This assignment is designed to help you review APA writing guidelines and to begin finding references for the Critical Thinking that is due in Topic 3. This week you are going to start preparing for the assignment you have due in Topic 3. This will allow the instructors to review your research and give feedback you will use to develop the Topic 3 .
In Topic 3 you will be given 2 topics to choose from: Right to Die or Video Games and Violent Behavior. Two articles for each topic will be given that support each side of the controversy and you are expected to use both articles. Using the Class Resources find similar, empirical articles to support your rationale for the Topic 3 assignment
Use the resources found to construct an APA title page and reference section that conform to guidelines found in the Publication Manual of the American Psychological Association. Reference sections should include at least two articles, one e-book, and one electronic source.
This assignment uses a scoring guide. Please review the scoring guide prior to beginning the assignment to become familiar with the expectations for successful completion.
Prepare this assignment according to the guidelines found in the APA Style Guide, located in the Student Success Center
Innovations in CLINICAL NEUROSCIENCE [ V O L U M E 1 3 , N U M B E R 1 1 – 1 2 , N O V E M B E R – D E C E M B E R 2 0 1 6 ]12
ABSTRACT
Managing individuals with chronic
disorders of consciousness raises
ethical questions about the
appropriateness of maintaining life-
sustaining treatments and end-of-life
decisions for those who are unable to
make decisions for themselves. For
many years, the positions fostering
the “sanctity” of human life (i.e., life
is inviolable in any case) have led to
maintaining life-sustaining
treatments (including artificial
nutrition and hydration) in patients
with disorders of consciousness,
allowing them to live for as long as
possible. Seldom have positions that
foster “dignity” of human life (i.e.,
everyone has the right to a worthy
death) allowed for the interruption
of life-sustaining treatments in some
patients with disorders of
consciousness. Indeed, most ethical
analyses conclude that the decision
to interrupt life-sustaining therapies,
including artificial nutrition and
hydration, should be guided by
reliable information about how the
patient wants or wanted to be
treated and/or whether the patient
wants or wanted to live in such a
condition. This would be in keeping
with the principles of patient-
centered medicine, and would
conciliate the duty of respecting both
the dignity and sanctity of life and
the right to a worthy death. This
“right to die” has been recognized in
some countries, which have legalized
euthanasia and/or physician-assisted
suicide, but some groups fear that
legalizing end-of-life decisions for
some patients may result in the
inappropriate use of euthanasia, both
voluntary and nonvoluntary forms
(slippery slope argument) in other
patients.
This review describes the current
opinions and ethical issues
concerning end-of-life decisions in
patients with disorders of
consciousness, with a focus on the
impact misdiagnoses of disorders of
consciousness may have on end-of-
life decisions, the concept of
“dignity” and “sanctity” of human life
in view of end-of-life decisions, and
the risk of the slippery slope
argument when dealing with
euthanasia and end-of-life decisions.
We argue that the patient’s diagnosis,
prognosis, and wishes should be
by ROCCO SALVATORE CALABRÒ, MD, PhD; ANTONINO NARO, MD, PhD;
ROSARIA DE LUCA, MS, PhD; MARGHERITA RUSSO, MD, PhD;
LORY CACCAMO, PhD; ALFREDO MANULI, MS; ALESSIA BRAMANTI;
and PLACIDO BRAMANTI, MD
Drs. Calabró, Naro, de Luca, Russo, Manuli, A. Bramanti, and P. Bramanti are from the IRCCS
Centro Neurolesi “Bonino-Pulejo” in Messina, Italy; and Dr. Caccamo is from the Department
of Psychology, University of Padua, Padua, Italy.
Innov Clin Neurosci. 2016;13(11–12):12–24
FUNDING: No funding was received for the
preparation of this article.
FINANCIAL DISCLOSURES: The authors have no
conflicts of interest relevant to the content of
this article.
ADDRESS CORRESPONDENCE TO:
Rocco Salvatore Calabrò, MD, PhD;
E-mail: salbro77@tiscali.it
KEY WORDS: Artificial nutrition and hydration;
euthanasia; minimally conscious state; right to
die; sanctity of life; vegetative state.
R E V I E W A N D C O M M E N T A R Y
The Right to Die in Chronic
Disorders of Consciousness:
Can We Avoid the Slippery
Slope Argument?
mailto:salbro77@tiscali.it
Innovations in CLINICAL NEUROSCIENCE [ V O L U M E 1 3 , N U M B E R 1 1 – 1 2 , N O V E M B E R – D E C E M B E R 2 0 1 6 13
central to determining the most
appropriate therapeutic approach
and end-of-life decisions for that
individual. Each patient’s diagnosis,
prognosis, and wishes should also be
central to legislation that guarantees
the right to die and prevents the
slippery slope argument through the
establishment of evidence-based
criteria and protocol for managing
these patients with disorders of
consciousness.
INTRODUCTION
Consciousness is the condition of
normal wakefulness (opening and
closing eyes, preserved sleep-wake
cycle) and awareness (of the self and
environment) in which an individual
is fully responsive to thoughts and
perceptions, as suggested by his or
her behaviors and speech.
1,2
A
disorder of consciousness (DOC)
results when awareness and/or
wakefulness are compromised
because of severe brain damage.
3
In recent years, the advances in
diagnostic procedures and intensive
care have increased the number of
patients who survive severe brain
injury and enter a vegetative state
(VS) (also recently named
unresponsive wakefulness
syndrome)
4,5
or a minimally
conscious state (MCS). These
entities represent the two main
forms of chronic DOCs.
6–9
In
particular, patients suffering from VS
are unaware of the self and the
environment and cannot show
voluntary, purposeful behaviors
because of severe cortico-thalamo-
cortical connectivity breakdown
10,11
that globally impairs sensory-motor
processing and cognition. On the
other hand, patients with MCS show
fluctuant but reproducible signs of
awareness and have a limited
repertoire of purposeful behaviors.
The best management of patients
in VS and MCS requires a correct
diagnosis, an evidence-based
prognosis, and the full consideration
of the medical, ethical, and legal
elements concerning DOC.
12
In
particular, patients with DOC need
artificial nutrition and hydration
(ANH) and, often, intensive
treatments. These issues evoke a
thorny ethical problem concerning
the therapeutic decision-making of
such patients (including the
continuation of life-sustaining
therapies) in view of the
uncertainties about their state of
consciousness, prognosis, and
personal wishes, with particular
regard to the end-of-life decisions
(ELD).
13
In fact, it is worth
remembering that the
implementation of any life-sustaining
treatment, including ANH, should
not be automatic when considering
that every individual should make his
or her own decisions regarding any
kind of therapy, according to the
ethical principles of autonomy and
the right of self-determination and
freedom. If an individual is unable to
make a decision, as in the case of
patients with DOC, a surrogate
should be empowered to ensure the
patient’s best interest and personal
wishes concerning ELDs. Therefore,
the right to lose health, become ill,
refuse treatment, live the end of life
according to one’s personal view of
life, and die should be guaranteed,
which is in keeping with human
dignity and the duty to protect
physical and mental health.
14
The right to die is further
supported by the following
arguments.
14–19
1. The right to (a worthy) life
implies the right to (a worthy)
death.
2. There is no reason to have a
“dedicated” right to die, given that
dying is a very natural
phenomenon, as is life.
3. Death is a private matter, and
other people have no right to
interfere if there is no harm to
others or the community (a
libertarian argument.
4. It is possible to regulate
euthanasia by proper laws, and
thus avoid the slippery slope
argument (SSA).
3. Euthanasia may avoid illegal acts,
given that euthanasia may happen
anyway (a utilitarian or
consequentialist argument) and
save the extreme despair of
suicide or homicide.
6. Death is not necessarily a bad
thing, owing to the naturalness of
the phenomenon, regardless of
whether it is induced.
7. Euthanasia may satisfy the
criterion that moral rules must be
universalizable, but
universalizability is a necessary
but not a sufficient condition for a
rule to be morally good.
8. Medical resources can be better
managed, and though this is not a
primary reason for the right to
die, it is a useful consequence.
On the other hand, an opposite
view states that life is a unique and
incorruptible gift that, in keeping
with the concept of the sanctity of
human life, must always be
preserved. Hence, each individual
has the moral duty to attend to all
the treatment necessary to preserve
life, with the exception of those
burdensome and/or disproportionate
to the hoped for or expected result
(i.e., life preservation), and to avoid
behaviors that can deliberately
hasten or cause death.
13,19–24
A possible middle ground is
represented by the concept that the
sanctity and the dignity of life are
somehow coincident; consequently,
there is no reason why accepting
euthanasia makes some individuals
worth less than others. Since it is
possible to regulate euthanasia by
proper laws, there is no risk of the
following:
13,19–24
1. Starting an SSA that leads to
involuntary euthanasia, thus
killing people who are thought
undesirable
2. Less than optimal care for
terminally ill patients (for
economic reasons)
3. Giving too much power to medical
staff in limiting the access to
palliative and optimal care for the
dying, pain relief, saving lives,
using euthanasia as a cost-
effective way to treat the
terminally ill, and limiting the
research for new cures and
treatments for the terminally ill
Innovations in CLINICAL NEUROSCIENCE [ V O L U M E 1 3 , N U M B E R 1 1 – 1 2 , N O V E M B E R – D E C E M B E R 2 0 1 6 ]14
3. Exposing vulnerable people to
pressure to end their lives (duty
to die) by selfish families or by
medical staff to free up medical
resources or when patients are
abandoned by their families.
At first glance, the problem of
ELDs in patients with DOC may
seem easy to solve. The supporters
of the dignity of human life claim
that since patients with DOC are
unconscious and therefore cannot
fully benefit from their rights, ELDs
should assumed by a third party
(e.g., those with whom the patient is
familiar, medical staff, ethics
committees, or courts).25 These
parties would make the ELDs, taking
into account the best interests of the
patient, his or her wishes, the right
to freedom, and the respect of
human dignity. On the contrary,
those who advocate the sanctity of
life deny any possibility to hasten (by
interrupting life-sustaining
treatments) or cause death (by using
euthanasia and physician-assisted
suicide) (PAS), because they believe
that life preservation is a social and
ethical duty. Moreover, patients with
DOC are in a very frail and
vulnerable condition in which they
cannot express their thoughts on
these issues.13,19–24
Judgements in the Schiavo and
Englaro cases highlight this
controversy. In the Schiavo case,26
the argument was over whether Terri
Schiavo was in a persistent VS,
which had already lasted 15 years. It
began with her collapse in 1990, due
to cardiac arrest, and then her
husband’s initial court attempt to
have her feeding tubes removed in
1998. That was followed by court
battles between the husband and
Schiavo’s parents, who opposed the
removal the feeding tube. Her
feeding tube was removed several
times and then reinserted after more
court orders. It was removed for the
last time in March 2005 after the last
successful court petition by the
husband. Schiavo died 13 days later.
Likewise, Eluana Englaro27
entered a persistent VS in 1992
following a car accident, and
subsequently became the focus of a
court battle between supporters and
opponents of euthanasia. Shortly
after her accident, medical staff
began feeding Englaro with a feeding
tube, but her father “fought to have
her feeding tube removed, saying it
would be a dignified end to his
daughter’s life.” According to
reports, Englaro’s father said that
before the car accident, his daughter
visited a friend who was in a coma
and afterward told him, “If something
like that ever happened to me, you
have to do something. If I can’t be
what I am now, I’d prefer to be left to
die. I don’t want to be resuscitated
and left in a condition like that.” The
authorities refused father’s request,
but the decision was finally reversed
in 2009, after she had spent 17 years
in a persistent VS.
Of note, the United States
Supreme Court has stated that the
irreversibility of a DOC condition and
the clearly defined patient’s wish to
not live under such conditions should
both be clearly demonstrated in
order to withdraw the sustaining
therapies, including ANH.28,29 These
decisions are fully in keeping with
the right of freedom and self-
determination and with the
supporters of the right to life.
However, these are fiercely criticized
and hindered by the sanctity of life
supporters.13,19–24
Therefore, we consider whether it
is more ethical to respect human
dignity than to protect the sanctity
of human life at all costs. A correct
approach to this thorny ethical
dilemma requires taking into account
that there is a tangible uncertainty of
DOC diagnosis and prognosis,
consequently making it more difficult
to respect a patient’s rights properly
when making ELDs. Moreover, it is
still debated whether ANH should be
considered a fundamental (i.e.,
always due) or an aggressive therapy
(i.e., useless and bearer of further
suffering).22,24,30–34 Finally, the
motivation sustaining the right to live
with dignity and in respect of human
life sanctity must be analyzed
carefully, given that the access to the
right to die is a SSA. In fact, both the
withdrawal and the maintenance of
ANH may lead to a chain of related
events that may culminate in some
significant and potentially negative
effects on patients with DOC (e.g.,
death or unnecessary and prolonged
suffering). Liberalizing euthanasia
may lead to unnecessary application
in some cases. The strength of each
argument in favor or against ELDs
depends on whether one can
demonstrate a process that leads to a
significant effect. SSAs can be used
as a form of fear mongering in an
attempt to scare the audience, thus
ignoring the possibility of a middle
ground between the dignity and the
sanctity of human life. In this article,
we will review the key concepts of
the positions supporting the dignity
and the sanctity of human life in an
attempt to find a conciliating view to
solve the SSA.
DOC DIAGNOSES AND
PROGNOSES
When family members are faced
with an irreversible and hopeless
case of unconsciousness, leaving
their loved one in such a condition
may be unbearable for both the
patient and his or her family
members. The relatives of patients
with DOC live a paradoxical reality.
In fact, they live with a family
member who is both present
(inasmuch as he or she is awake)
and absent (unaware) and alive
(inasmuch as he can open and close
his or her eyes, breathe
independently, and make some
movements) and dead (given that he
or she cannot interact with the
family members or the
environment).35–37 These issues can
foster denial or misunderstanding in
the family members of their current
situation. For example, they may
deny that their loved one is in a VS
because they interpret spastic or
reflexive movements as signs of
improvement,6 thus imagining
chances of recovery that are not
supported by evidence-based
medicine. Given that the family
Innovations in CLINICAL NEUROSCIENCE [ V O L U M E 1 3 , N U M B E R 1 1 – 1 2 , N O V E M B E R – D E C E M B E R 2 0 1 6 15
members may witness important
responses by the patient that have
not been observed by the clinicians,
the medical staff should attempt to
observe the patient with the family
members and involve them in the
patient evaluation. Assisting family
members in better understanding the
patient’s behaviors and level of
awareness is important and may
strengthen the family members’
relationship with the medical staff.38
Hence, the correct communication
of a proper diagnosis and a reliable
prognosis is essential for the best
management of a patient with DOC.
In fact, inaccurate diagnoses and
prognoses and disclosure of false
diagnostic information to families
may have serious ethical, medical,
and legal consequences regarding
the medical management of the
patient, the well-being of patient’s
family members, and ELDs.39,40 In
fact, an incorrect diagnosis and
prognosis may result in a false
expectancy for recovery by the
family members, the unnecessary
and potentially harmful life-support
prolongation of the patient, financial
and emotional resources being
withheld or withdrawn, resource
misuse and misallocation, and an
inappropriate rehabilitation or long-
term care facility enrollment.13
Nonetheless, identifying residual
awareness in unconscious patients
(thus differentiating VS from MCS)
and establishing a correct prognosis
are extremely challenging, owing to
the inadequate sensitivity of the
clinical and paraclinical approaches
currently available for DOC diagnosis
and prognosis.41–47 Even though the
rate of consciousness recovery varies
from eight percent to 72 percent
(but decreases to 20–30% in patients
persisting in comas longer than 24
hours),47 a severe brain injury may
result persistent unconsciousness for
many years. There have been cases
of emergence from DOC, even after
many years.48 Generally, recovery
from a metabolic or toxic coma is far
more likely than from an anoxic one
where the traumatic brain injury
(TBI) occupies an intermediate
prognostic position. A post-anoxic
coma is a state of unconsciousness
caused by global anoxia of the brain,
most commonly due to cardiac
arrest. The outcome after a post-
anoxic coma lasting more than
several hours is generally, but not
invariably, poor.47
About 40 percent of patients with
VS may be clinically misdiagnosed in
that they may be conscious but are
unable to manifest any signs of
consciousness.49–51 Such a condition
has been recently labeled functional
locked-in syndrome (FLIS),
whereby, using neurophysiological
and functional neuroimaging
approaches, clinicians are able to
record residual brain network
connectivity that is sustaining a
covert awareness.52 A patient with
FLIS is clinically similar to one with
VS, with the exception that the
former is aware of the self and the
environment but is unable to
demonstrate awareness or
communicate.6–9 This may due to the
deterioration of sensory-motor
processes, which support motor
function, rather than the breakdown
of cerebral connectivity.6–12,53,60
The low rate of correct diagnoses
and prognoses may depend on the
variations in scale application,
awareness fluctuation, and subjective
interpretation of clinical findings.
The use of paraclinical tests to
detect residual and covert signs of
awareness may help in better
managing patients with DOC and
consequently supporting their right
to ELDs. Nevertheless, different
paraclinical tests would be necessary
to confirm awareness since single
tests may suffer from the same
methodological bias that clinical
approaches do.39,40,54
ELDs AND THE DIGNITY OF
HUMAN LIFE
The thought of interrupting life-
sustaining treatments, including
ANH, may arise in family members
and caregivers when their loved one
suffers from a long-lasting and
potentially irreversible DOC
condition.34 The idea of hastening
one’s own death may occur when
one’s quality of life is poor or
unbearable (e.g., in the case of
physical pain and/or mental anguish)
and life is considered without dignity
(e.g., feeling there is no chance of
recovery, finding nothing that makes
life worth living, and perceiving life
as a burden to others).55–58 One might
consider that respecting the dignity
of life means respecting the dignity
of death and thus avoiding
unbearable and/or unnecessary
suffering or living in what one might
considered a handicapped and
hopeless condition. As stated by
Marc Augé,59 “To die without dignity
is to die alone, abandoned, in an
inhospitable and anonymous place, in
a non-place. To die without dignity
means to die, suffering needlessly or
to die tied up to a technical gadget
that becomes the sovereign of my
last days. To die without dignity also
means to die in isolation, surrounded
by insensitive people, soulless
specialists, and bureaucrats who
carry out their professional tasks
mechanically.”
Many authors22,24,30–34,60–62 criticize
using the interruption of ANH as a
way to hasten death because ANH
suspension inevitably leads to a
lengthy death with the potential for
suffering, and suffering would be
considered an unworthy way to die.
This reasoning suggests that ANH
should be continued in order to avoid
suffering by the patient, even when
that patient is unconscious.61,62
Others argue that ANH is a
standard part of treatment for
patients with DOC, and suggest that
the discontinuation of ANH along
with any other standard treatment
should be permitted when explicitly
requested and that this is in keeping
with the principles of beneficence
and non-maleficence and the
“patient’s best interests” rationale.63–65
However, the rights to freely live
(with obvious due respect for others)
and to make any decision concerning
one’s own personal health are well
established as respecting the
principles of free will and the
personal understanding of the quality
Innovations in CLINICAL NEUROSCIENCE [ V O L U M E 1 3 , N U M B E R 1 1 – 1 2 , N O V E M B E R – D E C E M B E R 2 0 1 6 ]16
of life and human dignity.66 This
suggests that a human being has an
innate right to be valued and
respected and to receive ethical
treatment. In 1964, the Declaration
of Helsinki56 stated, “It is the duty of
physicians who participate in medical
research to protect the life, health,
dignity, integrity, right to self-
determination, privacy, and
confidentiality of personal
information of research subjects.”
Such issue was further corroborated
by the Council of Europe in 1997 in
the Convention for the Protection
of Human Rights and Dignity of
the Human Being with regard to
the Application of Biology and
Medicine57 and by the United
Nations Educational, Scientific, and
Cultural Organization’s Declaration
on the Human Genome and
Human Rights58 in 1998. Both of
these councils stated that there is an
absolute need for respecting the
human being both as an individual
and as a member of the human
species, for recognizing the
importance of ensuring the dignity of
the human being, and for
safeguarding human dignity and the
fundamental rights and freedoms of
the individual with regard to the
application of biology and medicine.
In keeping with the duties and
rights set forth in the
aforementioned declarations, a
competent individual or an
individual’s surrogate should be free
to make ELDs. We might consider
that ANH contributes to the physical
well-being of the patient and permits
a continuation of life and, possibly,
improvement in the quality of life.
And in cases of long-lasting VS
where the chances of recovery are
slim at best, we might consider that
withholding ANH might cause
physical and/or emotional pain. One
might also consider, however, that
when the burden of life on the
patient outweighs the benefits (e.g.,
in the case of a patient with DOC
who has no chance of amelioration),
the administration of ANH might be
futile treatment. Even the most
conservative positions on life
maintenance, e.g., the Catholic
church, admit that treatments are
not obligatory when considered
harmful.67 Hence, a form of passive
euthanasia might be acceptable when
1) aggressive or unnecessary
therapies in cases of terminal or
hopeless illness only prolong a
painful and suffering life, 2) an
informed request is made by a
sentient patient or, conscientiously,
by that patient’s surrogate(s); and 3)
death is an unintended, although
foreseeable, consequence of therapy
interruption. In this regard, the
unique scope of therapy interruption
must be to avoid the suffering of the
patient and not to provide or hasten
death. Thus, the most conservative
positions will deny any form of
euthanasia but will provide palliative
care, even if this shortens the
patient’s life, thus producing the
unwanted and undesired side effect
of death (passive euthanasia).
ELDs IN VIEW OF THE SANCTITY
OF HUMAN LIFE
The right to die is strongly
criticized by those who claim the
sanctity of human life and argue that
the willingness to die should be
considered unacceptable for moral,
religious, logical, and philosophical
reasons.13,20–24 In fact, it might be
argued that euthanasia and PAS can
be similarly compared to suicide and
homicide, respectively, even when
performed at the explicit request of
the patient or surrogate, given that
they cause death with established
methods and times. As argued by the
most conservatory positions
(including the Catholic Church),13,20–24
this issue is considered by some as
unacceptable because life is an
inviolable gift (by God or nature)
that cannot be removed by self of by
others. The expression sanctity of
life refers to the idea that human life
is sacred and holy, given that A) all
human beings are to be valued,
irrespective of age, sex, race,
religion, social status, or their
potential for achievement; B) human
life is a basic good as opposed to an
instrumental good—a good in itself
rather than a means to an end; and
C) human life is sacred because it is
a gift from God. Therefore, the
deliberate taking of human life
should be prohibited except in self-
defense or the legitimate defense of
others.
In religion and ethics, the
inviolability or sanctity of life is a
principle of implied protection
regarding the aspects of sentient life,
which are said to be holy, sacred, or
otherwise of such a value that they
are not to be violated.13,20–24 Hence, by
merely existing, every human being
lives his or her own life with dignity,
which includes living correctly,
according to moral and ethical
principles. This suggests that one
must die in a natural way, given that
death is a natural phenomenon.
Death might be considered the ‘last
page’ of life, and life must be
experienced with dignity. One’s
death has been decided by the
superior Being, and thus one should
adopt options of preservation,
including the administration of
analgesics and the provision of
adequate human, psychological, and
spiritual support, which may relieve
the sense of solitude and allow
relatives to grieve and be given the
opportunity to humanize death. On
the other hand, the voluntary refusal
of treatment may lengthen the
patient’s period of suffering but will
still result in death as a result of the
disease itself, not by any action or
omission of life-sustaining therapy. In
such cases, death would be natural
and expected.
Some secular positions criticize
the right to euthanasia and PAS from
a logical point of view.28,29 They claim
that it is unreasonable for one person
to determine the death of another
person as there could be a
reasonable chance of healing,
survival, or alternative care. In
addition, they argue that such a
determination should not be made
due to the inherent uncertainty of
the chances for recovery and real
level of awareness in patients with
DOC (e.g., a patient may be in a
state of FLIS, thus unable to
Innovations in CLINICAL NEUROSCIENCE [ V O L U M E 1 3 , N U M B E R 1 1 – 1 2 , N O V E M B E R – D E C E M B E R 2 0 1 6 17
communicate with those around him
or her but is still aware). Hence,
using this line of thinking, we might
conclude that patients with DOC
should always have the right to live
and to die peacefully and naturally
later rather than have their lives
prematurely ended by removing a
feeding tube, which would lead to
forced starvation.
MAKING CHOICES
We might consider in what way
the worthiness of life is defined,
since “worthy” is the pivotal element
of the right to death argument. An
important component of ELDs is
each individual’s perception of what
makes life important, worthy, and
valuable. For example, one individual
might perceive that living with a
disability makes his or her life
unworthy, whereas another
individual with the same disability
may consider his or her life
important and worth living.
Therefore, one might argue that the
dignity of one’s life has to be
determined by oneself, as long as
such determination does not harm
others, including family members.
From this point of view, dignity and
sanctity of life are not conflicting,
and ELDs for patients with DOC
could be based on sufficient evidence
that their condition is irreversible
and hopeless and any ELDs are in
keeping with their wishes. It could be
argued that putting an end to
unnecessary suffering is not an
affront to but rather a strengthening
of the sanctity and dignity of life,
provided this end is freely and
consciously wanted by the either the
patient or his or her surrogate on
behalf of the patient.
A clear and conscious decision to
request the discontinuation of one’s
own life-sustaining therapy, including
ANH, may serve as sufficient legal
justification for such a decision in
most United States courts as long as
the patient is an adult who is capable
of making decisions. But what about
in cases of DOC, in which the
patients lack the capacity to make
decisions, and thus the burden of
decision falls on the patient’s
surrogate or guardian? In the United
States, the Quinlan and Cruzan
cases highlight two important
considerations regarding the ethical
admissibility of ELDs made by a
patient’s guardian or surrogate when
the irreversibility of unconsciousness
has been established: 1) making a
presumptive decision for the patient
in the absence of a living will and 2)
making a decision for the patient
with a living will.68–70 Based on the
principle of substituted judgment, in
some states in the United States, a
surrogate is allowed to refuse life-
sustaining treatment on behalf of the
patient, with or without a living will,
if the patient lacks the capacity to
decide for him- or herself and the
treatment is considered burdensome
and/or unnecessary (i.e., the patient
will never recover, even with
treatment). In these cases,
withholding or interrupting life-
sustaining therapy would be
considered to be in the best interest
of the patient. In other states,
however, a surrogate must provide
evidence of a living will that
satisfactorily communicates the
patient’s desire to have life support
discontinued in the event of
irreversible DOC—before the
surrogate can make such a
request.68–70
The ethical admissibility of ELDs
made by a patient’s guardian or
surrogate becomes thornier when
dealing with cases of MCS, because
these patients may have residual
decision-making capacity and
cognitive ability. There are several
cases in the United States where
ANH was withheld in patients with
MCS (e.g., Conroy, Edna, Martin,
and Wendland cases).71–73 Because
MCS individuals are partially
conscious and are not typically
terminally ill, their legal status is
complex. While consciousness itself
might be a good reason to continue
life-sustaining aids, it may not always
be in the patient’s best interest to
continue living a severely
handicapped life.74,75 Determining
when existence is no longer
subjectively valuable for an individual
with a severely limited capacity to
communicate is a vexing situation.
Assuming that all persons have the
same right to die, MCS surrogates
should remain empowered to act on
behalf of these vulnerable
individuals,76 but also should take
into account the potential that their
loved one with MCS might still have
some cognitive ability.
Altogether, the ethical issues
surrounding ELDs made by someone
other than the patient highlight the
importance of establishing living
wills, which are written, legal
instructions regarding a patient’s
preferences for medical care
(doctors and caregivers) if he or she
is unable to make decisions for him-
or herself because of a terminal
illness, severe brain injury, coma, the
late stages of dementia, or the near-
end of life. By careful planning,
unnecessary suffering of the patient
and burdening the caregiver with
difficult ELDs might be avoided
during times of crisis or grief.
Through the power of attorney, a
person (healthcare agent, proxy,
surrogate, representative, attorney-
in-fact, or patient advocate) is
empowered to make decisions for the
individual who is unable to do so.
Living wills are allowed or legalized
in the United States (e.g., California
Natural Death Act77 and United
States Patient Self Determination
Act78), Germany, France, Canada,
Australia, Denmark, and England,
whereas they are still debated in
Italy.79–81 However, a living will may
present some critical problems. For
example, a patient’s wishes may not
be respected due to the lack of clear
legislation concerning the warranty
of the patient’s right to die. The
medical staff’s rights and duties also
may not be clearly defined, causing
further push back on respecting an
individual’s living wills by raising the
concern about potential criminal
consequences of an omission or
fulfillment of patient’s will.82
Furthermore, the disproportionality
of therapies has not been clearly
defined.83 Some may argue that a
Innovations in CLINICAL NEUROSCIENCE [ V O L U M E 1 3 , N U M B E R 1 1 – 1 2 , N O V E M B E R – D E C E M B E R 2 0 1 6 ]18
dying patient has the right to refuse
burdensome medical treatments that
A) have no chance of curing or
improving the patient’s medical
condition(s) and/or B) are
disproportionately painful, intrusive,
risky, or costly when compared to
the expected therapeutic outcome. It
can be argued that every individual
should be free to decide whether to
live in such a condition. But
regarding the living wills of patients
with DOC, it is important to consider
not the value of the life of the person
but rather the value of the treatment
to that person.
To avoid potential problems
regarding the authenticity of living
wills, they should be officially
certified by means of a notary or an
audio-video testimony overseen by a
lawyer or a solicitor. Moreover, a
living will should be checked and
updated continuously to confirm the
desires of its author in terms of ELDs
in general and ELDs specific to DOC,
should this occur. And finally, the
possibility of revising the will of an
incapacitated patient regarding
withdrawal of ANH and other life-
supporting care may need to be
considered, with the help of family
members and friends. Living wills
prepared in such a way will reduce
the chances of misinterpretation of
the document by judges, ethics
committees, and public health
committees.
THE SLIPPERY SLOPE ARGUMENT
(SSA) OF THE “RIGHT TO DIE”
After considering the ethical
dilemma of maintaining a patient’s
dignity while respecting his or her
sanctity of life, the issue of how to
regulate the right to a worthy death
remains. In fact, the lack of a clear
position by those governments that
have not established ad hoc laws on
ELDs has led to the growth of the
phenomenon of indirect euthanasia,
in which pain medication is
administered to the patient to reduce
pain, with the side effect of
quickening the dying process.84 One
might consider that the primary
intention of such treatment is not to
kill the patient but to make the
patient more comfortable, which
might be viewed as morally
acceptable. This type of indirect
euthanasia might be justified using
the “Doctrine of Double Effect,”
which states that if doing something
morally good has a morally bad side
effect, it is ethically correct only
when the bad side effect is not
intended, even if the bad effect was
foreseeable.85 That is to say the good
result must be achieved
independently of the bad one, the
action must be proportional to the
cause, and the patient must be in a
terminal condition.
Without clear euthanasia
legislation, arbitrary nonvoluntary
and even involuntary euthanasia
could potentially occur.85 Euthanasia
must be voluntary to be ethical, but it
is nonvoluntary when it is used in
unconscious individuals or in persons
who are unable to make a meaningful
choice between living and dying and
an appropriate person (a surrogate or
a legal guardian) makes the decision
on their behalf. On the other hand,
nonvoluntary euthanasia can also be
when the person who dies had
chosen life but instead underwent
euthanasia at the request of someone
else (i.e., murder). A conservative
view is that this SSA could lead to an
out of control acceptance of
euthanasia or PAS, even if it is
deemed unacceptable.13,20–24 From a
logical point of view, if the
acceptance of an initial act logically
entails the acceptance of another
(but undesirable) act, it might be
argued that there is no relevant
conceptual difference between the
two acts. And on the other hand, if
the acceptance of an initial act will
lead to a series of similar acts that
are all acceptable, the eventual last
(and unacceptable) event is not
relevant. From an empirical or
psychological point of view, one
could argue that there is instead no
need for a logical connection between
two events; the acceptance of an
event will, in time and through a
process of moral change, lead to the
acceptance of another one.
To avoid an out of control
application of ELD, and to both grant
and regulate the right to die,
governments in the United Kingdom,
Canada, and some states in the
United States have outlined different
protocols for ELDs and euthanasia. A
clear law that limits ambiguity
regarding the representation of
patients with DOCs is still missing in
many countries, including Italy. The
media has brought attention to some
cases that have forced the courts to
decide whether to suspend ANH, but
no clear, consistent legislation with
documented protocol has been
established when considering
euthanasia for patients with
DOC.27,69,86–91
Active euthanasia, in which a
person (physician or not) directly
and deliberately causes the patient’s
death following that patient’s explicit
request (or that of the patient’s
surrogate) through the use of drugs
is legal in a few countries. As of June
2016, euthanasia of this nature is
legal in the Netherlands, Belgium,
Colombia, and Luxembourg.92 PAS
(which refers to cases wherein the
person, who is terminally ill, needs
and asks for the help of medical
professionals in ending his or her
life) is legal in Switzerland, Germany,
Japan, and Canada; it is also legal in
the states of Washington, Oregon,
Vermont, Montana, New Mexico, and
California in the United States.92
The Netherlands has legalized
both euthanasia and PAS but only
after the patient had received every
available type of palliative care. In
2004, the Groningen Protocol93 was
developed establishing the required
criteria each case must meet before
legal child euthanasia may be carried
out, which protects the liability of
the physician. It is worthy to note
that Belgium also allows child
euthanasia when the young patient is
conscious of his or her decision,
understands the meaning of
euthanasia, and suffers from a
terminal illness that causes an
intractable and unbearable pain; the
child’s parents and the medical team
must approve the request.94
Innovations in CLINICAL NEUROSCIENCE [ V O L U M E 1 3 , N U M B E R 1 1 – 1 2 , N O V E M B E R – D E C E M B E R 2 0 1 6 19
Luxembourg and Uruguay legalized
euthanasia for terminally ill patients,
who have received the approval of
two doctors and a panel of
experts.94,95
Switzerland allows PAS for both
adult citizens and foreigners,
whereas PAS is legal in Canada only
for all adult Canadian citizens with a
terminal illness that has progressed
to the point where natural death is
“reasonably foreseeable” (the
Assisted Dying for the Terminally Ill
Bill).96–100 Likewise, Colombia
approved euthanasia for terminally ill
patients with cancer, acquired
immunodeficiency syndrome (AIDS),
kidney or liver failure, and
degenerative diseases (including
Alzheimer’s, Parkinson’s, and
amyotrophic lateral sclerosis) that
cause extreme suffering.101 In
Germany, PAS is legal as long as the
lethal drug is taken without any help,
meaning there is no one guiding or
supporting the patient’s hand.102
Active euthanasia is illegal
throughout most of the United
States, whereas the passive form
(i.e., refusing medical treatment
even if this choice may hasten death)
is legal, with PAS being legal in five
states (Oregon, Washington,
Vermont, California, Montana, and
one county in New Mexico). The
legislation passed in Oregon,
Washington, and California was
based on Oregon’s “Death with
Dignity” Act,103–107 which states that a
“competent adult resident who has
been diagnosed by a physician with a
terminal illness, which will kill the
patient within six months, may
request in writing, from his or her
physician, a prescription for a lethal
dose of medication for the purpose of
ending the patient’s life. The
exercise of the option, under this
law, is voluntary, and the patient
must initiate the request. Any
physician, pharmacist, or healthcare
provider who has moral objections
may refuse to participate.” Two
witnesses, one of whom is not
related to the patient in any way,
must confirm the request. After the
request is made, another physician
must examine the patient’s medical
records and confirm the diagnosis.
The patient must be determined to
be free of a mental condition that
impairs his or her judgment. If the
request is authorized, the patient
must wait at least 15 days and make
a second oral request before the
prescription may be written. The
patient has a right to rescind the
request at any time. The patient
must be referred for a psychological
evaluation if the physician has
concerns about the patient’s ability
to make an informed decision or if he
or she suspects the patient’s request
may be motivated by depression or
coercion.103–107
Oregon’s Death with Dignity Act
protects doctors from liability
provided the adult patient is
competent and is in compliance with
the statute’s restrictions; at the same
time, this Act also guarantees and
regulates the access to the right to
die. Participation by physicians,
pharmacists, and healthcare
providers is voluntary. The law also
specifies that a patient’s decision to
end his or her life shall not “have an
effect upon a life, health, or accident
insurance or annuity policy.”
According to the Oregon Death with
Dignity Act: Data Summary 2015
Report,106 about 64 percent of the
people in Oregon who filled
prescriptions for lethal medications
died. There were no significant
differences concerning age, gender,
or levels of instruction. The primary
end of life concerns were the loss of
autonomy, the inability to make life
enjoyable, and loss of dignity.
Notably, there was no evidence of
heightened risk for euthanasia in the
elderly, women, the uninsured,
people with low educational status,
the poor, the physically and mentally
disabled, the chronically ill or
unconscious, minors, people with
psychiatric illnesses including
depression, or racial or ethnic
minorities compared with
background populations.108
In Oregon, futile or
disproportionately burdensome
treatments, including ANH, may be
withheld or interrupted under
specified circumstances and only
with the informed consent of the
patient or, as in the case of VS, with
the informed consent of the legal
surrogate.The United States Patient
Self Determination Act does not
address quality of life issues and
does not make a clear distinction
between active and passive
euthanasia when there is clear and
convincing evidence that the
informed consent to euthanasia,
passive or active, has been obtained
from a competent patient or the legal
surrogate of an incompetent patient.
Active euthanasia is explicitly
illegal in Australia, Austria, China,
Denmark, Finland, France, Ireland,
Italy, Latvia, Lithuania, New Zealand,
Norway, the Philippines, Russia,
Spain, Turkey, and the United
Kingdom, though some will allow
access to advanced care directive
options and offer reduced penalties
for those who assist patients in
dying. In Denmark and France, a sort
of “Right to Die with Dignity” act is
under debate.92
Passive euthanasia, as described
earlier, is legal in India, Sweden, and
Ireland. Moreover, passive euthanasia
is tolerated in the United States,
Mexico, Canada, Israel, Argentina,
Hungary, Finland, Thailand (even for
foreign individuals), Portugal (with
the exception of ANH interruption,
which is not allowed), and Germany.
In Japan, there is a law plan for
active euthanasia and PAS. The plan
includes clauses related to an
unbearable and untreatable suffering
(for which the physician must have
ineffectively exhausted all other
measures of pain relief), inevitable
and approaching death, and a written
consent (living wills and family
consent will not suffice).
Interestingly, Japan’s government
instituted “bioethics SWAT teams,”
which are made available to the
families of terminally ill patients in
order to help them, along with the
doctors, come to an informed
decision based on the personal facts
of the case. In Mexico, terminally ill
patients or, if they are unconscious,
Innovations in CLINICAL NEUROSCIENCE [ V O L U M E 1 3 , N U M B E R 1 1 – 1 2 , N O V E M B E R – D E C E M B E R 2 0 1 6 ]20
their closest relatives are permitted
to refuse medication or further
medical treatment to extend life in
Mexico City, the central state of
Aguascalientes, and the Western
state of Michoacán.92,108–110
In Italy, active euthanasia is under
the penal law (as being equated to
intentional homicide), as is assisted
suicide. Nevertheless, the extensive
use of pain-relieving drugs, which
could cause premature death (i.e.,
indirect euthanasia), is not
considered a form of euthanasia;
neither is the abstention from
aggressive treatments (i.e., those
therapies that can only prolong a
state without chances of
amelioration). The Italian
government is still in the
developmental stage in regard to
right to die policy, but theirs is
mainly directed at limiting an
individual’s personal autonomy and
the possibility of writing a personal
living will. Indeed, advanced care
directives, which are not yet broadly
recognized in Italy, probably
represent the best way to safeguard
the principle of autonomy.
AUTHORS’ POINT OF VIEW AND
FUTURE PERSPECTIVES
We believe that all patients with
DOC (i.e., their surrogates) should
be put in the position to freely
choose their own way to end their
lives, in full respect of the personal
and inviolable principles of the
dignity and sanctity of human life. In
our opinion, all patients should be
free to manage their own deaths, or
to empower someone to do it if they
are incapacitated, when they
perceive their quality of life as
severely impaired by physical or
psychological suffering (e.g.,
incontinence, nausea and vomiting,
breathlessness, paralysis, difficulty in
swallowing, depression, fearing a loss
of control or dignity, feeling like a
burden, having a dislike for being
dependent) and when there is no
chance of improvement.
It is urgent that governments
establish safeguards, criteria, and
protocol that protect the right to a
worthy death (in keeping the
patient’s lucid and conscious will and
the personal concepts of dignity and
the sanctity of life), ensure societal
oversight, and prevent euthanasia
and PAS from being abused or
misused (i.e., moving from being a
measure of ‘last resort to one of early
intervention).111 In fact, euthanasia is
progressively moving from terminally
ill people to those who are
chronically ill, and from physical
illness to mental illness or
psychological distress or suffering
(even “tired of living”), and from
conscious to unconscious patients.
This means that the actual laws may
fail to detect and prevent situations
in which people could be subjected
to undue pressure to access or
provide euthanasia and could
circumvent the safeguards that are in
place.
A balanced law should guarantee
and regulate the access to
euthanasia/PAS. Such laws should
require that all patients and their
surrogates are properly educated
regarding the law and their rights
and are capable of making
ELDs.
Hence, ELDs must be voluntary, well
considered, informed, and, above all,
persistent over time. The requesting
person must have provided explicit,
written consent and must be
competent at the time the request
was made. In this regard, some states
require that the voluntariness of the
request has to be confirmed by at
least two witnesses.
A law would avoid non-voluntary
euthanasia in patients with DOC by
confirming the lack of chances of
recovery based on an accurate
clinical assessment corroborated by
advanced paraclinical approaches
and by demonstrating the will of the
patient to not live in such a
condition. In cases with no living will
in place, the best interest of the
patient should be pursued according
to evidence-based medicine and the
opinion of the patient’s surrogate.
The role of the physician is
imperative when making informed
ELDs. Indeed, the so-called
“therapeutic alliance” between the
patient and doctor should be
fundamental in ELD (as well as in
life) and only when this alliance
enforces the patient’s autonomy.
Physicians have a great responsibility
to use their knowledge and skill in
the primary interest of their patients,
and should not only aim to relieve
the burden of sorrow but also strive
to educate and enable patients and
their loved ones to understand,
evaluate, and make their own choices
concerning ELD. Only trained
healthcare clinicians can make
evidence-based diagnoses and
prognoses of DOC conditions, thus
the determination made by the
physician on whether a DOC patient
has any chance to improve is
evidence-based and carefully
considered. The pivotal role the
medical staff plays in ELDs has been
highlighted and regulated in
countries where euthanasia and/or
PAS are legal. Switzerland, however,
allows non-physicians to assist in
suicide. In the Netherlands and
Belgium, a second doctor must see
the patient to confirm the request to
die is valid and the suffering
unbearable, and a network of doctors
is trained to undertake these
consultations. In the United States,
in all five of the states that allow
PAS, it is required that a second
doctor must examine the patient to
confirm the terminal illness before
the request is approved. In Oregon,
Washington, and Vermont, the
patient must also see a mental health
professional when either the
attending or consulting doctor
suspects that the patient may be
suffering from a psychological
disorder (such as depression) that is
impairing his or her judgement. In
addition, ad hoc committees (even if
this is delayed) are used to revise
cases with potential mistakes in the
euthanasia or PAS procedures.
Unfortunately, these committees are
largely underutilized.
Governments and magistrates
must work to establish and
communicate the proper protocol for
ELDs to their citizens in order to
guarantee the rights of patients to a
Innovations in CLINICAL NEUROSCIENCE [ V O L U M E 1 3 , N U M B E R 1 1 – 1 2 , N O V E M B E R – D E C E M B E R 2 0 1 6 21
peaceful and worthy death and to
limit SSA. Indeed, no additional
requirement relating to the patient’s
experience of the disease or any
minimum level of suffering would
easily extend the application of
euthanasia. On the other hand,
narrowing euthanasia to unbearable
suffering would limit the accessibility
of the right to die for all the other
patients. Likewise, limiting the right
to die from a terminal illness (as in
the United States) could result in the
courts excluding patients with VS
from this right, given that they are
not terminally ill and their prognosis
can only be established with
sufficient confidence using advanced,
non-standard neurophysiological or
neuroimaging approaches. In
addition, the acceptance of solely
passive or indirect euthanasia for
patients in VS would limit their
accessibility to their right to die. In
fact, these patients deserve the same
accessibility to the right to die as
other people and do not deserve a
“worse” euthanasia than the others
(i.e., a slow and agonizing death
because of starvation and
dehydration).
Finally, the people who have the
duty of informing and educating the
public seek to help people cope with
the finiteness of the human
condition, the intrinsic limits of
medicine, and the responsibility to
explore the values surrounding
ELDs.
Hence, there is no reason why any
single moral view of physicians,
magistrates, politicians, or educators
should prevail. A conciliation of the
different currents of thought on
euthanasia may be reached by
placing, at the center, the patient’s
rights to freely manage his or her life
and death while keeping the
principles of dignity and sanctity of
human life intact. ELDs should be
guaranteed in patients with DOCs
when negative prognoses have been
well defined, possibly through the
use of advanced neurophysiological
and functional neuroimaging
techniques, and the desires of the
patients to not live in such
conditions have been clearly
expressed by living wills or by
surrogates. Finally, ad hoc
committees to oversee the proper
access and application of euthanasia
should be instituted and potentiated.
ACKNOWLEDGMENT
The authors would like to thank
Prof. Anthony Pettignano for his
editing services.
REFERENCES
1. Zeman A. Consciousness: concepts,
neurobiology, terminology of
impairments, theoretical models
and philosophical background.
Handb Clin Neurol. 2008;90:3–31.
2. Zeman A. What do we mean by
“conscious” and “aware?”
Neuropsychol Rehabil.
2006;16:356–376.
3. Laureys S, Perrin F, Brédart S.
Self-consciousness in non-
communicative patients.
Conscious Cogn. 2007;16:722–741.
4. von Wild K, Laureys ST,
Gerstenbrand F, et al. The
vegetative state—a syndrome in
search of a name. J Med Life.
2012;5:3–15.
5. Laureys S, Celesia GG, Cohadon F,
et al. Unresponsive wakefulness
syndrome: a new name for the
vegetative state or apallic
syndrome. BMC Med. 2010;8:68.
6. Formisano R, D’Ippolito M, Risetti
M, et al. Vegetative state,
minimally conscious state, akinetic
mutism and Parkinsonism as a
continuum of recovery from
disorders of consciousness: an
exploratory and preliminary study.
Funct Neurol. 2011;26:1–10.
7. Formisano R, D’Ippolito M, Catani
S. Functional locked-in syndrome
as recovery phase of vegetative
state. Brain Inj. 2013;27:1332.
8. Formisano R, Pistoia F, Sarà M.
Disorders of consciousness: a
taxonomy to be changed? Brain
Inj. 2011;25:638.
9. Bruno MA, Vanhaudenhuyse A,
Thibaut A, et al. From
unresponsive wakefulness to
minimally conscious PLUS and
functional locked-in syndromes:
recent advances in our
understanding of disorders of
consciousness. J Neurol. 2011;
258:1373–1384.
10. Multi-Society Task Force on PVS.
Medical aspects of the persistent
vegetative state. N Engl J Med.
1994;330:1499–1508.
11. Demertzi A. Multiple fMRI system-
level baseline connectivity is
disrupted in patients with
consciousness alterations. Cortex.
2014;52:35–46.
12. Bernat JL. Chronic disorders of
consciousness. Lancet. 2006;
367:1181–92.
13. Rubin EB, Bernat JL. Ethical
aspects of disordered states of
consciousness. Neurol Clin.
2011;29:1055–1071.
14. Chochinov HM. Dignity Therapy:
Final Words for Final Days. New
York: Oxford, UK University Press;
2011.
15. Rabiu AR, Sugand K. Has the
sanctity of life law “gone too far?”
analysis of the sanctity of life
doctrine and English case law
shows that the sanctity of life law
has not “gone too far.” Philos
Ethics Humanit Med. 2014;9:5.
16. Duttge G. End-of-life decisions in
cases of vegetative state from the
legal point of view. Fortschr
Neurol Psychiatr.
2011;79:582–587.
17. Jox RJ. Best interests in the
“vegetative state.” Fortschr Neurol
Psychiatr. 2011;79:576–581.
18. Maggiore SM, Antonelli M.
Euthanasia, therapeutic obstinacy
or something else? An Italian case.
Int Care Med. 2005;31:997–998.
19. Bernardin J. Consistent Ethic of
Life. Lake Barrington, IL: Sheed &
Ward; 1988.
20. Barry RL. The Sanctity of Human
Life and Its Protection. Lanham:
University Press of America; 2002.
21. Bayertz K. Sanctity of Life and
Human Dignity: Philosophy and
Medicine. Boston: Kluwer
Academic; 1996.
22. Lanken PN, Ahlheit BD, Crawford
S, et al. Withholding and
withdrawing life-sustaining
therapy. Am Rev Respir Dis.
Innovations in CLINICAL NEUROSCIENCE [ V O L U M E 1 3 , N U M B E R 1 1 – 1 2 , N O V E M B E R – D E C E M B E R 2 0 1 6 ]22
1991;144:726–731.
23. Chan TK, Tipoe GL. The best
interests of persistently vegetative
patients: to die rather that to live?
J Med Ethics. 2014;40:202–204.
24. Ackermann RJ. Withholding and
withdrawing life-sustaining
treatment. Am Fam Physician.
2000;62:1555-60.
25. Rich BA. The ethics of surrogate
decision making. West J Med.
2002;176:127–129.
26. Schiavo ex rel. Schindler v.
Schiavo, 403 F.3d 1289 (11th Cir.
2005).
27. Luchetti M. Eluana Englaro—
chronicle of a death foretold:
ethical considerations on the
recent right-to-die case in Italy. J
Med Ethics. 2010;36:333–335.
28. ProCon.org. Explore pros and cons
of controversial issues. Landmark
euthanasia and physician-assisted
suicide legal cases. 2009.
http://euthanasia.procon.org/view.r
esource.php?resourceID=000131.
Accessed 1 December
2016.
29. Standler RB. Legal Right to Refuse
Medical Treatment in the USA.
12 July 2012.
http://www.rbs2.com/rrmt
Accessed 1 December 2016.
30. Pellegrino ED. Decisions to
withdraw life-sustaining treatment:
a moral algorithm. J Am Med
Assoc. 2000;283:1065–1067.
31. Kapp MB. Economic influences on
end-of-life care: empirical evidence
and ethical speculation. Death
Studies. 2001;25:251–263.
32. Lipman HI. Deactivation of
advanced lifesaving technologies.
Am J Geriatr Cardiol.
2001;16:109–111.
33. Gedge E, Giacomini M, Cook D.
Withholding and withdrawing life
support in critical care settings:
ethical issues concerning consent.
J Med Ethics. 2007;33:215–218.
34. Santiago C, Abdool S.
Conversations about challenging
end-of-life cases: ethics debriefing
in the medical surgical care unit.
Dynamics. 2011; 22:26–30.
35. Hirschberg R, Giacino JT. The
vegetative and minimally conscious
states: diagnosis, prognosis and
treatment. Neurolog Clinic.
2011;29:773–786
36. Lezak MD. Brain damage is a
family affair. J Clin Exp
Neuropsychol. 1988;10:111–123.
37. Stern J, Sazbon L, Becker E,
Costeff H. Severe behavioral
disturbance in families of patients
with prolonged coma. Brain Inj.
1988;21:256–262.
38. Jacobs HE, Muir CA, Cline JD.
Family reactions to persistent
vegetative state. J Head Trauma
Rehab. 1986;55–62.
39. Fins JJ. Neuroethics and
neuroimaging: moving toward
transparency. Am J Bioeth.
2008;8:46–52.
40. Fins JJ, Illes J, Bernat JL, et al.
Neuroimaging and disorders of
consciousness: envisioning an
ethical research agenda. Am J
Bioeth. 2008;8:3–12.
41. Vos PE. Biomarkers of focal and
diffuse traumatic brain injury. Crit
Care. 2011;15:183.
42. Owen AM, Coleman MR.
Functional MRI in disorders of
consciousness: advantages and
limitations. Curr Opin Neurol.
2007;20:632–637.
43. Coleman MR, Davis MH, Rodd JM,
et al. Towards the routine use of
brain imaging to aid the clinical
diagnosis of disorders of
consciousness. Brain.
2009;132:2541–2552.
44. Leon-Carrion J, Martin-Rodriguez
JF, Damas-Lopez J, et al. Brain
function in the minimally conscious
state: a quantitative
neurophysiological study. Clin
Neurophysiol.
2008;119:1506–1514.
45. Bagnato S, Boccagni C,
Prestandrea C, et al. Prognostic
value of standard EEG in traumatic
and non-traumatic disorders of
consciousness following coma. Clin
Neurophysiol. 2010;121:274–280.
46. Giacino JT, Hirsch J, Schiff N,
Laureys S. Functional
neuroimaging applications for
assessment and rehabilitation
planning in patients with disorders
of consciousness. Arch Phys Med
Rehabil. 2006;87:S67–76.
47. Zandbergen EG, Koelman JH, de
Haan RJ, Hijdra A, PROPAC-Study
Group. SSEPs and prognosis in
post-anoxic coma: only short or
also long latency responses?
Neurology. 2006;67:583–586.
48. Stender J, Gjedde A, Laureys S.
Detection of consciousness in the
severely injured brain. Ann
Update Intensive Care Emerg
Med. 2015;495–506
49. Schnakers C, Giacino JT, Løvstad
M, et al. Preserved covert cognition
in non-communicative patients
with severe brain injury?
Neurorehabil Neural Repair.
2015;29:308–317
50. Candelieri A, Cortese MD, Dolce G,
et al. Visual pursuit: within-day
variability in the severe disorder of
consciousness. J Neurotrauma.
2011;28:2013–2017.
51. Schnakers C, Vanhaudenhuyse A,
Giacino J, et al. Diagnostic
accuracy of the vegetative and
minimally conscious state: clinical
consensus versus standardized
neurobehavioral assessment. BMC
Neurol. 2009;9:35.
52. Owen AM, Coleman MR, Boly M, et
al.
Detecting awareness in the
Detecting awareness in the
vegetative state. Science.
2006;313:1402.
53. Giacino JT. Disorders of
consciousness: differential
diagnosis and neuropathologic
features. Semin Neurol.
1997;17:105–111.
54. Giacino JT, Fins JJ, Laureys S,
Schiff ND. Disorders of
consciousness after acquired brain
injury: the state of the science. Nat
Rev Neurol. 2014; 10:99–114.
55. Shultziner D. Human dignity:
functions and meanings. Global
Jurist. 2003;3:1–21.
56. World Medical Association.
Declaration of Helsinki: ethical
principles for medical research
involving human subjects. J Am
Med Assoc. 2013;310:2191–2194.
57. Andorno R. The Oviedo
Convention: a European legal
framework at the intersection of
human rights and health law. J Int
Biotechnol Law.
http://ProCon.org
http://www.rbs2.com/rrmt
Innovations in CLINICAL NEUROSCIENCE [ V O L U M E 1 3 , N U M B E R 1 1 – 1 2 , N O V E M B E R – D E C E M B E R 2 0 1 6 23
2005;2(4):133–143.
58. United Nations Educational,
Scientific, and Cultural
Organization. Universal
Declaration on the Human
Genome and Human Rights. 9
December 1998.
59. Augé M. Non-places. Introduction
to an Anthropology of
Supermodernity. New York:
Verso; 1992.
60. Kollas CD, Boyer-Kollas B. Closing
the Schiavo case: an analysis of
legal reasoning. J Palliative Med.
2006;9:1145–1163.
61. Olsen ML, Swetz KM, Mueller PS.
Ethical decision making with end-
of-life care: palliative sedation and
withholding or withdrawing life-
sustaining treatments. Mayo Clin
Proc. 2010;85:949–954.
62. Royal College of Physicians.
Prolonged Disorders of
Consciousness: National Clinical
Guidelines. London: RCP; 2013.
63. American Academy of Neurology.
Position of the American Academy
of Neurology on certain aspects of
the care and management of the
persistent vegetative state patient.
Neurology. 1989;39:125–126.
64. Larriviere D, Bonnie RJ.
Terminating artificial nutrition and
hydration in persistent vegetative
state patients: current and
proposed state laws. Neurology.
2006;66:1624–1628.
65. Bacon D, Williams MA, Gordon J.
Position statement on laws and
regulations concerning life-
sustaining treatment, including
artificial nutrition and hydration,
for patients lacking decision-
making capacity. Neurology.
2007;68:1097–1100.
66. Aquinas T. Aristotle. On
Interpretation c. 9 18b 30. In:
Summa Theologica. Part 1, Q.83
a1.
67. Gigli GL, Zasler ND. Life-
sustaining Treatments in
Vegetative State: Scientific
Advances and Ethical Dilemma.
Pontifical Academy of Sciences,
FIAMC. Amsterdam: IOS Press;
2004.
68. Kinney HC, Korein J, Panigrahy A,
et al. Neuropathological findings in
the brain of Karen Ann Quinlan—
the role of the thalamus in the
persistent vegetative state. N Engl
J Med. 1994;330:1469–1475.
69. Quinlan J, Quinlan JD. Karen Ann:
The Quinlans Tell Their Story.
New York: Bantam Books. 1977.
70. Cruzan v. Director. Missouri Dept.
of Health, 497 U.S. 261. 1990.
71. Lo B, Dornbrand L. The case of
Claire Conroy: will administrative
review safeguard incompetent
patients? Ann Intern Med. 1986;
104:869–873.
72. Nelson L. Persistent
Indeterminate State: Reflections
on the Wendland Case. Santa
Clara, CA: Santa Clara University;
2011.
73. Eisenberg JB, Kelso JC. The
Robert Wendland case. West J
Med. 2002;176:124.
74. Kahane G, Savulescu J. Brain
damage and the moral significance
of consciousness. J Med Philos.
2009;34:6–26
75. Weber LJ, Campbell ML. Medical
futility and life-sustaining
treatment decisions. J Neurosci
Nurs. 1996;28:56–60.
76. Syd L, Johnson M. The right to die
in the minimally conscious state. J
Med Ethics. 2011;37:175–178.
77. State of California. Natural Death
Act. Health and Safety Code—
HSC. Division 1. Administration of
Public Health [135 – 1179.80]. Part
1.85. End of Life Option Act
[443–443.22].
78. 101st United States Congress
(1989–1990). House: Ways and
Means; Energy and Commerce.
H.R.4449—Patient Self
Determination Act of 1990.
79. Rothschild A. Physician-assisted
death: an Australian perspective.
In: Birnbacher D, Dahl E (eds).
Giving Death a Helping Hand:
Physician-Assisted Suicide and
Public Policy: An International
Perspective. Springer:
International Library of Ethics,
Law, and the New Medicine;
2008:104.
80. Johnston C, Liddle J. The Mental
Capacity Act 2005: a new
framework for healthcare decision
making. J Med Ethics.
2007;33:94–97.
81. Docker C. Advance directives/living
wills. In: McLean SAM (ed).
Contemporary Issues in Law,
Medicine and Ethics. Dartmouth:
Aldershot; 1996.
82. The Commission on Assisted
Dying. The Current Legal Status
of Assisted Dying is Inadequate
and Incoherent. London: Demos;
2011.
83. Mallia P, Daniele R, Sacco S, et al.
Ethical aspects of vegetative and
minimally conscious states. Curr
Pharm Des. 2014;20:4299–304.
84. Hartling OJ. Euthanasia: the
illusion of autonomy. Med Law.
2006;25:189–199.
85. Boyle, JMJr. Toward understanding
the principle of double
effect.ZEthics. 1980;90:527–538.
86. Fine RL. From Quinlan to Schiavo:
medical, ethical, and legal issues in
severe brain injury. Proc (Bayl
Univ Med Cent). 2005;18:303–310.
87. Mueller PS. The Terri Schiavo saga:
ethical and legal aspects and
implications for clinicians. Pol
Arch Med Wewn.
2009;119:574–581.
88. Merrell DA. Erring on the side of
life: the case of Terri Schiavo. J
Med Ethics. 2009;35:323–325.
89. Quill TE. Terri Schiavo: a tragedy
compounded. N Engl J Med.
2005;352:1630–1633.
90. Solarino B, Bruno F, Frati G, et al.
A national survey of Italian
physicians’ attitudes towards end-
of-life decisions following the death
of Eluana Englaro. Intensive Care
Med. 2011;37:542–549.
91. Striano P, Bifulco F, Servillo G.
The saga of Eluana Englaro:
another tragedy feeding the media.
Intensive Care Med.
2009;35:1129–1131.
92. De Lima L, Woodruff R, Pettus K,
et al. International Association for
Hospice and Palliative Care
position statement: euthanasia and
physician-assisted suicide. J
Palliat Med. 2017;20:8–14.
93. Chervenak FA, McCullough LB,
Arabin B. The Groningen Protocol:
Innovations in CLINICAL NEUROSCIENCE [ V O L U M E 1 3 , N U M B E R 1 1 – 1 2 , N O V E M B E R – D E C E M B E R 2 0 1 6 ]24
is it necessary? Is it scientific? Is it
ethical? J Perinat Med.
2009;37:199–205.
94. No authors listed. Euthanasia in
Belgium, the Netherlands and
Luxembourg. Prescrire Int.
2013;22:274–278.
95. Brinkman-Stoppelenburg A,
Vergouwe Y, van der Heide A,
Onwuteaka-Philipsen BD.
Obligatory consultation of an
independent physician on
euthanasia requests in the
Netherlands: what influences the
SCEN physicians judgment of the
legal requirements of due care?
Health Policy. 2014;115:75-81.
96. Hurst SA, Mauron A. Assisted
suicide and euthanasia in
Switzerland: allowing a role for
non-physicians. BMJ. 2003;
326:271–273.
97. Lindblad A, Löfmark R, Lynöe N.
Physician-assisted suicide: a survey
of attitudes among Swedish
physicians. Scand J Public
Health. 2008;36:720–727.
98. Müller-Busch HC, Oduncu FS,
Woskanjan S, Klaschik E. Attitudes
on euthanasia, physician assisted
suicide and terminal sedation–a
survey of the members of the
German Association for Palliative
Medicine. Med Health Care
Philos. 2004;7:333–339.
99. Lemaire A. Law for end of life care
in French. Intensive Care Med.
2004; 30:2120.
100. Emanuel EJ. Euthanasia and
physician-assisted suicide: a review
of the empirical data from the
United States. Arch Intern Med.
2002;162:142–152.
101. Ceaser M. Euthanasia in legal limbo
in Colombia. Lancet.
2008;371(9609):290–291.
102. Horn R. Euthanasia and end-of-life
practices in France and Germany: a
comparative study. Med Health
Care Philos. 2013;16:197–209.
103. The State of Oregon. The Oregon
Death with Dignity act. Oregon
State Legislature
1997;127:800–995.
104. Washington vs. Glucksberg, 521
U.S. 702 (1997).
105. Gonzales v. Oregon, 546 U.S. 243
(2006).
106. Oregon Public Health Division.
Oregon Death with Dignity Act:
Data Summary 2015. Oregon:
Secretary of the State of Oregon;
2016.
107. Oregon Blue Book. Initiative,
Referendum and Recall: 1996-
1999. Oregon: Secretary of the
State of Oregon; 2006.
108. Battin P, van der Heide A, Ganzini
L, et al. Legal physician-assisted
dying in Oregon and the
Netherlands: evidence concerning
the impact o” groups. J Mel
Ethics. 2007;33:591–597.
109. McDougall JF, Gorman M.
Contemporary World Issues:
Euthanasia. Santa Barbara, CA:
ABC-CLIO; 2008.
110. del Río AÁ, Marván ML. On
euthanasia: exploring psychological
meaning and attitudes in a sample
of Mexican physicians and medical
students. Dev World Bioeth.
2011;11(3):146–153.
111. Smets T, Bilsen J, Cohen J, et al.
The medical practice of euthanasia
in Belgium and the Netherlands:
legal notification, control and
evaluation procedures. Health
Policy. 2009;90:181–187.
Copyright of Innovations in Clinical Neuroscience is the property of Matrix Medical
Communications, LLC and its content may not be copied or emailed to multiple sites or
posted to a listserv without the copyright holder’s express written permission. However, users
may print, download, or email articles for individual use.
Vio<
i>l
ent Video Games and Violent Crime
Scott Cunningham,* Benjamin Engelst€atter,† and Michael R. Ward‡
Video games are an increasingly popular leisure activity. As many best-selling games contain
hyper-realistic violence, many researchers and policymakers have hypothesized that violent game
s
cause violent behaviors. Laboratory experiments have found evidence suggesting that violent
video games increase aggression. Before drawing policy conclusions about the effect of violent
games on actual behavior, these experimental studies should be subjected to tests of external
validity. Our study uses a quasi-experimental methodology to identify the short-run and
medium-run effects of violent game sales on violent crime using time variation in retail unit sales
data of the top 30 selling video games and violent criminal offenses from both the Uniform
Crime Report and the National Incident-Based Reporting System from 2005 to 2011. We find no
evidence of an increase in crime associated with video games and perhaps a decrease.
JEL Classification: D08, K14, L86
1. Introduction
Violence in video games is a prominent policy concern. The issue has generated six reports to
the U.S. Congress by the Federal Trade Commission (Federal Trade Commission 2009) and in
2010 led to a law in California making it a punishable offense for a distributor to sell a banned vio-
lent video to a minor. This law was later struck down by the U.S. Supreme Court in June 2011
(Supreme Court 2011). Policymaker concern has been motivated by the connection between vio-
lent video game imagery and psychological aggression in video game players, particularly adoles-
cents. While researchers have documented an effect on aggression in the laboratory, some have
suggested that violent video games are responsible for violent crime such as school shootings
(Anderson 2004).
The short-run effect of violent games on aggression has been extensively documented in labo-
ratory experiments (Anderson, Gentile, and Buckley 2007). These experiments generally conclude
that media violence is self-reinforcing rather than cathartic. This link has not been found with
crime data however. Ward (2011) found a negative association between county-level video game
store growth and the growth in crime rates. In a relevant study, Dahl and DellaVigna (2009) find
that popular violent movies caused crime to decrease in the evening and weekend hours of a mov-
ie�s release lasting into the following week, with evidence that violent movies were drawing men
into theaters and away from alcohol consumption. These two studies suggest the real world rela-
tionship between violent media and crime may be more complex than the results from laboratory
* Department of Economics, Baylor University, One Bear Place #98003, Waco, TX 76798-8003, USA;
E-mail Scott_cunningham@baylor.edu.
† Darmstadt Business School, Darmstadt University of Applied Sciences, Darmstadt, Germany and Zentrum
f€ur Europ€aische Wirtschaftsforschung, Mannheim, Germany; E-mail benjamin.engelstaetter@h-da.de.
‡ Department of Economics, University of Texas at Arlington, Arlington, Texas 76017, USA and Zentrum f€ur
Europ€aische Wirtschaftsforschung, Mannheim, Germany; E-mail mikeward@uta.edu; corresponding author.
Received January 2015; accepted October 2015.
� 2016 by the Southern Economic Association 1247
Southern Economic Journal 2016, 82(4), 1247–1265
DOI: 10.1002/soej.12139
studies indicate. There is also disagreement within the psychological literature itself about the
interpretation of laboratory studies of video game violence. For instance, critics have pointed out
methodological problems such as the use of poor aggression measures and inflated effect size (Fer-
guson and Kilburn 2008). Also, after correcting for publication bias, studies of media violence
effects provided little support for the hypothesis that media violence is associated with higher
aggression (Ferguson and Kilburn 2008).
We estimate the reduced form effect of intensely violent video games on crime using a strat-
egy similar to Dahl and DellaVigna (2009). We proxy for video game play using video game sales
information harvested from VGChartz, an industry source tracking the weekly top 30 best-selling
video game titles from 2005 to 2011. The violence content for each video game was matched using
information provided by the Entertainment Software Rating Board (ESRB). Our measures of
crime are from the Uniform Crime Report (UCR) and the National Incident-Based Reporting
System (NIBRS). We use both crime data sources separately to create a time series of violent and
nonviolent crime levels for the periods in question. The UCR data measures crime at the monthly
level, whereas the NIBRS data measures crime by hour of day. We construct weekly measures of
crime by aggregating the NIBRS data by week.
Our main finding is that we fail to find evidence that violent video games increase crime. In
contrast, we find evidence that violent games cause a modest reduction in crime. Our analysis indi-
cates that crimes are either invariant to or are decreasing in video game popularity. This is true for
both nonviolent and intensely violent video games and independent of the crime data used. These
results suggest that the generalized aggression hypothesis which warns of violent behaviors ema-
nating from violent media may be negligible or may be mitigated by other factors that decrease
violence such as intensive time use and catharsis. We estimate the elasticity of crime with respect to
intensely violent game sales to be small, on an order of 20.02.
Caution should be used in applying our research design outside our sample frame as it
exploits only short-run variation in weekly sales which may be different from effects in the long
run. The decrease in violent outcomes we observe may still be masking possible long-run harm to
society if gamers develop biased beliefs about eventual danger, or if video game play draws stu-
dents out of productive schooling. Our approach also may misstate the average elasticity of games
if behavioral effects from higher quality games diverge from that of lower quality games. Insofar
as there are negative short-run elasticities and long-run positive elasticities of crime with respect to
video games, regulation aimed at reducing violent imagery and content in games could have both
social benefits and social costs.
2. Background
From the sensational crime stories of the 19th century (Comstock and Buckley 1883), to the
garish comic books of the early 20th century (Hadju 2009), to the contemporary debate over vio-
lent games, Americans have always been concerned about the harmful effects of violent media on
children. Unlike comic books and pulp “true crime” stories, violence in media, including video
games, has received substantial attention by psychologists and media specialists. Anderson and
Bushman (2001) and Anderson, Gentile, and Buckley (2007) discuss hundreds of controlled stud-
ies on the effects of violence in media, whereas the number of studies on violence in print media is
smaller in comparison.
1248 Cunningham, Engelst€atter, and Ward
Three possible theoretical mechanisms have been proposed for the impact of violent media on
crime, which we label “aggression,” “catharsis,” and “incapacitation.” The aggression mechanism is
based on a psychological theory called the “general aggression model” (GAM). GAM posits that
violent video games increase aggressive tendencies. This model generalizes from social learning
theory (Bandura 1973), script theory (Huesmann 1998), and semantic priming (Berkowitz and LeP-
age, 1967; Anderson, Benjamin, and Bartholow 1998) through a process of social learning whereby
the gamer develops mental scripts to interpret social situations before they occur. This effect creates
reasoning biases, a tendency to jump to conclusions and may even cause personality disorders
(Bushman and Anderson 2002). While GAM suggests that aggression increases with repeated expo-
sure to violent content, most of the evidence for it comes from short-run laboratory experiments.
The catharsis explanation is that video games act as a release for aggression and frustration
so that actual expressions of aggression are reduced. While many gamers believe the catharsis
hypothesis is credible (Olson, Kutner, and Warner 2008; Ferguson et al. 2014), it is not without
controversy. For instance, most cross-sectional studies fail to find cathartic effects. And while Den-
zler, F€orster, and Liberman (2008) state rather unequivocally that the “social psychological litera-
ture lends no support for the catharsis hypothesis,” they also find that aggression can reduce
further aggression in those cases when it serves to fulfill a goal. A possible physiological mecha-
nism for catharsis comes from evidence that internet video game playing is associated with dopa-
mine release that might act to sate the gamer (Koepp et al. 1998; Han et al. 2007). Han et al.
(2009) study the similarity of the effects of video game playing and methylphenidate (i.e., Ritalin)
in children with Attention Deficit Hyperactivity Disorder and suggest that internet video game
playing might be a means of self-medication.
The incapacitation explanation is based on the economic theory of time use (Becker 1965). Many
modern video games are time-intensive forms of entertainment involving intricate narratives with com-
plex plots and characterizations that take dozens, and sometimes several hundreds, of hours to com-
plete.1 Insofar as video game play draws adolescents from other activities, the time use explanation
implies a possible short-run decrease in violence if individuals substitute away from riskier outdoor lei-
sure to indoor leisure, but allows for a possible long-run increase in violence as predicted by GAM.
The American Time Use Survey (ATUS) indicates that individuals aged 15–19 spent an average 0.85
hours per weekday playing games and using computers, but only 0.12 hours reading, 0.11 thinking,
and 0.67 in outdoor recreation, such as sports or exercising. Ward (2015) uses ATUS data to show
that, when the currently available video games� sales are higher, individuals spend more time gaming
and less time in class. Stinebrickner and Stinebrickner (2008) find that students randomly assigned a
roommate in college with avideo game console studied less often, and performed worse in school.
3. Methodologies
These three explanations have separate theoretical predictions relating violent video games�
effects on violence and crime. The tests we develop have the potential of discriminating between
1 The Web site, How Long to Beat, http://www.howlongtobeat.com, provides user-submitted statistics on completion
times. The 2011 blockbuster, The Elder Scrolls V: Skyrim, lists completion times between 100 and 330 hours. The 2008
hit, Grand Theft Auto IV, lists 12 to 162 hours, with the lower bound 12 hours recorded for a “speed trial” effort to
complete the game as fast as possible.
Violent Video Games and Violent Crime 1249
http://www.howlongtobeat.com
explanations. We use two separate methodologies to determine a causal link between playing vio-
lent video games and engaging in criminal activities.
Variation Over Time
We begin by estimating a standard multivariate regression model of the incidence of various
crimes as a function of sales of nonviolent and violent video games. Our outcome variables of
interest, Ct, are the total number of reported criminal incidents in week t across the United States
that are classified as violent or nonviolent.
Video game sales are available on a weekly basis, whereas crime statistics are available at the
monthly (UCR) or daily (NIBRS) level. We, therefore, aggregate crimes into monthly measures
for the UCR sample and weekly measures for the NIBRS sample. A game purchased in one week
is often played in subsequent weeks until the user loses interest and moves on to another game.
Our main explanatory variables are aggregated current and lagged values of weekly sales volumes
for all games and for violent video games in particular. The actual number of lags, T, is based on
analysis of actual gaming behavior, which we discuss later.
We model the supply of criminal offenses, Ct, as:
ln Ctð Þ5ballln RT
s50Gall
t2s
� �
1bvln RT
s50Gv
t2s
� �
1Rwbwweekt1Ryb
yyeart1et
(1)
All specifications include month-of-year fixed effects for models using UCR-based crime
variables or week-of-year fixed effects for models using NIBRS-based crime variables to control
for seasonality. We also include year fixed effects to account for changes in crime and game sales
that vary at the year level. Thus, our identification comes from variation about the month or
week�s “typical” sales. We decompose video games into those with violent content, Gv
t , in addition
to all games, Gall
t . In this manner, we hope to identify a marginal effect of GAM from violent
games versus an incapacitation effect from all games. We can address the issue of game play after
the date of purchase by including more lags. As we adopt a double logarithm specification, the
coefficients of interest can be interpreted as elasticities. Equation 1 is estimated using the Newey–
West (1987) correction for standard errors under the assumption of possible heteroskedastic-
ity and autocorrelation.
Correlations between video game play and crime may be due to unobserved determinants of
crime that are also correlated with the determinants of video game play as well as reverse causality.
A low opportunity cost of time would affect both video game sales and the relative return to crimi-
nal activity (Jacob and Lefgren 2003). We account for most of the variation in the opportunity
cost of time over the year with monthly or weekly dummy variables. Reverse causality may occur
if higher crime rates cause people to stay indoors and play more video games. Finally, it is also pos-
sible that game publishers base their release dates on nonseasonal factors that are unobserved by
the econometrician and that affect both video game demand and criminal activity.
To purge our results of endogeneity bias, we need an instrument that is highly correlated with
video game sales but uncorrelated with the unobserved determinants of crime. Weekly sales of
individual games are highly sensitive to both game quality (Zhu and Zhang 2010) and time on the
market (Nair 2007). The first instrumental variable is the average age in weeks of the games in the
current top 30 calculated from the VGChartz data. The second instrument is a measure of their
1250 Cunningham, Engelst€atter, and Ward
average quality taken from expert review data collected from the GameSpot Web site.2 GameSpot
provides news, reviews, previews, downloads and other information for video games. The Game-
Spot staff reviewed all but a handful of the games in our sample and rated the quality of the titles
on a scale from 1 to 10 with 10 being the best possible rank. These so-called GameSpot-scores
assigned to each game are based on evaluations of graphics, sound, gameplay, replay value and
reviewer�s tilt, or idiosyncratic biases, and are intended to provide an at-a-glance sense of the over-
all quality of the game.
Insofar as expert review and game age have no independent association with the unob-
served determinants of crime, the exclusion restriction should hold. While we can think of no
obvious reason why either instrumental variable should be correlated with the unobserved
determinants of criminal behavior, it is possible that such correlation exists. For instance,
higher rated violent games may increase violence independent of the effect on sales through
effects on the amount of time the games are played. We interpret our IV strategy primarily as a
robustness measure.
Variation in the Marginal Effect in the Cross-Section
A second test attempts to measure a difference in marginal effects across geographic areas
representing high video game demand areas. However, only the NIBRS crime data can be disag-
gregated geographically to the county by week level. The video game sales data are only available
as a time series. Since video game launches occur simultaneously throughout the United States,
disaggregated data are not available. Thus, the panel does not introduce any independent variation
in the video game treatment across geographic areas. However, we expect any effect of video games
to be amplified in areas of high video game demand. If violent games have a positive (negative)
effect on crime, the effect should be larger (smaller) in areas where video games are consumed
more. We proxy video game demand with the fraction of population aged 10–29, who we label as
the youth. This is the age demographic most associated with video game playing. Our estimating
equation is given by:
ln Cit5bvln Gv
s
� �
1bvnln Gnv
s
� �
1bY thY thi1
bv
ythln Gv
s
� �
3Y thi1bvn
ythln Gnv
s
� �
3Y thi1bX X1eit
(2)
We test whether the main effect is stronger for high video game demand areas by testing
whether our estimates of bv
yth and bnv
yth differ from zero. As the tests of hypotheses exploit differ-
ences in marginal effects in the cross-section, they are relatively immune to release date endo-
geneity concerns. The control variables, X, include year and week-of-year fixed effects.
A double log specification is retained for consistency with the preceding analysis. To avoid log-
arithms of zero values of crimes in small levels of geography, we aggregate counties into deciles
based on their youth fraction. That is, the 10% of the sample population with the smallest
youth fraction are aggregated together in the first decile, the 10% with the highest youth frac-
tion are in the tenth decile, and the rest are aggregated into the other eight deciles accordingly.
Because video game sales data do not vary across deciles, standard errors are clustered on the
sample week.
2 http://www.gamespot.com/
Violent Video Games and Violent Crime 1251
http://www.gamespot.com
4. Data
A fundamental problem we face is obtaining observational data on exposure to violent video
games. We base our analysis on four different video game data sources to proxy violent video
game exposure, that is, Gamespot, ESRB, VGChartz, and Raptr. We explain each source in detail
below. Having introduced our video game data, we follow up with a detailed explanation of our
two different crime data sets.
Video Game Data
Our data on video game sales were obtained from a popular online industry outlet called
VGChartz.3 VGChartz reports U.S. retail video game unit sales for each week�s top 30 selling
console-based video games. VGChartz uses avariety of sources to collect data. These include man-
ufacturer shipments, data from tracking firms, retailer and end user polls, and “statistical trend
fitting.” VGChartz reports by global region, for example, United States, Japan, Europe, Middle
East, Africa, and Asia, but disaggregated sales within a region are not available.
We wrote a PERL script to harvest each week�s top 30 titles in the United States from 2005
to 2011. The data were then cleaned and restructured to create a panel data set of weekly sales by
title for the first week of January 2005 to the last week of December 2011. Our raw data set consists
of 2050 separate titles spanning 364 weeks and across multiple gaming consoles and includes
weekly unit sales, violent content information, and quality rating information.
Despite the richness of such high frequency sales data, VGChartz is not exhaustive. It omits
a portion of all sales in the U.S. video game market as it is a truncated sample of the top 30 titles in
a week. We believe that this weakness may be mitigated to some degree by the skewed distribution
of sales. A game�s week of release is almost always its top-selling week. Figures 1 and 2 indicate
that most games stay in the top 30 for only a few weeks, and game sales decay rapidly with each
week on the market. Such large turnover in game titles and variation in sales by week provide sub-
stantial variation for identification.
Figure 1. Number of Weeks a Game is in the Top 30 Sellers.
3 http://www.vgchartz.com
1252 Cunningham, Engelst€atter, and Ward
http://www.vgchartz.com
Table 1 compares VGChartz data to the Entertainment Software Association (ESA) data.
While it would appear that VGChartz titles are only one-quarter of all units in 2006, it is worth
noting that this is in part due to the ESA including sales of non-console-based games such as com-
puter and smartphone games (ESA Annual Report 2010).4 This fraction rises to about 80% in
2011, and while this raises some concerns about comparability over time, we expect some of this
effect to be subsumed into the year dummies.
We record the violence content of each game using the ESRB�s rating and descriptions of the
game�s content.5 ESRB is a nonprofit body whose function is to assign each title a technical rating.
Games considered to be appropriate for all ages are given an E; games appropriate for 10 and
older are given E10; games appropriate for teens are given a T; games appropriate for a mature
audience are given an M; and games appropriate for adults are given an A. ESRB also provides a
detailed description of the content for each title including the style of violence contained in the
game. Each title was successfully matched with its ESRB rating and content information. Out of
2050 titles in our sample, 512 are rated Mature and 352 were intensely violent. All intensely violent
games are rated Mature.
Figure 3 depicts the logarithm of sales for all games and intensely violent games over time.
Most of the variation is due to the release of new games each week that are popular initially but
experience a rapid decay in sales. Although the two lines follow a similar pattern, including a large
peak around the Christmas gift-purchasing period, sometimes strong sales of a single title will
cause them to diverge. For instance, the spike in intensely violent game sales in the middle of 2008
is not mirrored in the more general series. This represents the release of Grand Theft Auto IV, an
intensely violent and immensely popular game.
While Figure 1 indicates that consumers tend to buy a game soon after it is released, they
may play purchased games over longer horizons. We have obtained data from Raptr, a video gam-
ing social network, on over 100,000 users� gaming sessions.6 These data cover over 10 million
Figure 2. Average U.S. Video Game Unit Sales by Weeks After Release.
4 http://www.theesa.com—The reported numbers from ESA also include games for personal computers which amount
to about 10% of the market each year and are intentionally not included in VGChartz.
5 http://www.esrb.org
6 http://raptr.com/
Violent Video Games and Violent Crime 1253
http://www.esrb.org
http://raptr.com
sessions for particularly avid gaming enthusiasts. We have aggregated game play sessions by day
and recorded when a user obtains a new game. Figure 4 records the number of hours played across
all games around the time a new game is acquired. It is clear that, for this sample, gaming activity
is highest on the day that a new game is purchased and falls for about three weeks afterward. The
“scalloped” shape emerges because video games are typically released for more intensive weekend
play. It also appears that individual video game play time increases just before a new video game
purchase. This suggests that new game purchases are driven, in part, by a pent up demand for new
video gaming experiences.
To explore the link between game sales and game playing, we related our weekly measure of
video game sales to time use data on playing games. The Bureau of Labor Statistics has adminis-
tered the ATUS since 2003 by taking a random sample from households that have recently com-
pleted their participation in the Current Population Survey (CPS). The ATUS records activities of
a participant for a single day and collects over 1000 diaries per month with some coverage of every
single day. Each activity is ultimately coded to a three-tier scheme, going from broad top-level cate-
gory to finer subcategories. For our purposes, the subcategory “playing games” includes the activ-
ities “playing computer, board, or card games” and so includes activities other than playing video
games. Basic demographic information on age, sex, race, household income, and household size
from the CPS is available for every survey respondent.
Table 1. Comparison of Unit Sales of Video Games (millions) from VGChartz and the ESA
Year VGChartz Entertainment Software Association Percent (%)
2005 90.7 227.4 39.9
2006 63.8 240.1 26.6
2007 131.6 268.1 49.1
2008 187.2 298.6 62.7
2009 181.9 290.1 62.7
2010 218.4 267.4 81.7
2011 206.5 245.9 84.0
Sources: VGChartz from authors� calculations and ESA from http://www.theesa.com/facts/pdfs/esa_ef_2014 .
Figure 3. Ln Weekly Sales of Video Games.
1254 Cunningham, Engelst€atter, and Ward
http://www.theesa.com/facts/pdfs/esa_ef_2014
To confirm that video game sales positively affect the probability of playing video games, we esti-
mate Probit and Tobit regressions relating a dummy variable for playing games and the amount of
time playing games to video game sales over the current and preceding weeks as well as controls for
basic demographics and sets of dummy variables for year, week-of-year, and day-of-week. The details
are reported in Table A1 and summarized in Figure 5. This figure reports coefficient values and confi-
dence intervals for various leads and lags of video game sales on the probability of playing a game.
While leads of video game sales appear to have no effect on game playing, game playing is affected by
current sales, sales lagged one week, and, perhaps, lagged two weeks. We take this as evidence that
aggregate video game playing time is correlated with video game sales for up to three weeks.
In a second step, we examine the difference in video game playing across gender and age
groups. Therefore, we not only split the ATUS sample into male/female and age above or below 30
but only focus on gameplay duration. We again use the Tobit estimator in a specification that now
includes the first three weeks of video game sales (Lag 0, 1, and 2) aggregated as these three weeks
are the most relevant for gameplay according to the first analysis. We use the same controls as in
the first estimation. The results are reported in Table A2. Overall, the marginal effects for females
Figure 4. Time spent Playing Video Games Before and After a New Video Game Purchase.
Figure 5. The Effect of Video Game Sales on the ATUS Respondents Game Playing.
Violent Video Games and Violent Crime 1255
are no different from that from males but the earlier table indicates that males play 40% more. The
marginal effect for the younger players is larger than older players but the difference is not statisti-
cally significant. Furthermore, younger respondents play more than older ones. We interpret this
as, given that a girl or a non-youth plays video games, their gaming behavior is not very different
from a younger boy.
Crime Data
For our measure of crime, we use both the UCR and NIBRS. The UCR program was con-
ceived in 1929 by the International Association of Chiefs of Police to meet the need for reliable
uniform crime statistics for the nation. In 1930, the FBI was tasked with collecting, publishing,
and archiving those statistics. NIBRS on the other hand is a federal data collection program begun
by the Bureau of Justice Statistics in 1991 for gathering and distributing detailed information on
criminal incidents from participating jurisdictions and agencies. Participating agencies and states
submit detailed information about criminal incidents to the NIBRS which are not contained in
other data sets, such as the UCR. For instance, whereas the UCR contains information on all
arrests and cleared offenses for the eight Index crimes, NIBRS consists of individual incident
records for all eight index crimes and the 38 other offenses (Part II offenses) at the calendar date
and hourly level (Rantala and Edwards 2000).
Because of the detailed information about the incident, including the precise time and date of
the incident, economists such as Dahl and DellaVigna (2009), Card and Dahl (2011), Jacob and
Lefgren (2003), and Jacob, Lefgren, and Moretti (2007) have used NIBRS for event studies. In our
case, we exploit detailed information about the date of a crime to create weekly counts. The UCR
are also regularly used in economic analysis of crime by, for example, Evans and Owens (2006),
Stevenson and Wolfers (2006), or Phillips and Land (2012).
One potential drawback of NIBRS compared to the UCR, however, is its limited coverage
as, unlike in the UCR, only a subset of localities participates. Overall, 32 states currently partici-
pate, and many states with large markets—California, New York, DC—do not participate at all.
Moreover, not all jurisdictions participate within states over time. In a first step to address selec-
tion problems, we run our estimations based on both the UCR and the NIBRS sample and com-
pare the results. Our results are similar regardless of which data source we use. We also address
possible selection problems by limiting our NIBRS sample to a balanced panel of agencies that
participated with NIBRS at the start of our sample and continued each year. These agencies are
located in 1082 separate counties.
Crime and game sales both follow profound seasonal patterns that could lead to spurious
correlations. Seasonality in crime is largely due to weather conditions with increases in crimes dur-
ing warmer months (Jacobs, Lefgren, and Moretti 2007). Game sales are greatly affected by holi-
day gift-giving at the end of the year. As indicated above, we accommodate these patterns with
weekly dummy variables, which should capture correlation due to seasonality, and annual dum-
mies that should capture correlation due to secular trends.
Final Samples
We investigate the relationships between violent video game sales and crime. We must drop
some observations due to holiday seasonality and to construct lags. Our UCR-based data span 84
1256 Cunningham, Engelst€atter, and Ward
months in total from 2005 through 2011 but dropping December each year yields a final sample of
77 observations.
Our NIBRS-based data span the 364 weeks over the same period but due to dropping nine
Christmas shopping season weeks and some initial weeks to construct lags, our final sample
includes only 300 observations. We aggregated the VGChartz weekly observations to the month
level in the UCR sample. Table 2 reports basic descriptive statistics for all three samples. There are
two reasons for the large difference in magnitudes across the NIBRS and UCR data sources. The
first is due to differences in the unit of observation. The UCR data measures crimes at the monthly
level, whereas NIBRS measures crime at the weekly level. This also explains the differences in
video game sales across the two samples. The second is due to the many more jurisdictions within
the United States reporting to UCR than to NIBRS.
For our panel sample, the same weekly crime information from the NIBRS data was aggre-
gated for each of 1082 counties along with data beginning in 2005 on the fraction of the popula-
tion aged 10–29, the primary video game playing age group. From this, counties were aggregated
into deciles based on this youth fraction to construct a balanced panel spanning 2005 to 2010.
Our method is most like Dahl and DellaVigna (2009), and therefore, we contrast our study
with it to illustrate its strengths and weaknesses. Like Dahl and DellaVigna (2009), we do not have
geographic variation in sales data. Whereas first run movies can be described as nondurables last-
ing two hours on average, video games have more complex consumption patterns. Unlike feature
films, video games are more like durable goods played repeatedly after purchase with highly vari-
able time use by title and individual player. Some families� budget time allowances for video game
play while others allow unlimited play time. The decision to do so is likely related to the family
characteristics that are correlated with the determinants of crime, such as family structure and
income. Furthermore, box office movie sales are available by day whereas video game sales are
only available at the weekly level.
Table 2. Summary Statistics
Variable Mean Std. Dev. Minimum Maximum
Monthly UCR sample
All video game sales (1000s) 5542 3842 1308 24,425
Intensely violent video game sales (1000s) 1203 2058 52 13,889
All crimes (1000s) 1567 187 1134 2103
Violent crimes (1000s) 634 73 492 850
The sample includes 77 monthly observations from 2005 to 2011 that exclude December.
Weekly NIBRS sample
All video game sales (1000s) 1192 936 252 9376
Intensely violent video game sales (1000s) 260.4 696.5 5.4 8264.80
All crimes (1000s) 47.2 4.7 34.1 55.7
Violent crimes (1000s) 18.9 1.7 14.6 22.7
The sample includes 300 weekly observations from 2005 to 2011 that exclude the eight
Christmas shopping season weeks.
Weekly by decile NIBRS panel
All video game sales (1000s) 1138 815 252 7467
Intensely violent video game sales (1000s) 213.22 522.11 5.41 5715.99
All crimes (1000s) 4.86 3.96 0.276 15.023
Violent crimes (1000s) 1.95 1.587 0.116 6.207
Youth fraction 0.253 0.035 0.197 0.328
The sample includes 2575 week by decile observations from 2005 to 2010 that exclude the
eight Christmas shopping season weeks.
Violent Video Games and Violent Crime 1257
5. Results
Variation Over Time
Our basic OLS regression results of the estimation of Equation 1 are presented in Table 3 for
the UCR data and Table 4 for the NIBRS data. Each table reports both OLS and 2SLS estimates
of specifications for three weeks of accumulated sales of video games sales on all crimes.7 These
specifications also exclude observations that would be affected by the Christmas gift shopping sea-
son, specifically month 12 in the UCR sample and weeks 47–52 and 1–3 in the NIBRS sample,
because the time lag between purchase and playing likely differs.
The first column in each table, reporting the OLS estimates, indicates a small but statistically
significant decrease in crime when video game sales are higher. The estimates are very similar for
both crime data samples and indicate that the elasticity is on the order of 20.027 (UCR sample)
or 20.022 (NIBRS sample). In other words, a doubling of video game sales is associated with a
2–3% decrease in crime. The estimated effect of violent video game sales is not significantly differ-
ent from zero. While the negative effect from all games is consistent with incapacitation, the lack
of a measurable effect from violent games does not provide evidence for either catharsis or GAM.
Table 3. The Effects of Violent Video Game Sales on Crime—UCR Data
OLS
2SLS
Crimes Sales Violent Sales Crimes
Variables First stage First stage Second Stage
Ln video game sales 20.027** 0.036
(0.011) (0.034)
Ln intensely violent
video game sales
20.000 20.021*
(0.004) (0.011)
Avg. video game quality 0.386 21.772
(0.357) (1.070)
Avg. weeks on market 20.058* 20.114
(0.029) (0.087)
Avg. violent video game quality 0.068 0.931**
(0.124) (0.372)
Avg. violent video game
weeks on market
20.089** 20.299**
(0.029) (0.088)
Christmas season No No No No
Year dummies Yes Yes Yes Yes
Month dummies Yes Yes Yes Yes
Observations 77 77 77 77
R-squared 0.981 0.902 0.791 0.967
Regressions also include year and week-of-year dummy variables. Standard errors in parentheses. First-stage F-statistics
(4, 56) for the excluded variables are 5.10 and 5.27 which both have p-values less than 0.01. The v2(4) value for the AR
weak instrument test is 7.78 with a p-value less than 10%.The Sargan statistic for the IVs is 1.612 with a p-Value (v2) of
0.45.
**p< 0.01.
*p< 0.05.
1p< 0.1.
7 Estimates were also generated for each of one to six weeks of accumulated video game sales “exposure.” All results are
qualitatively similar with estimates from more than three weeks becoming less precisely estimated.
1258 Cunningham, Engelst€atter, and Ward
The next three columns in Tables 3 and 4 report the first and second stage results for the
2SLS estimator and once again feature very similar results for each crime data source. There are
two instrumented variables and four instrumental variables. In the first stage, video game sales fall
with the average age of all games in the top 30 as well as with the average age of all violent games.
Sales of violent games are higher with higher quality violent games and lower with the average age
of violent games. This relationship is slightly different for the NIBRS sample, in which both aver-
age video game quality and age have negative marginal effects on violent game sales. We present
standard F-statistics on the excludability of the instruments from the first stage regression. The
correlations between the instruments and our endogenous variables are strong in the NIBRS data,
although (F-statistic around 20). In the second stage, the estimated effect of video game sales is
positive but not significantly different from zero. For violent video games, the estimated effect is
around 20.02 and significantly different from zero regardless of which crime data source is used.
In Table 3, we pass the over-identification test based on the Sargan test statistic, but we fail to pass
the over-identification test in the NIBRS regression. We also test for whether we have a weak
instrument problem using both the F-test on the excludability of the instruments from the first
stage, as well as the Anderson–Rubin test. The p-values on the Anderson–Rubin test are both stat-
istically significant. Thus, while our IV estimation largely supports the main results, it should be
interpreted with some caution. With that caveat, the negative effect from violent games is consist-
ent with either incapacitation or catharsis, but does not support GAM.
Table 4. The Effects of Violent Video Game Sales on Crime—NIBRS Data
OLS
2SLS
Crimes Sales Violent Sales Crimes
Variables First stage First stage Second Stage
Ln video game sales 20.022** 0.007
(0.007) (0.017)
Ln intensely violent
video game sales
0.000 20.018**
(0.002) (0.006)
Avg. video game quality 0.006 20.259**
(0.024) (0.078)
Avg. weeks on market 20.013** 20.011**
(0.002) (0.006)
Avg. violent video game quality 0.012 0.151**
(0.009) (0.029)
Avg. violent video game
weeks on market
20.008** 20.040**
(0.002) (0.006)
Christmas season No No No No
Year dummies Yes Yes Yes Yes
Week dummies Yes Yes Yes Yes
Observations 300 300 300 300
R-squared 0.943 0.846 0.682 0.927
Regressions also include year and week-of-year dummy variables. First-stage F-statistics for the excluded variables are
21.8 and 20.2 which both have p-values less than 0.01. The v2(4) value for the AR weak instrument test is 31.4 with
a p-value less than 1%. The Sargan statistic for the IVs is 10.19 with a p-Value (v2) of 0.01.
Standard errors in parentheses.
**p< 0.01.
*p< 0.05.
1p< 0.1.
Violent Video Games and Violent Crime 1259
Differential Marginal Effects
It is likely that any effect of video games will be localized where gaming demand is higher.
Ward (2011) exploited this idea by relating changes in various crimes in a county from year to year
to changes in the number of video game stores. As mentioned before, we do not have cross-
sectional variation in video game sales. Instead, our strategy focuses on differential gaming pat-
terns by age. Video game playing is more popular among adolescents and young adults. We use
this empirical regularity to test whether there is a larger marginal effect of video game sales in
areas with greater “youth” prevalence as explained in the second part of the methodology section.
The youth fraction which we measure as the fraction of the population aged 10–29 years has a
sample mean of 0.261 with a standard deviation of 0.042. We focus our attention on the estimates
of the interaction terms, bv
yth and bnv
yth from Equation 2, to measure a differential marginal effect.
We estimate Equation 2 using simple OLS including fixed effects for year and week-of-year.
Results are reported in Table 5. Again, we omit the Christmas gift shopping season, report only
those variables of interest and for sales aggregated to three weeks. The positive coefficient of the
uninteracted fraction youth population variable indicates that there is more crime in areas with a
higher proportion of youth. For ease of interpretation, the youth fraction enters as a deviation
from the sample mean. This allows us to interpret the uninteracted video game coefficients as
applying to the average county. Thus, in column 1, for the average county, the video game sales
variable has no discernable effect on crime. The coefficient for the interaction term with the youth
population is negative which suggests that, in areas with more video gamers, more popular games
lead to marginally fewer crimes. This is consistent with a greater incapacitation effect where there
are more video game players.
Again, the GAM and catharsis hypotheses relate specifically to violent video games. To
test this hypothesis, we include violent game sales and its interaction with the youth fraction in
Table 5. Panel Regression of the Differential Effect of Video Game Sales in High Youth
Counties—NIBRS Data
Crimes Crimes
Ln video game sales 20.0111 20.005
(0.007) (0.008)
Ln video game sales 3 youth fraction 24.302** 23.821**
(0.233) (0.298)
Ln intensely violent video game sales 20.0041
(0.002)
Ln intensely violent video game
sales 3 youth fraction
20.342*
(0.160)
Youth fraction 85.199** 80.138**
(3.176) (3.686)
Christmas season No No
Year dummies Yes Yes
Week dummies Yes Yes
Observations 2570 2570
The panel was created by aggregating counties into deciles based on the fraction of the population aged 10–29 years.
Regressions also include year and week-of-year dummy variables. Standard errors clustered at the week level.
Robust standard errors in parentheses
**p< 0.01.
*p< 0.05.
1p< 0.1.
1260 Cunningham, Engelst€atter, and Ward
column 2. The coefficient for the interaction term for all video games is not only negative but only
marginally statistically significant. The coefficient for the interaction term for violent video games
is also negative and statistically different from zero. These results are consistent with either incapa-
citation or catharsis. They are not consistent with GAM.
6. Conclusion
Regulation of the content of video games is usually predicated on the notion that the
industry generates large and negative social costs through games� effect on aggression. Many
researchers have argued that these games may also have caused extreme violence, such as
school shootings, because of the abundance of laboratory evidence linking violent media to
measured psychological aggression. Yet to date, because the field has not moved beyond sug-
gestive laboratory studies, we argue their external validity to understanding the impact on
crime is limited. With the exception of Ward (2011), social scientists have yet to move beyond
the laboratory to understand whether concerns about game violence�s causal effect on crime
are warranted.
Similar to Dahl and DellaVigna (2009) our study suggests the evidence that violent video
games have substantial social costs is weak. In fact, our study finds that in the weeks following
popular video game releases, crime rates decrease. More research is needed to determine if violence
in media may have social benefits by reducing crime. As with the above two studies, we find that
the short- and medium-run social costs of violent video games may be considerably lower, or even
nonexistent. The measured effect stemming from intensely violent video games, and not from non-
violent games, is consistent with catharsis and not with incapacitation. However, this effect is not
found in all specifications.
Our results do not completely rule out GAM. Most theories in GAM suggest that long-term
exposure to violent media increases aggression, whereas our tests measure relatively short-term
responses to video game violence. It is possible, that a positive GAM effect is large enough in the
long-run to dominate the negative effect we estimate for violent video games in the shorter-run.
The case for regulatory intervention depends on whether any or all of these effects apply. Insofar
as positive and negative effects of violent media are at work simultaneously, the optimal design of
an intervention that reduces harm from one without raising harm from the other may prove a
challenge. Weighing possible competing effects on crime is a problem that has been raised by other
papers in other contexts such as violent movies (Dahl and DellaVigna 2009) and youth gangs
(Sobel and Osoba 2009). While some early work has been done on the long-term effects of video
game play, nearly all the laboratory evidence that currently exists has only uncovered very short-
term effects.8
Our findings also suggest unique challenges to game regulations. GAM proposes that the
individuals playing violent video games are developing, accidentally, a biased belief toward people
wherein they believe they are in danger. It is possible that the decrease in violent outcomes that we
observe in our study, possibly due to short-run catharsis or incapacitation, is masking the long-
run harm to society if these violent behaviors are developing within gamers. This suggests that
8 Anderson (2004) notes the lack of longitudinal studies of effects of violent video games on aggression and calls for
more studies aimed at investigating the long-term effects. The best evidence we have at present from laboratory studies
is primarily short-run, making our study more suitable for comparison.
Violent Video Games and Violent Crime 1261
regulation aimed at reducing violent imagery and content in games could in the long-run reduce
the aggression capital stock among gamers, but potentially also cause crime to increase in the
short-run if the marginal player is currently being drawn out of violent activities. This tradeoff
may not pass a cost-benefit test.
A related policy question centers on whether reducing violent content of video games so as to
diminish GAM related aggression effects also would diminish any time use and cathartic effects.
Presumably, publishers include content that is violent because there is a market niche that
demands it. They believe that removing the violence would lower profits because it would reduce
these gamers� willingness-to-pay. It is not clear how much time use might fall, but lower utility
from such games would reduce game demand and game play time by some amount. The ability to
craft a regulation restricting violent content that does not also lower consumer utility seems
remote.
Using our approach, in some specifications, we find a negative relationship between video
game sales and crime that generates an elasticity of about 20.02. As our research design exploits
short-run variation in weekly sales, caution should be used in applying it outside our sample
frame. For instance, if behavioral effects from popular, higher quality games diverge from that of
popular, lower quality games, then our approach may misstate the average elasticity of games inde-
pendent of quality. Furthermore, our estimates are exclusively based on short-run variation in
sales, which may be different from effects in the long-run. For instance, the substitution out of
schooling to video gameplay as Stinebrickner and Stinebrickner (2008) and Ward (2015) show
might imply that long-run effects of violent games on crime are positive by reducing human capital
and wages (Grogger 1998). With this caveat, we use this elasticity to construct a simple counterfac-
tual for U.S. crimes from 2005 to 2011.
To provide context for the magnitude of our estimated effects, we consider a simple back-
of-the-envelope calculation using the numerical growth in video game sales over our sample
period. From Table 1, video game unit sales as reported by the ESA increased by 8.1%. Assum-
ing this applies to both violent and nonviolent games, an estimated violent video game-to-
crime elasticity of approximately 20.02 would predict almost 0.16% fewer violent crimes due
to violent video game sales. Nationwide, this would translate to almost 36 fewer violent crimes
committed per week. By comparison, the estimated incapacitation effect from Jacob and Lefg-
ren (2003) of 13.3% more property crimes due teacher in-service days, would translate into
about 2300 property crimes for a hypothetical national in-service day.9 Since the video game
effect occurs year round, this suggests that video games are disrupting, at most, 2000 crimes
per year.
This approach can help guide investigators to develop more holistic research designs,
such as field experimentation and other quasi-experimental methodologies, to determine the
net social costs of violent games. The main shortcoming of our approach is due to the limita-
tions of our data on game sales. Unfortunately, the industry does not report cross-sectional
variation in game sales—only the national weekly sales of the top 30 highest grossing games
are available.
9 Our calculation is based on a total of over 1.2 million violent crimes where the calculation of Jacob and Lefgren (2003)
is based on 6.2 million annual property crimes. Both type of crimes are reported in the FBI�s “Crime in the United
States,” http://www.fbi.gov/about-us/cjis/ucr/crime-in-the-u.s/2010/crime-in-the-u.s.-2010/tables/10tbl01.xls.
1262 Cunningham, Engelst€atter, and Ward
http://www.fbi.gov/about-us/cjis/ucr/crime-in-the-u.s/2010/crime-in-the-u.s.-2010/tables/10tbl01.xls
Table A1. Estimates of Factors Affecting Playing Games from ATUS
Probit Any Game Playing Tobit Hours Playing Games
Video game sales
Four-week lead 20.031 (0.098) 20.074 (0.425)
Three-week lead 20.161 (0.130) 20.705 (0.555)
Two-week lead 20.044 (0.130) 20.270 (0.522)
One-week lead 20.032 (0.155) 20.179 (0.644)
Current week 0.444*** (0.171) 1.756*** (0.708)
One-week lag 0.242** (0.120) 1.294*** (0.483)
Two-week lag 0.072 (0.130) 0.151 (0.530)
Three-week lag 20.034 (0.126) 20.073 (0.514)
Four-week lag 20.073 (0.112) 20.056 (0.457)
High school student 0.007 (0.042) 20.068 (0.179)
College student 20.078*** (0.030) 20.428*** (0.131)
Male 0.065*** (0.013) 0.430*** (0.055)
Black 20.235*** (0.020) 20.994*** (0.089)
Asian 20.238*** (0.037) 20.977*** (0.162)
Hispanic 20.409*** (0.021) 21.771*** (0.093)
Usual work hours 20.004*** (0.000) 20.019*** (0.002)
Married 20.110*** (0.026) 20.567*** (0.113)
Unmarried household 20.043* (0.025) 20.188* (0.108)
Household size 2–3 0.058** (0.027) 0.286** (0.118)
Household size 41 0.046 (0.030) 0.181 (0.128)
Age dummies X X
Income dummies X X
Day of week dummies X X
Week of year dummies X X
Standard errors clustered on the observation week. The sample includes all 87,831 non-Christmas season
observations.
***p< 0.01.
**p< 0.05.
*p< 0.10.
Table A2. Differential Estimates in Minutes of Gaming by Gender and Age from ATUS
Male Female Age <530 Age >30
Video game sales sum of Lags 0,1,2 0.670*** 0.752*** 0.993*** 0.645***
(0.226) (0.177) (0.319) (0.191)
High school student 0.085 20.267 0.019 20.529
(0.237) (0.291) (0.194) (1.200)
College student 20.376* 20.121 20.474*** 20.004
(0.200) (0.152) (0.172) (0.213)
Male 2.749*** 20.464***
(0.122) (0.062)
Married 20.835*** 20.059 20.430** 20.269***
(0.138) (0.091) (0.190) (0.094)
Working 0.036 20.076 0.252 20.354
(0.229) (0.171) (0.187) (0.234)
Black 20.602*** 21.128*** 20.372** 21.150***
(0.139) (0.109) (0.165) (0.099)
Asian 20.760*** 21.303*** 0.199 21.792***
Appendix
Violent Video Games and Violent Crime 1263
References
Anderson, Craig A. 2004. An update on the effects of playing violent video games. Journal of Adolescence 27:
113–22.
Anderson, Craig A., A. J. Benjamin, Jr., and B. D. Bartholow. 1998. Does the gun pull the trigger? Automatic priming
effects of weapon pictures and weapon names. Psychological Science 9:308–14.
Anderson, Craig A., Douglas A. Gentile, and Katherine E. Buckley. 2007. Violent video game effects on children and ado-
lescents: Theory, research and public policy. 1st edition. Oxford University Press: Oxford, UK.
Anderson, Craig A., and B. J. Bushman. 2001. Human aggression. Annual Review of Psychology 53:27–51.
Bandura, A. 1973. Aggression: A social learning analysis. Englewood Cliffs, NJ: Prentice Hall.
Becker, Gary S. 1965. A theory of the allocation of time. Economic Journal 75(299):493–517.
Berkowitz, L., and A. LePage. 1967. Weapons and aggression eliciting stimuli. Journal of Personality and Social Psychol-
ogy 7:202–07.
Bushman, B. J., and Craig A. Anderson. 2002. Violent video games and hostile expectations: A test of the general
aggression model. Personality and Social Psychology Bulletin 28(12):1679–86.
Card, David, and Gordon B. Dahl. 2011. Family violence and football: The effect of unexpected emotional cues on vio-
lent behaviour. Quarterly Journal of Economics 126(1):103–43.
Comstock, Anthony, and J. M. Buckley. 1883. Traps for the young. Republished in 1967 by Beknap Press: Cambridge,
MA, First Edition.
Dahl, Gordon, and Stefano DellaVigna. 2009. Does movie violence increase violent crime? Quarterly Journal of Econom-
ics 124(2):637–75.
Denzler, Markus, Jens F€orster, and Nira Liberman. 2008. How goal-fulfillment decreases aggression. Journal of Experi-
mental Social Psychology 45(1):90–100.
Entertainment Software Association. 2010. Annual Report 2010. Available at: http://www.theesa.com/wp-content/
uploads/2014/10/ESA_2010_Annual_Report , last accessed 7th January 2016.
Evans, William N., and E. G. Owens. 2006. COPS and Crime. Journal of Public Economics 91(1–2):181–201.
Federal Trade Commission. 2009. Marketing violent entertainment to children: A sixth follow-up review of industry
practices in the motion picture, music recording & electronic game industries: A federal trade commission report
to congress. Washington, D.C. Available http://www.ftc.gov/os/2009/12/P994511violententertainment , last
accessed 7th January 2016.
Ferguson, C. J., and J. Kilburn. 2008. The public health risks of media violence: A meta-analytic review. The Journal of
Pediatrics 154(4):759263.
Ferguson, Christopher J., Cheryl K. Olson, Lawrence A. Kutner, and Dorothy E. Warner. 2014. Violent video games,
catharsis seeking, bullying, and delinquency: A multivariate analysis of effects. Crime & Delinquency 60(6):939–68.
Grogger, Jeff. 1998. Market wages and youth crime. Journal of Labor Economics 16(4):756–791.
Hadju, David. 2009. The ten-cent plague: The great comic-book scare and how it changed america. New York: Farrar,
Strauss and Giroux.
Han, D. H., Y. S. Lee, K. C. Yang, E. Y. Kim, I. K. Lyoo, and Perry F. Renshaw. 2007. Dopamine genes and
reward dependence in adolescents with excessive internet video game play. Journal of Addiction Medicine
1(3):133–38.
Table A2. (Continued)
Male Female Age <530 Age >30
(0.242) (0.216) (0.266) (0.214)
Hispanic 21.747*** 21.778*** 21.453*** 21.968***
(0.143) (0.122) (0.161) (0.121)
Income dummies X X X X
Age dummies X X X X
HH size dummies X X X X
Day-of-week dummies X X X X
Week of year dummies X X X X
Observations 38,365 49,808 17,899 70,274
Tobit regressions from the American Time Use Survey (ATUS). Observations during the Christmas shopping season
are excluded. Standard errors are clustered at the week level. Robust standard errors in parentheses.
***p< 0.01.
**p< 0.05.
*p< 0.1.
1264 Cunningham, Engelst€atter, and Ward
http://www.theesa.com/wp-content/uploads/2014/10/ESA_2010_Annual_Report
http://www.theesa.com/wp-content/uploads/2014/10/ESA_2010_Annual_Report
http://www.ftc.gov/os/2009/12/P994511violententertainment
Han, Doug Hyun, Sik Lee Young, Na Churl, Jee Young Ahn, Un Sun Chung, Melissa A. Daniels, Charlotte A. Haws,
and Perry F. Renshaw. 2009. The effect of methylphenidate on Internet video game play in children with atten-
tion-deficit/hyperactivity disorder. Comprehensive Psychiatry 50:251–56.
Huesmann, L. R. 1998. The role of social information processing and cognitive schema in the acquisition and mainte-
nance of habitual aggressive behavior. In: Human aggression: Theories, research and implications for policy, edited
by R. G. Geen, and E. Donnerstein. New York: Academic, pp. 73–109.
Jacob, B. A., and L. Lefgren. 2003. Are idle hands the devil�s workshop? Incapacitation, concentration, and juvenile
crime. The American Economic Review 93(5):1560–77.
Jacob, B. A., L. Lefgren, and E Moretti. 2007. The dynamics of criminal behavior: Evidence from weather shocks. Jour-
nal of Human Resources 42(3):489–527.
Koepp, M. J., R. N. Gunn, A. D. Lawrence, V. J. Cunningham, A. Dagher, T. Jones, D. J. Brooks, C. J. Bench, and P. M.
Grasby. 1998. Evidence for striatal dopamine release during a video game. Nature 393:266–68.
Nair, Harikesh. 2007. Intertemporal price discrimination with forward-looking consumers: Application to the US mar-
ket for console video-games. Quantitative Marketing and Economics 5(3):239–92.
Olson, Cheryl K., Lawrence A. Kutner, and Dorothy E. Warner. 2008. The role of violent video game content in adoles-
cent development boys� perspectives. Journal of Adolescent Research 23(1):55–75.
Phillips, Julie, and Kenneth C. Land. 2012. The link between unemployment and crime rate fluctuations: An analysis at
the county, state, and national levels. Social Science Research 41(3):681–94.
Rantala, Ramona R, and Thomas J. Edwards. 2000. Effects of NIBRS on crime statistics. NCJ Publication 178890. U.S.
Department of Justice, Available http://www.bjs.gov/content/pub/pdf/encs , last accessed 7th January 2016.
Sobel, Russell S., and Brian J. Osoba. 2009. Youth gangs as pseudo-governments: Implications for violent crime. South-
ern Economic Journal 75(4):996–1018.
Stevensons, Betsey, and Justin Wolfers. 2006. Bargaining in the shadow of the law: Divorce laws and family distress. The
Quarterly Journal of Economics 121(1):267–88.
Stinebrickner, Ralph, and Todd R. Stinebrickner. 2008. The causal effect of studying on academic performance. The
B.E. Journal of Economic Analysis & Policy: Frontiers 8(1):1–53.
Supreme Court. 2011. Brown, Governor of California et al. v. Entertainment Merchants Association et al. Case No.: 08-
1448. Washington, D.C.: Supreme Court. Available http://www.supremecourt.gov/opinions/10pdf/08-1448 ,
last accessed 7th January 2016.
Ward, Michael R. 2011. Video games and crime. Contemporary Economic Policy 29(2):261–73.
Ward, Michael R. 2015. Cutting class to play video games. Unpublished paper, University of Texas at Arlington. Avail-
able http://papers.ssrn.com/sol3/papers.cfm?abstract_id52061726.
Zhu, Feng, and Xiaoquan Zhang. 2010. Impact of online consumer reviews on sales: The moderating role of product
and consumer characteristics. Journal of Marketing 74:133–48.
Violent Video Games and Violent Crime 1265
http://www.bjs.gov/content/pub/pdf/encs
http://www.supremecourt.gov/opinions/10pdf/08-1448
http://papers.ssrn.com/sol3/papers.cfm?abstract_id=2061726
http://papers.ssrn.com/sol3/papers.cfm?abstract_id=2061726
Copyright of Southern Economic Journal is the property of John Wiley & Sons, Inc. and its
content may not be copied or emailed to multiple sites or posted to a listserv without the
copyright holder’s express written permission. However, users may print, download, or email
articles for individual use.
l
APA Title Page and References Rubric
Criteria |
15 pts |
25 pts |
35 pts |
45 pts |
50 pts |
|
Critical Thinking Paper 1 Title Page and Reference Section Develop ability to follow APA guidelines appropriately in preparation for developing the Critical Thinking Paper 1 due in Topic 3. |
APA format is followed for neither Title Page nor Reference Section. References are below minimal quantity and of poor quality; they are also not of the specified mix. |
APA format followed for only Title Page or Reference Section, but not both. Further, where APA format is followed, addresses some but not all format components correctly. Some inappropriate word choice and/or citation errors present. References are of minimal quantity and quality; they are also not of the specified mix. |
APA format followed for both Title Page and Reference Section; addresses some but not all format components correctly. Word choice appropriate with some typos present, but not overly distracting to reader. References are of minimal quantity and quality; they are of the specified mix. |
APA format followed for both Title Page and Reference Section; most format components addressed correctly. Word choice appropriate. References are of reliable quality; includes sources beyond the required minimum. |
APA format followed for both Title Page and Reference Section; all format components addressed correctly. Word choice appropriate. References are of superior quality; includes sources beyond the required minimum; quantity meets the specified mix. |
|
Comments: |
Delivering a high-quality product at a reasonable price is not enough anymore.
That’s why we have developed 5 beneficial guarantees that will make your experience with our service enjoyable, easy, and safe.
You have to be 100% sure of the quality of your product to give a money-back guarantee. This describes us perfectly. Make sure that this guarantee is totally transparent.
Read moreEach paper is composed from scratch, according to your instructions. It is then checked by our plagiarism-detection software. There is no gap where plagiarism could squeeze in.
Read moreThanks to our free revisions, there is no way for you to be unsatisfied. We will work on your paper until you are completely happy with the result.
Read moreYour email is safe, as we store it according to international data protection rules. Your bank details are secure, as we use only reliable payment systems.
Read moreBy sending us your money, you buy the service we provide. Check out our terms and conditions if you prefer business talks to be laid out in official language.
Read moreOur specialists are always online to help you! We are available 24/7 via live chat, WhatsApp, and phone to answer questions, correct mistakes, or just address your academic fears.
See our T&Cs