California;NewDelhi;London;Singapore:SAGEPublications.
ThousandOaks,California;NewDelhi;London;Singapore:SAGEPublications.

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Table1:TopSellingWiiGames

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Table1Theworldwidetop100bestsellingWiigamesthatwerereleasedbetween
20072012.Rankedbytotalworldwidesales(accurateasof06/03/2015),notthetop
sellinggamesbetweentheseyears.DatagatheredfromVGChartzlistofallgames
releasedonWii,rankedbysales(VGChartz:Wii).Gamesreleasedoutsideof2007
2012wereremoved,withtheremaininggamesrankedfrom1100.Posrepresents
therankingofthegame,basedonunitssold.Titlerepresentsthetitleofthegame.
Yearrepresentstheyearitwasreleased.Vratingrepresentstheviolencerating,in
accordancetothemethodologyoutlinedinchapter4.2.5

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Table2:TopSellingXbox360Games

Table2:Theworldwidetop
100bestsellingXbox360
gamesthatwerereleased
between20072012.Ranked
bytotalworldwidesales
(accurateasof06/03/2015),
notthetopsellinggames
betweentheseyears.Data
gatheredfromVGChartzlist
ofallgamesreleasedon
xbox360,rankedbysales
(VGChartz:Xbox360).
Gamesreleasedoutsideof
20072012wereremoved,
withthereaminggames
rankedfrom1100.Pos
representstherankingofthe
game,basedonunitssold.
Titlerepresentsthetitleof
thegame.Yearrepresents
theyearitwasreleased.V
ratingrepresentsthe
violencerating,inaccordance
tothemethodologyoutlined
inchapter4.2.5

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Table3:TopSellingPlaystation3Games

Table3:Theworldwidetop100bestsellingPlaystation3gamesthatwerereleasedbetween20072012.Rankedbytotal
worldwidesales(accurateasof06/03/2015),notthetopsellinggamesbetweentheseyears.DatagatheredfromVGChartzlistof
allgamesreleasedonPlayStation3,rankedbysales(VGChartz:PlayStation3).Gamesreleasedoutsideof20072012were
removed,withtheremaininggamesrankedfrom1100.Posrepresentstherankingofthegame,basedonunitssold.Title
representsthetitleofthegame.Yearrepresentstheyearitwasreleased.Vratingrepresentstheviolencerating,inaccordanceto
themethodologyoutlinedinchapter4.2.5

Figure1:SteamGraphDataforShootingGames

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Figure2:SteamGraphDataforRolePlayingGames

Figure2DisplaysSteamGraphdataforshootinggamesBioshockInfinite,DeusExHumanRevolution,DukeNukemForeverand
SniperEliteV2.(SteamGraphb)
Figure3DisplaysSteamGraphdataforroleplayinggamesTheElderScrollsV:Skyrim,DarkSouls2,SpiralKnightsandFallout
NewVegas. Source:(SteamGraphc)

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Figure3:SteamGraphdataforStrategyGames
Fig1.3

Figure4:SteamGraphdataforSportsGames

Figure3SteamGraphdataforstrategygamesXComEnemyUnknown,TotalWar:Rome2,DawnofWar2Retributionand
R.U.S.E(SteamGraphd)
Fig4:SteamGraphdataforsportgamesNBA2K14,ProEvolutionSoccer2015andFootballManager2013(Russian).TheRussian
versionoffootballmanagerwasusedastheinternationalversionwasvastlymorepopularthantheothertwogames,thusscalingthe
graphastomakeitunreadable.(SteamGraphe)

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violenceonviolentcrimeacrosseightUSstates
Figure5:SteamBandwidthUsageComparison

350.00
300.00
250.00
200.00
150.00
100.00
50.00
0.00

Avg Bandwidth
(7th,21st)
Bandwidth (14th)

Figure5:ComparingtheSteamBandwidthbeingusedinAmericaonthe14thofOctober(ColumbusDay)withtheaverageSteam
bandwidthfromtheMondaysprecedingandfollowingColumbusDay.Datagatheredandformattedasoutlinedinchapter4.1.2.
However,thehourlybandwidthbeingaccountedforbytheUSAisnotcalculatedasapercentageofthetotalglobalbandwidth.
TimezoneisUTC05:00

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Table4:GenreGroupings

Table4outlineshowconsolegameswerematchedwithsteamgamesaccordingtotheirsubgenre.
BioshockInfiniterepresentsthetypicalvideogame,consistingofalinerstoryorsequenceoflevelsthattheusercompletesaftera
certainnumberofhours,thoughtheymayreplayitafter.Thisismostakintohowconsumersexperiencetelevisionprogrammes.
Portal2representssimpleplatformingbasedgames,whichareoftenmorechallengingtocomplete,andhavehigherreplayvalue
thenothergenres.FarCry3representssandboxgames,whicharenonlinear,andplaceusersinanopenendedworldtoexplore,
whichtendstorequirealargertimecommitmentthangameswithlinearcampaigns.XCOM:EnemyUnknownrepresentsstrategy
basedgames,oftenakintoboardgames,whereplayersmuststargazeawaytovictory,orareplacedinchargeofmanaging
resourcesforasocietyorgroup.TheElderScrollsV:Skyrimrepresentsroleplayinggames,whereplayerstakeontheroleofa
heroinanepicquest.Thesegamesnormallyrequireamassivetimecommitmentfromtheplayers.NBA2k13representssports
games.Sincethereisaseparatesubgenreforeverysport,allsubgenresotherthanmanagementaregiventhevalueallothersin
thistable.Lackingamoresuitableproxy,drivingandfightinggamesareconsideredsporttitles,astheytendtobedesigned
similarly.
Difficultieswerefacedfindingaproxyforpartybasedgamessuchasmusicandboardgames,whicharedesignedtohavegroups
playtogetheraroundaTV.DuetothemoresolitarynatureofthePCplatform,suchgamesdonotthriveonthismarket.Instead,
Left4dead2wasusedasaproxy,asthisgameisfocusedon4playercooperativeplay,albeitonlineinsteadofoffline(Steam
Community).However,thefocusongettingagroupoffriendstogethertoplaymakesitthemostsuitableproxyfortheseformsof
games.

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violenceonviolentcrimeacrosseightUSstates

Table5:HourlyConcurrentPlayersofTheElderScrolls:SkyrimonSteam

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Figure6:SteamBandwidthStatsWebpage

Table6:SteamBandwidthStatsData

Figure6displaysascreenshotofthesteamdownloadstatswebpage(SteamDownloadStatsb)asitappearedat10:45:28 on the
4thofNovember2013.
Table6displaystheSteambandwidthbeingusedbyeachregionatthetimeanddateindicated.NA=NorthAmerica.EU=Europe.
A=Asia.R=Russia.AU=Australia.SA=SouthAfrica.AF=Africa.O=Other.C=Current.P=Peek.Therowclosesttothetimeof
Figure6ishighlighted.ThisrowsdataexactlymatchesthedatafoundinFigure6.ThisverifiesthatthedataonthisTableis
correct.

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violenceonviolentcrimeacrosseightUSstates

Table7:AveragePercentageofGlobalSteamBandwidthAccountedforbyAmerica.

Table7displaysthataveragepercentofsteambandwidthbeingaccountedforbytheUSAeveryhouronaSunday.Averageis
overthefirstthreeweeksofOctober2013,asoutlinedinchapter4.1.2.TimezoneisUTC00:00.

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Figure7:SeasonalityofVideoGameSales

Figure7:Alinechartdisplayingtheseasonalityofvideogamesales,asfoundinCunningham,EngelsttterandWard(2011b:31)

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violenceonviolentcrimeacrosseightUSstates

Table8:PercentageofOwnersPlayingNBA2k13

Table8displayspercentageofthoseUSsteamuserswhoownNBA2k13whoareplayingiteveryhour.USunitssoldrepresents
theunitssoldthatweek,changingevery168hours.USunitssoldcalculatedasoutlinedinchapter4.1.3.TimezoneisUTC08:00

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Figure8:FarCry3SteamGraphData

Figure8displayssteamgraphdataforBioshockInfinite,DeusExHumanRevolution,FarCry3.AssassinsCreedIV:BlackFlag
andTheForrest.WhileBioshockInfinite,DeusExHumanRevolutionandFarCry3areallshootinggames,FarCry3usagemore
closelyresemblesopenworld/sandboxgames,hereAssassinsCreedIV:BlackFlagandTheForrest,thantraditionalshooting
games.

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violenceonviolentcrimeacrosseightUSstates

Table9:ERSBRatingsandViolenceDescriptors

Table9:ThecorrelationbetweentheERSBRating,andERSBviolentcontentdescriptorsamongallgamesincludedinthisstudy.
Gamesthatappearonbothsystemsarecountedasasinglegame.

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Table10:PercentageofTotalUSVideoGameStoreinEachState

Table10:ThenumberofvideogameretailstoresineachstateasapercentageofthetotalvideogameretailstoresinAmericafor
everyyearunderstudy.AlldatagatheredfromtheUScensusCountyBusinessPattern(CBP)(USCensus).

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violenceonviolentcrimeacrosseightUSstates

Table11:StateTimeZones

Table12:DaylightSavingsTimes

Table11:Timezonesforthevariousstates,gatheredfromWebexhibits.org(Webexhibits).
BothIdahoandTennesseearespreadacrosstwodifferenttimezones.IdahocontainsregionsinboththePacificTimeZone(PTZ)
andMountaintimeZone(MT)(TimeTemperature,Idaho).TennesseecontainsregionsinboththeCentralTimeZone(CTZ)and
EasternTimeZone(ETZ)(TimeTemperature,Tennessee).Forsimplicity,onetimezoneisusedforeachstate.Thisisthetime
zoneofeachstatescapital.IdahosstatecapitalBoiseisinMTZ.TennesseesstatecapitalNashvilleisinCTZ.Therefore,these
timezonesareusedfortheentirestate.
Table12:Thepointsatwhichthetimezonesinthedatasetswereadjustedfordaylightsavings.Datagatheredfromb4time.com
(b4time).

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Table13:WestVirginiaVideoGameExposureData

Table13:Dataforthefirst7hoursfor10gamesintheWestVirginiadataset.

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Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
violenceonviolentcrimeacrosseightUSstates

Table14:AmericanCommunitySurveyData

Table14:TheDelawareandIdahosectionsoftheAgeandSextablefromthe2007AmericanCommunitySurveydata.Source:
AmericanFactfinder(AmericanFactfinder).

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Table15:VermontSocioEconomicData

Table15:20rowsfromthedatasetofVermontssocioeconomiccontrolvariables.Separaterowswereaddedforeverydateunder
study.Thevaluesforallcontrolvariableschangedannually,withtheexceptionofUrbanPopulationwhichremainedconsistent
acrossalldates.Alldatagatheredasoutlinedinchapter4.4

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Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
violenceonviolentcrimeacrosseightUSstates
Table16:TVRatingsData

Table16:20randomrowsfromtheTVratingsdataset.AlldatagatheredasoutlinedinChapter4.5.1.Avalueof0isgiventoall
dateswhereaTVprogrammewithaseasonaverageNielsenratingofabove5.0thatyeardidnotair.

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Table17:WestVirginiaHolidayData

Table17:20randomrowsfortheWestVirginiaholidaycontrolsspreadsheet.Alldatagatheredandformattedasoutlinedin
chapter4.5.2.An(A)beforetheholidaytitleindicatesthatthedateoccursaftertheholiday,whereasa(B)indicatesthatdateoccurs
beforetheholiday

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Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
violenceonviolentcrimeacrosseightUSstates
Table18:WeatherStationInformation

Table19:WeatherVariableCoding
Table19.2:

Table18:ThesourceoftheGlobalSurfaceSummeryofDayDatausedforeachoftheeightstates.Inallcases,thedatasetfrom
theweatherstationinthestatecapitalairportwasused.AlldatagatheredfromtheNationalOceanicandAtmospheric
Administrationwebsite(NationalOceanicandAtmosphericAdministration).

Table19:HowthevariablesintheGlobalSurfaceSummeryofDayDatawerecodedinSPSS,inaccordancewiththeGlobal
SurfaceSummeryofDayDatacodebook(FederalClimateComplexGlobalSurfaceSummaryofDayData).
Table20:CaseLevelSPSSData

Table20:AsampleofthecaselevelSPSSdata.INCDATErepresentsthedate,withtimebeingthehourssincemidnightofthat
date.Foreveryviolentcrimethatoccursatthattime,arowisaddedtothedataset.Ageandsexrepresenttheageandsexofthe
offender,withmalescodedas1andfemalescodedat0.NV_Players,MV_PlayersandIV_Playersbeingthenumberofpeople
exposedtononviolent,mildlyviolentandintenselyviolentvideogamesatthathour.SNDPrepresentscurrentsnowdepth,and
MAXrepresentsmaximumprecipitationreportedinthatstatethatday.Allothervariablesmergedastheywereformattedin
Microsoftexcel.

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Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
violenceonviolentcrimeacrosseightUSstates

Table21:CombinedViolentCrimeDataset

Table21:Asampleofthecombineddatasetforallreportedviolentcrime.INCDATEandtimerepresentthedateandtime.
SvCrimerepresentsthenumberofreportedviolentcrimesinthatstatethathour.NV_Players,MV_PlayersandIV_Playersbeing
thenumberofpeopleexposedtononviolent,mildlyviolentandintenselyviolentvideogamesatthathour.SNDPrepresents
currentsnowdepth,andMAXrepresentsmaximumprecipitationreportedinthatstatethatday.Ifaholidayoccursonthatdate,1
valueisplacedintheappropriateholidayindictorcolumn,accordingtoindicatorgroupingsoutlinedinchapter4.5.2.Allother
variablesmergedastheywereformattedinMicrosoftExcel.

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Table22:TheEffectof'MetascoresonSales

Table22.1:IntenselyViolentVideoGames

Table22.2:MildlyViolentVideoGames

Table22.3:NonviolentVideoGames

Table22:Theresultsofalinearregressionanalysis,witheachgamesmetascorebeingthepredictorvariable,and
thedependentvariablebeingtheunitssoldinAmericaaftersixweeks(Sig<.001).AonepointincreaseinagamesMetascore
predicts6986moresalesasof6weeksafterthegamesrelease.Tables22.122.3showstheresultsofthesametestonIV,MV,and
NVvideogamesseparately.Inallcases,thenullhypothesisisrejected

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Idolovevideogames.Butafterawhile,youfeellikeyouneedtogetupanddosomethingObservingtheeffectofvideogame
violenceonviolentcrimeacrosseightUSstates

Figure9:DecompositionofAdditiveTimeSeriesonallViolentCrime

Figure10:DecompositionofAdditiveTimeSeriesonViolent
CrimeCommittedbyYoungMales

Figure9:showsthecompositionofadditivetimeseriesforallincidentsofviolentcrime.Thenumberofviolentcrimesvastly
decreasesafter2008,reachingthelowestpointin2009.Violentcrimefollowsaclearseasonalpattern,peakinginthesummer
months. Thelastpanelshowsallrandompartsroughlyfluctuatearound0,indicatingthedataisrandomlydistributedafterthe
seasonalpartsaredecomposedaway.
Figure10:Thesametimeseriesforviolentcrimescommittedbyyoungmales.Thepatternsarelargelysimilar,althoughinthis
seriesweseelessofanincreaseinthenumberofincidentsreportedafter2010.

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Figure11:AverageUSsteamBandwidthbyTimeofDay

US Bandwidth Used
450.00
400.00
350.00
300.00
250.00
200.00
150.00
100.00
50.00
0.00

US Bandwidth Used

Figure11:TheaverageSteambandwidthbeingusedinAmericaeveryhouroftheday,forthefirstthreeweeksof
October2013.(excludingColumbusDay).Alldatagatheredasoutlinedinchapter4.1.2.TimezoneinUTC05:00

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Table23:IncidentsofViolentCrimebyTimeofDay

NumberofviolentCrimes
12AM4AM

4AM8AM 8AM6PM 6PM12AM

Total

Sunday

43092

15837

46964

46518

152411

Monday

22852

12387

48566

49301

133106

Tuesday

23064

12467

48339

46993

130863

Wednesday

23178

12280

47696

47345

130499

Thursday

24088

12534

47400

46579

130601

Friday

26751

12949

49366

54149

143215

Saturday

42077

16327

48232

56108

162744

Table24:IncidentsofViolentCrimeCommittedbyYoungMalesGroupedbyTimeofDay

NumberofviolentCrimes
12AM4AM
Sunday

Monday

Tuesday

Wednesday

Thursday

Friday

Saturday

4AM8AM

8AM6PM

6PM12AM

15550

3553

10300

13738

43141

6612

1663

10821

14736

33832

6486

1691

10407

13781

32365

6575

1678

10168

13722

32143

7046

1719

10082

13678

32525

8313

1971

10661

15986

36931

14860

3552

10359

16509

45280

Table25:TheAverageNumberofViolentCrimesCommittedinEachTimeGrouping.

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PatrickCremenAugust2015

ViolentCrime(perday)
12AM4AM

4AM8AM

8AM6PM

6PM12AM

Total

Sunday

138

51

150

149

487

Monday

73

40

155

158

425

Tuesday

74

40

154

150

418

Wednesday

74

39

152

151

417

Thursday

77

40

151

149

417

Friday

85

41

158

173

458

Saturday

134

52

154

179

520

Agegroup(%)
<18

8.10

6.15

16.24

13.53

44.01

1829

7.48

1.83

8.96

11.81

30.08

>29

5.28

1.66

9.02

9.95

25.91

Female

3.20

1.00

6.58

6.26

17.03

Male

18.83

4.97

25.93

33.24

82.97

Gender(%)

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violenceonviolentcrimeacrosseightUSstates
Table26:TheEffectofVideoGameExposureonCrimeRates

Model1
Estimate

Model2
SE

Estimate

Model3

Model4

Model5

SE

Estimate

SE

Estimate

SE

Estimate

SE

0.0106

0.0207

0.0112

0.0216

0.0111

0.0048

0.0

0.0397**
Nonviolent

0.0746

0.0134

0.0418**

Moderateviolent

0.0147

0.0106

0.0269**
0.0083

0.0074

0.0264*

0.0073

0.0157

0.0

0.005

0.0066

0.005

0.0054

0.0049

0.0009

0.0

0.0269**
Intenselyviolent

0.0258***

0.0064

Controlvariables
Yearindicator

Dayofweek
indicator
Monthindicator
Holidayindicator
WeatherorTV
audience

R2

0.3085

0.5786

0.751

0.7576

0.7711

2192

2192

2192

2192

2192

*Significantat5%.
***Significantat1%.

Table26:Theeffectsofhourlyvideogameexposureonhourlyviolentcrimerates.Methodologyasoutlinedin6.2.1.Onceafull
setofcontrolsareapplied,nostatisticallysignificantresultarefound.Therefore,thenullhypothesiscannotberejected.

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Table27:TheEffectofVideoGameExposureonViolentCrimeRatesOnceTimeGroupingareaApplied

Table28:TheEffectofVideoGameExposureofViolentCrimeRatesofYoungMalesOnceTimeGroupingsareApplied

Table27displaystheresultsofthemultivariableregressionanalysisoncethetimegroupingsoutlinedin5.5areapplied.
Methodologyasoutlinedin6.2.1.Onceafullsetofcontrolsareadded,alltypesofvideogamesreduceviolentcrime,withall
resultsreachingstatisticalsignificance.Therefore,thenullhypothesesisrejected.

Table28displaystheresultsofthesametestforviolentcrimescommittedbyyoungmales.Itisworthnotingthattheindependent
variableistheaveragednumberofpeopleexposedtoeachtypeofvideogame,whichdoesnotdifferentiateforyoungmales.Here
alltypesofvideogamesreduceviolentcrime,yettheeffectofnonviolentvideogamesisfarweakeranddoesnotapproach
statisticalsignificance.Howeverforviolentvideogames,thenullhypothesisisrejected.

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violenceonviolentcrimeacrosseightUSstates
Table29:TheMediumRunEffectofVideoGameExposureonallViolentCrime

Table30:TheMediumRunEffectofVideoGameExposureonViolentCrimeCommittedbyYoungMales

Model1

Model2

Model3

Estimate

SE

Estimate

SE

Estimate

SE

Nonviolent

0.096***

0.041

0.097*

0.041

0.1047*

0.041

Moderateviolent

0.2791***

0.0322

0.2793***

0.0322

0.2772***

0.0322

Intenselyviolent

0.1252***

0.0229

0.1265***

0.0229

0.1241***

0.0229

LaggedNonviolent

0.2484***

0.0386

0.2421***

0.0385

0.2393***

0.0385

0.26***

0.0309

0.2611***

0.0309

0.26***

0.0308

violent

0.2371***

0.0198

0.2398***

0.0197

0.2434***

0.0197

Lagspecification

Onetimeofdayafter

Twotimeofdayafter

Onedayafter

Fullsetofcontrol

LaggedModerate
violent
LaggedIntensely

***Significantat1%.

Table29:Theeffectofvideogameexposureonallviolentcrimeundervariouslagspecifications.Videogameexposurethatoccurs
duringthelagspecificationiscontrolledfor.Nonviolentvideogamesarefoundtoreduceviolentcrimeinthehoursfollowing
exposure,whereasintenselyviolentvideogameexposureincreasesviolentcrime,withboththesefindingsreachingstatistical
significance.
Table30:Theeffectofvideogameexposureonviolentcrimescommittedbyyoungmalesundervariouslagspecifications.Video
gameexposurethatoccursduringthelagspecificationiscontrolledfor.Nonviolentvideogamesdecreaseviolentcrimeinthe
mediumrun,whereasviolentvideogamesincreaseviolentcrimeinthehoursfollowingexposure.Alltheseresultsreachstatistical
significanceandthusthenullhypothesisisrejected.

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