Popular Culture Review Vol. 25, No. 2, Summer 2014 | Page 51

47 with an overarching insistence on finding a causal link between violence, that logic would have to lead to the conclusion that violence would have reached near chaos levels by now. While the world, and our country, can be very dangerous and violent places, such a conclusion is simply and completely untrue. Worse still, such reductive thinking avoids a more fruitful discussion about the root cause of such horrors as school shootings and street violence. Two major studies, the first published in 2009 and the second in 2011, prove with definitive authority that violence in video games itself is not any sort of predictor that can be used to determine violent tendencies outside of the virtual world. The 2009 study, entitled “The Motivating Role of Violence in Video Games” was conducted by University of Rochester professors Andrew K. Przybylski and Richard M. Ryan. They do not set aside other research that has been done in an attempt to correlate violent behavior and loss of empathy due to playing violent video games. Instead, they seek to uncover what motivates gamers to play a violent game and whether the violent content is the sole or even the major driver of this motivation. As the authors posit, “Indeed, games involving war, combat, or adventures may provide opportunities for psychological satisfaction that are irrespective of the violent elements within the games” (244). While they concede that some players might be motivated just by violence, they point out that this does not explain gamers who are motivated by and find satisfaction in playing non-violent titles. Their research findings lead them to conclude that a gamer’s sense of mastery over the game’s mechanics and competence in playing was an overriding motivating factor in violent games, not the pursuit of violence itself (246-249). The 2011 study, entitled “The Effect of Video Game Competition and Violence on Aggressive Behavior: Which Characteristic Has the Greatest Influence?” was conducted by professors Paul J. C. Adachi and Teena Willoughby. They seek to determine whether it is the violent content of video games that explains increases in aggression in some gamers, or the competitive nature of some games in and of itself Other studies have wrongly concluded that any increase in aggression was only explainable as a direct result of the violence. Adachi and Willoughby instead find “that when isolating specific video game characteristics, competitiveness had a much larger impact on aggressive behavior than the violent content” (272). Gamers, therefore, most often play to win, either against other gamers in a multiplayer environment or against the game’s own obstacles. This is no different than the competitive nature fostered by everything from team sports to spelling bees, to the business world. Yet in other realms, competitive behavior and the aggression it can bring out are hailed as hallmarks of our culture and much needed traits of the successful. The better and more provocative question to ask in relation to the issue of violent content in video games centers first on their ratings. As was mentioned briefly earlier, video games are all rated through the Entertainment Software Rating Board (ESRB). The ESRB has ratings very similar to those used by the Motion Picture Association of America (MPAA) to rate films, from