comfortably numb
This week we talked about multigroup experiments. Read the article by Bushman and Anderson on the Desensitizing Effects of Violent Media on Helping Others. Once you have read through the article, please answer the following questions:
1) The authors conducted two studies – one with video games and one with movies. When considering the study involving the video games, was this a two-group or a multigroup experiment? Why?
2) In the study at the movie theater, the “emergency” was staged before people went to watch their movie for some people and for others it was staged after they saw their violent or nonviolent movie. Do you think this study was a multigroup study? Was there a control group? Do you think that there are any issues in the way they set up their experiment?
3) Imagine that you want to examine Bushman and Anderson’s hypothesis that watching a violent movie (or playing a violent video game) will make you less likely to help someone in need. Pick a violent medium (movie or video game, not both) and describe how you would conduct a similar experiment that would be clearly multigroup. Make sure to identify your independent variable, your dependent variable, and your control.
See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/23998209
Comfortably Numb: Desensitizing Effects of Violent Media on Helping Others
Article in Psychological Science · February 2009
DOI: 10.1111/j.1467-9280.2009.02287.x · Source: PubMed
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Research Report
Comfortably Numb
Desensitizing Effects of Violent Media on Helping Others
Brad J. Bushman1,2 and Craig A. Anderson3
1
University of Michigan,
2
VU University Amsterdam, and
3
Iowa State University
ABSTRACT—Two studies tested the hypothesis that exposure
to violent media reduces aid offered to people in pain. In
Study 1, participants played a violent or nonviolent video
game for 20 min. After game play, while completing a
lengthy questionnaire, they heard a loud fight, in which
one person was injured, outside the lab. Participants who
played violent games took longer to help the injured victim,
rated the fight as less serious, and were less likely to
‘‘hear’’ the fight in comparison to participants who played
nonviolent games. In Study 2, violent- and nonviolent-
movie attendees witnessed a young woman with an injured
ankle struggle to pick up her crutches outside the theater
either before or after the movie. Participants who had just
watched a violent movie took longer to help than partici-
pants in the other three conditions. The findings from both
studies suggest that violent media make people numb to the
pain and suffering of others.
Film is a powerful medium, film is a drug, film is a potential hal-
lucinogen—it goes into your eye, it goes into your brain, it stim-
ulates and it’s a dangerous thing—it can be a very subversive
thing.
— Oliver Stone (quoted in Dworkin, 1996)
If film is a drug, then violent film content might make people
‘‘comfortably numb’’ (borrowing the words of Pink Floyd). Spe-
cifically, exposure to blood and gore in the media might make
people numb to the pain and suffering of others—a process
called desensitization. One negative consequence of such
physiological desensitization is that it may cause people to be
less helpful to those in need.
The link between desensitization and helping behavior is
provided by a recent model that integrates the pioneering
work on helping by Latané and Darley (1968) with our work
on physiological desensitization to aggression, illustrated in
Figure 1. Several factors must be in place before someone de-
cides to help a victim (Latané & Darley, 1970; see Fig. 2). Three
of these factors are particularly relevant here. First, the indi-
vidual must notice or attend to the violent incident. However,
decreased attention to violent events is likely to be one conse-
quence of desensitization. Second, the individual must recog-
nize the event as an emergency. However, desensitization can
reduce the perceived seriousness of injury and the perception
that an emergency exists. Third, the individual must feel a
personal responsibility to help. However, decreased sympathy
for the victim, increased belief that violence is normative, and
decreased negative attitudes toward violence all decrease
feelings of personal responsibility.
Although previous research has shown that violence in the
media can produce desensitization-related outcomes (e.g., Linz,
Donnerstein, & Adams, 1989; Molitor & Hirsch, 1994; Mullin &
Linz, 1995; Thomas, Horton, Lippincott, & Drabman, 1977),
this model illuminates two gaps in the desensitization literature.
First, there are no published studies testing the hypothesis that
violent media stimuli known to produce physiological desensi-
tization also reduce helping behavior. Second, there are no field
experiments testing the effect of violent-entertainment media on
helping an injured person. We recently found that playing a
violent video game for just 20 min decreased skin conductance
and heart rate while watching real scenes of violence (Carnagey,
Anderson, & Bushman, 2007). We conducted two studies to help
fill these gaps: a lab experiment using violent video games
(Study 1) and a field study using violent movies (Study 2).
STUDY 1
Participants played a violent or a nonviolent video game. Later,
they overheard a staged fight leading to injury. We predicted that
playing a violent video game, in comparison to playing a non-
violent game, would decrease the likelihood of help, delay
helping, decrease the likelihood of noticing an emergency (the
first step in the helping process), and decrease the judged se-
verity of the emergency (the second step in the helping process).
Address correspondence to Brad J. Bushman, Institute for Social
Research, University of Michigan, 426 Thomson St., Ann Arbor, MI
48106, e-mail: bbushman@umich.edu.
P S Y C H O L O G I C A L S C I E N C E
Volume ]]]—Number ]] 1Copyright r 2009 Association for Psychological Science
Method
Participants
Participants were 320 college students (160 men, 160 women)
who received extra course credit in exchange for voluntary
participation.
Procedure
Participants were tested individually. They were told that the
researchers were studying what types of people liked various
types of video games. After giving consent, participants played a
randomly assigned violent (Carmageddon, Duke Nukem, Mortal
Kombat, Future Cop) or nonviolent (Glider Pro, 3D Pinball,
Austin Powers, Tetra Madness) video game. We used the same
violent and nonviolent video games and the same participant
pool that Carnagey et al. (2007) used to demonstrate physio-
logical desensitization to violence.
The experimenter set a timer for 20 min, handed the partici-
pant a lengthy questionnaire, and said,
After the timer goes off, please complete this questionnaire. I need
to code some data for another study, but I promise to be back in
about 40 min. Please don’t leave the building until I get back. I
have to ask you some questions about the video game before you
leave. Okay?
The experimenter then departed.
After playing the video game for 20 min, participants rated on
a 10-point scale (1 5 not at all, 10 5 extremely) how action-
packed, enjoyable, fun, absorbing, arousing, boring, entertain-
ing, exciting, involving, stimulating, addicting, and violent the
video game was. The violence rating was used as a manipulation
check. The other ratings were used as possible covariates in the
analyses to control for differences in video games other than
violent content. After reverse-scoring boring ratings, principal
components factor analysis showed that the covariates loaded on
a single factor (eigenvalue 5 7.21), and were therefore com-
bined (Cronbach a 5 .94). Because the results were virtually
identical with and without the covariates, we only report the
simpler analyses that excluded the covariates.
Media Violence
Extinction of Fear/Anxiety Reactions
to Violence
Decreased
Attention to
Violent
Events
Decreased
Negative
Attitudes Toward
Violence
Decreased
Sympathy for
Violence
Victims
Increased
Belief That
Violence Is
Normative
Decreased
Perception
of Injury
Severity
Desensitization
Effect
Cognitive
& Affective
Outcomes
Desensitization
Procedures
Decreased Helping
Increased Aggression
Behavioral
Outcomes
Exposure to initially fearful stimuli in a
positive emotional context
(e.g., decreased heart rate reactivity)
Lower likelihood of intervening
Delay in intervening
Higher likelihood of initiating aggression
More severe level of aggression
More persistence in aggression
Fig. 1. Model of the effects of exposure to media violence. Such exposure serves as a desensitization procedure leading to increases in ag-
gression and decreases in helping. Adapted from Carnagey, Anderson, and Bushman (2007).
2 Volume ]]]—Number ]]
Numbing Effects of Media Violence
Next, participants indicated their favorite type of video game
(i.e., education, fantasy, fighting with hands or weapons, skill, or
sports). They also completed a lengthy bogus questionnaire
(over 200 items), ostensibly to determine what types of people
prefer various types of video games. The real purpose of the
questionnaire was to keep participants busy while a recording of
a staged fight was played outside the lab.
Three minutes after the participant finished playing the video
game, the experimenter, who was outside of the lab, played
an audio recording of a staged fight between two actors. The
6-min fight was professionally recorded using experienced
actors. Two parallel versions of the fight involved male actors
(used for male participants) or female actors (used for female
participants). In the recording, the two actors were presumably
waiting to do an experiment. They began by talking about how
one stole the other’s girlfriend (male version) or boyfriend
(female version). The discussion quickly deteriorated into a
shouting match (as indicated in the following script from the
male version):
First actor: You stole her from me. I’m right, and you know it, you
loser.
Second actor: Loser? If I’m a loser, why am I dating your ex-girl-
friend?
First actor: Okay, that’s it, I don’t have to put up with this shit any
longer.
When the recording reached this point, the experimenter
threw a chair onto the floor, making a loud crash, and kicked the
door to the participant’s room twice.
Second actor: [groans in pain]
First actor: Ohhhh, did I hurt you?
Second actor: It’s my ankle, you bastard. It’s twisted or something.
First actor: Isn’t that just too bad?
Second actor: I can’t even stand up!
First actor: Don’t look to me for pity.
Second actor: You could at least help me get off the floor.
First actor: You’ve gotta be kidding me. Help you? I’m outta here.
[slams the door and leaves]
At this point, the experimenter pressed the start button on the
stopwatch to time how long it would take for participants to help
the second actor—the violence victim. On the recording, the
victim groaned in pain for about 1.5 min. Because the first actor
had ‘‘left,’’ there was no perceived danger to the participant in
helping the second actor.
The experimenter waited 3 min after the groans of pain
stopped to give participants ample time to help. If the partici-
pant left the room to help the victim, the experimenter pressed
the stop button on the stopwatch and then debriefed the par-
ticipant.
If the participant did not help after 3 min, the experimenter
entered the room and said, ‘‘Hi, I’m back. Is everything going all
right in here? I just saw someone limping down the hallway. Did
something happen here?’’ The experimenter recorded whether
the participant mentioned hearing the fight outside the room.
Those who reported hearing the fight rated how serious it was on
a 10-point scale (1 5 not at all serious, 10 5 extremely serious).
As justification for rating the severity of the fight, the experi-
menter explained the rating was required for a formal report that
needed to be filed with the campus police. Finally, the partici-
pant was fully debriefed.
We conducted a pilot study involving 50 college students (25
men, 25 women) to test whether they
thought the fight was real.
Only 5 of the first 10 participants in the pilot study thought the
fight was real. We therefore increased the realism of the fight
(e.g., knocked over a chair and pounded on the door). After
making these changes, all of the remaining 40 participants
thought the fight was real.
Results
Preliminary Analyses
As expected, violence ratings were higher for the violent games
(M 5 7.89) than for the nonviolent games (M 5 1.51), F(1, 316)
5 823.13, p < .0001, prep > .99, d 5 3.22. We used four violent
Emergency!
Step 1: Notice that
something is happening.
Step 2: Interpret event as
an emergency.
Step 3: Take responsibility
for providing help.
Step 4: Decide how to
help.
Step 5: Provide help.
Fig. 2. Five steps to helping. Adapted from Latané and Darley (1970).
Volume ]]]—Number ]] 3
Brad J. Bushman and Craig A. Anderson
games and four nonviolent games to improve generalizability
(Wells & Windschitl, 1999). Within each type of video game, we
tested whether the four games produced different effects on any
of the dependent variables. No significant differences were
found among the four violent or the four nonviolent games. Thus,
data were collapsed across exemplars of video game types for
subsequent analyses.
Main Analyses
Helping. Although in the predicted direction, there was no
significant difference in helping rates between violent and
nonviolent video game players, 21% and 25%, respectively, z 5
0.88, p 5 .38, prep > .59, f 5 �.05. Participants who said their
favorite type of video game involved ‘‘fighting with hands or
weapons’’ were less likely to help than those who said their fa-
vorite video game was nonviolent, 11% and 26%, respectively,
z 5 2.46, p < .02, prep > .92, f 5 �.14.
Time to Help. When people who played a violent game did de-
cide to help, they took significantly longer (M 5 73.3 s) to help
the victim than those who played a nonviolent game (M 5 16.2
s), F(1, 70) 5 6.70, p < .02, prep > .92, d 5 0.61.
Heard Fight. The first step to helping is to notice the emergency.
As expected, people who played a violent game were less likely
to report that they heard the fight than those who played a
nonviolent game, 94% and 99%, respectively, z 5 2.00, p < .05,
prep > .87, f 5 �.11.
Severity of Fight. The second step to helping is to judge the
event as an emergency. As expected, people who played a vio-
lent game thought the fight was less serious (M 5 5.91) than did
those who played a nonviolent game (M 5 6.44), F(1, 239) 5
4.44, p < .04, prep > .89, d 5 0.27. Men also thought the fight
was less serious (M 5 5.92) than did women (M 5 6.49), F(1,
239) 5 5.43, p < .03, prep > .90, d 5 0.29.
Discussion
Violent video games known to produce physiological desensi-
tization in a previous study (Carnagey et al., 2006) influenced
helping behavior and related perceptual and cognitive variables
in theoretically expected ways in Study 1. Participants who
played a violent game took significantly longer to help, over
450% longer, than participants who played a nonviolent game.
Furthermore, compared to participants who played a nonviolent
game, those who played a violent game were less likely to notice
the fight and rated it as less serious, which are two obstacles to
helping.
STUDY 2
Participants in Study 2 were adult moviegoers. Our confederate,
a young woman with a wrapped ankle and crutches, ‘‘acciden-
tally’’ dropped her crutches outside a movie theater and strug-
gled to retrieve them. A researcher hidden from view timed how
long it took moviegoers to retrieve the crutches for the confed-
erate. We expected that participants who had just watched a
violent movie would take longer to help the confederate than
would participants who had just watched a nonviolent movie or
participants who had not yet seen a movie.
Method
Participants
Participants were 162 adult moviegoers.
Procedure
A minor emergency was staged just outside theaters that were
showing either a violent movie (e.g., The Ruins, 2008) or a
nonviolent movie (e.g., Nim’s Island, 2008). The violent movies
were rated ‘‘R’’; the nonviolent movies were rated ‘‘PG.’’ Par-
ticipants had the opportunity to help a young woman with a
wrapped ankle who dropped her crutches just outside the theater
and was struggling to retrieve them. The confederate was told to
pick up her crutches after 2 min if nobody offered help, but she
always received help in less than 11 s. After receiving help, she
thanked the helper and then hobbled away from the theater. A
researcher hidden from view timed with a stopwatch how long it
took participants to help the confederate. The researcher also
recorded the gender of the person offering help and the number
of potential helpers in the vicinity.
The researcher flipped a coin in advance to determine whether
the emergency was staged before or after the showing of a violent
or nonviolent movie. Staging the emergency before the movie
allowed us to test (and control) the helpfulness of people at-
tending violent versus nonviolent movies. Staging the emer-
gency after the movie allowed us to test the hypothesis that
viewing violence inhibits helping. The confederate dropped her
crutch 36 times, 9 times in each of the four experimental con-
ditions.
Results and Discussion
Although the helping delay increased as the number of by-
standers increased, and women helped less often than men,
these effects were not statistically significant and were not an-
alyzed further. The data were analyzed using a model testing
approach, in which a specific contrast representing our theo-
retical model and the residual between-groups variance are both
tested for significance. If the theoretical model adequately ac-
counts for differences among observed means, then the specific
contrast should be significant and the residual between-groups
variance should be nonsignificant. As predicted, participants
who had just viewed a violent movie took over 26% longer to
help (M 5 6.89 s) than participants in the other three conditions
(M 5 5.46 s), F(1, 32) 5 6.20, p < .01, prep > .95, d 5 0.88 (see
Fig. 3). Furthermore, the residual between-groups variance was
4 Volume ]]]—Number ]]
Numbing Effects of Media Violence
not significant, F < 1.0, indicating that the theoretical model
adequately accounted for the pattern of means. Indeed, the
model accounted for 98% of the between-groups variance. The
lack of a difference in helping before watching the movie rules
out the possibility that less-helpful people were more likely to
attend the violent movies.
GENERAL DISCUSSION
These two studies support the desensitization hypothesis linking
media violence to decreased helping behavior. In Study 1, vio-
lent video games known to desensitize people caused decreases
in helping-related behavior, perceptions, and cognitions. In
Study 2, violent movies delayed helping in a wholly naturalistic
setting. The person in need of help had an injured ankle in both
studies. In Study 1, the injury resulted from interpersonal vio-
lence, whereas in Study 2, the cause of injury was unknown. The
similar results across very different studies suggest that de-
sensitization caused by media violence generalizes beyond
failure to help victims of violence. Theoretically, we expect such
generalization; one factor influencing helping behavior is judged
severity of injury, and that judgment is influenced by one’s own
emotional and physiological reaction to the injury.
In sum, the present studies clearly demonstrate that violent
media exposure can reduce helping behavior in precisely the
way predicted by major models of helping and desensitization
theory. People exposed to media violence become ‘‘comfortably
numb’’ to the pain and suffering of others and are consequently
less helpful.
Acknowledgments—We thank Colleen Phillips for her help
with Study 1 and Elizabeth Henley and Brad Gamache for their
help with Study 2.
REFERENCES
Carnagey, N.L., Anderson, C.A., & Bushman, B.J. (2007). The effect of
video game violence on physiological desensitization to real-life
violence. Journal of Experimental Social Psychology, 43, 489–
496.
Dworkin, A. (1996). Slicing the baby in half. Retrieved December 12,
2008, from the Times Higher Education Web site: http://www.
timeshighereducation.co.uk/story.asp?storyCode=162012§ion
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Latané, B., & Darley, J.M. (1968). Group inhibition of bystander in-
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Psychology, 10, 215–221.
Latané, B., & Darley, J.M. (1970). The unresponsive bystander: Why
doesn’t he help? New York: Appleton-Century-Crofts.
Linz, D., Donnerstein, E., & Adams, S.M. (1989). Physiological de-
sensitization and judgments about female victims of violence.
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Molitor, F., & Hirsch, K.W. (1994). Children’s toleration of real-life
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Mullin, C.R., & Linz, D. (1995). Desensitization and resensitization to
violence against women: Effects of exposure to sexually violent
films on judgments of domestic violence victims. Journal of Per-
sonality and Social Psychology, 69, 449–459.
Thomas, M.H., Horton, R.W., Lippincott, E.C., & Drabman, R.S.
(1977). Desensitization to portrayals of real life aggression as a
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(RECEIVED 7/1/08; REVISION ACCEPTED 8/24/08)
0
1
2
3
4
5
6
7
8
H
el
pi
ng
D
el
ay
(
s)
Before Movie
Staging of Emergency
Violent Movie
Nonviolent Movie
After Movie
Fig. 3. Mean time elapsed before adults helped a confederate pick up her
crutches as a function of whether they watched a violent or nonviolent
movie before or after the staged emergency.
Volume ]]]—Number ]] 5
Brad J. Bushman and Craig A. Anderson
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