¶ … exciting about video games is you don't just interact with the game physically -- you're not just moving your hand on a joystick, but you're asked to interact with the game psychologically and emotionally as well. You're not just watching the characters on screen; you're becoming those characters.
Nina Huntemann, Game Over
Violent Video Games: Do they Cause Violent Behavior?
Disasters such as school shootings in Colorado and in other academic institutions have prompted national and international concern over media that children watch and are involved in and the consequent result in their level of aggression (Ferguson, 2007). The majority of studies have focused on the impact of TV in producing aggression and a significant amount of studies have indeed noted an association. Relatively few studies, however, have been conducted on video games and whether or not these stimulate inspired violence. Moreover results are mixed. Ferguson, (2007) conducted a meta-analysis on 30 review studies showing that researchers had arrived at mixed conclusions of the impact of the games. There were differences between the range of games, subject pool, and treatment time and design and all of these complicated results. Some researchers assert that playing violent video games results in violent behavior whilst others affirm that no parallel can be drawn. Reviewers of the literature are equally confused. Each accuses the other of publication bias with critics arguing that opponents of violent video games exaggerate the negative outcome whilst avoiding possible positive outcome. Opponents of those games, however, accuse their critics of the same agenda saying that their personal identities and self-interest are so linked with the games that they deliberately avoid seeing the negative repercussions. It may be, however, that the situation is far more complex. So many variables exist into testing whether or not violent games have an effect. Conditions include length of the game, kind of game, specific culture, context, characteristics of user, and so forth. The author of this research, therefore, suggests that delineating determining variables for the confusion -- singling out the variables that cause contradictory results- will help social researchers better define the problem and implement studies that will have clearer results.
Introduction
The video game enterprise is huge. Studies estimate that more than 80% of homes with boys 8-16 years old possess these games and that the video manufacturing industry is larger than the film one (Ferguson, 2007). Currently, one can play video games on computers, consoles (e.g., Xbox 360, PlayStation, Wii), handhelds (e.g., Nintendo DS), computers, iPods, personal digital assistants, and mobile telephones. Violence has grown by leaps and bounds. Even as far back as 1993, a survey showed that 88%of boys and 66% of girls reported playing these games at least one hour a week, whilst 29% of boys reported playing them at least 3-6 hours a week (ibid.) it is presumed that given the far greater range of mediums that users can access for playing the games, these statistics have increased. The same study showed that half of the adolescents preferred games displaying violent content (17%) or fantasy violence (31.9%), whilst other prefer nonviolent demonstration of sport (29.4%), vernal entertainment (19.7%), and educational themes (1.8%). Of all of these genres, therefore, fantasy violence shows the biggest cut by far. Fighting games (such as Mortal Kombat, Streetfighter and tekken) are bestseller whilst first-person shooter (Such as Quake, Doom, and Marathon) also shares first class status. Each of these above-mentioned games show exponential leaps in graphic inspired violence to earlier video games productions. Increasingly faster games are introduced over the video growing in leaps of violence. Parents and the watchdogs such as the National Coalition on Television Violence (NCTV) are concerned by the possible ramifications of children continuously absorbed in these fantasy-real, violence-imbued games. At one time, U.S. Surgeon General Everett Koop pronounced violent video games to be one of the three top factors in causing family destruction whilst a mayor of Indianapolis spearheaded law banning children under 18 years old from playing these games unless accompanied by an adult (Halladay & Wolf, 2000). In fact, a recent panel of experts assembled by the U.S. General unequivocally pronounced video games to be harmful to the moral nature of the country:
"Research on violent television and films, video games, and music reveals unequivocal evidence that media violence increases the likelihood of aggressive and violent behavior in both immediate and long-term contexts" (Anderson et al., 2003, p. 81).
Numerous reports by professional health associations (e.g., American Academy of Pediatrics, American Psychological Association,...
Thee children, when socializing with their friends, invariably mimicked those violent characters they saw in the video games. While concluding, these researchers, pointed out that if children continued to play these kinds of violent and aggressive video games, then it is highly likely that negative and anti-social behavior becomes a norm for them (Nicoll and Kieffer, 2005). In one study carried out by Williams and Skoric (2005) revealed that gamers
" How much of an influence do violent video games have in terms of making young people aggressive? An article in the scholarly journal Aggressive Behavior (Barlett, et al., 2007) (titled "Longer You Play, the More Hostile You Feel: Examination of First Person Shooter Video Games and Aggression During video Game Play") states that 70% of college students are "avid" video game players. Also, video game sales are "steadily increasing, reaching
, 2000). Specifically, the fact that video games portray extremely violent actions without a human cost can lessen a person's natural response (including empathy) in addition to promoting reckless conduct in real life. It is not necessarily that teenagers consciously believe they can "do" what they see in the games the way children sometimes come to believe that they can fly. But they may absorb unconscious images that inhibit their ability
Video Gaming Does Not Alter an Adolescent Mindset Causing Aggressive Behavior Video games are an interesting form of entertainment that encourages the participants/players to become a part of the game's script. Video games have been in existence for over 30 years, but today's video games are sophisticated and require the player to constantly concentrate on the game. The games engage the players on a deeper level emotionally and physically that is
The second way is that individuals, specifically children can become desensitized to violence. This is because, daily exposure to violence may make one lose their emotional impact on them. Apparently, when one becomes emotionally numb, it becomes easier for them to engage in violence (Harding). The General Aggression Model This is a model that attempts to explain both the development of aggression an individual differences in susceptibility to the influence of
" (Eagleheart, 2000) Eagleheart (2002) notes that violence does constitute a primary concern for children, particularly in schools. Rather than contributing video games as a cause of violence in children, she encourages educators and others to look deeper and consider that violene has goals; that the particular goal will depend on the individual. At times, goals of violence may be evident, conscious choices from a child is playing now wants. Other
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