Studies that claim a connection between video game violence and real-life violence are flawed research. These studies do not consider factors such as mental health, substance abuse, gang violence, or family medical history to prove their claims against video games. In video game experiments, children and teenagers are given minimal time like an hour to test their games, but the experiment does not completely represent how people play their games in real life. Researchers use artificial ways to conduct their research on the violent effects of playing video games, and the results fail to provide a
In addition, many studies use games that are wildly outdated and mismatched in their studies. One such study used the games Wolfenstein 3D and Myst, both from the early nineties, and in completely genres. Certainly more modern games would be more appropriate for proving whether or not violent games cause violent behavior, and certainly with less of a disconnect between the games than there would be between a shooter and a puzzle game, which Wolfenstein 3D and Myst are respectively.(Kushner)
The first body of evidence that supports the claim that video games do not cause violence in reality is that “almost all boys and most girls play video and computer games, including games with violent content” (Olsen, Kutner, and Warner 56). This would suggest that if all children play violent video games and video games did in fact cause children to act violently, then all children would be violent. As absurd as this suggestion is, when the claim came
Video games have become a staple in the entertainment industry. Families coming from various backgrounds across the world own a video game system. Shooting games such as call of duty have become particularly popular amongst young teenagers. These types of games have led to a very popular debate. The question being do violent video games make children violent? Prosecutor Steven F. Gruel believes that they do cause children to become violent while defense attorney Patricia A. Millett argues that there is not enough evidence to prove this to be true.
In the case of Brown V. Entertainment merchants Associations, the issue raised is that of violent video games being purchased by underage consumers (Oyez). The legal question at issue is Whether or not the First Amendment prevents a state from restricting the sale of violent video games to minors.
Violent video games and RPGs have taken over the video game industry. You don't see many kids playing Mario anymore. Everyone argues whether these violent games are perilous or harmless for gamers. Many studies have been conducted to prove each side of this argument. An Italian study published in the journal Social Psychological and Personality Science , says, “Participants who played a violent video game for only 35 minutes exhibited less self control, cheated more, and behaved more aggressively than did participants who
Both sides of the argument cite research that supports their position. However, these studies are often done in ridiculous setups using outdated and unplayed video games as a basis. Jeff Green, a writer for Computer Gaming World, wrote an article on one study that concluded that there was a link between teen violence and video games because after
Numerous studies have been done, showing no direct correlation between video games and actual violence. “The US Secret Service conducted a review in 2004 aimed at identifying causes of school shootings, and it found just 12 percent of studied attackers -- that's 5 out of 41 -- expressed an interest in violent video games”(Conditt, 2018, para 6). It was found that video games actually decrease violence in the real world. There was an economic study conducted in 2016 that found, ¨a reduction in crime in the weeks after major video game releases¨ (Conditt, 2018, para 7). This is because the video games give people an outlet to release violent thoughts and frustrations in a safer, virtual environment. In fact, video games actually decrease violence on the
In Brown v. Entertainment Merchants Association, the US Supreme Court ruled 7-2 that California could not ban the sale of violent video games to minors because studies "do not prove that violent video games cause minors to act aggressively."
It may seem odd that one would think that a video game could possibly have a negative effect on children. Especially when you discover all of the logical fallacies in their argument. Although some people have some decent points, most studies done on this subject have no direct correlation with the violence in children that happen to play violent video games. A study done in 2008, deemed with the title “Grand Theft Childhood” reported that 60% of middle school boys who played at least one M-rated game had previously hit or beat up another
But Dr. Elizabeth Carll, who helped this study, wanted to clear up the confusion, "the resolution did not state that there was a direct causal link to an increase in teen violence as a result of playing videogames” (Flanagan). “Constant news coverage leaves the impression that youthful crime is increasing”(Olson) news stories continue to slaughter the idea that people who play games are just normal people in society and not just antisocial, angry people sitting in their mom’s basements. Olson presents, “Some have referred to a "wave of violence gripping America 's youth," fueled by exposure to violent media. Using data supplied to the FBI, the U.S. Office of Juvenile Justice and Delinquency Prevention reported that the rate of juvenile arrests increased in the late 1980s, peaking in 1994. Juvenile arrests declined in each of the next 7 years” (Olson) with this data presented by the Federal Bureau of Intelligence people are displaying even less aggressive tendencies especially children who are exposed to video games. It is not just the information going unbelieved, but also the studies have been discredited alongside the idea of video games are getting worse as media continues to slander players for aggressive actions and shut-in traits. "From the present body of literature, there 's nothing that supports a relationship between violent videogame playing and aggression—not correlational or
Findings supporting these claims also show that with an increase in violence comes other negative health risks such as an increased likelihood of substance abuse, sexual activity, and obesity(Denniston, Swahn, Feldman, and Romero). Media use, and subsequent exposure to violent content is extremely prevalent among 8 to 18 year old children who spend, on average, 7.4 hours a day using media or computers and 80% of teens have some type of gaming console(Denniston, Swahn, Feldman, and Romero) These claims and the amount of media children are exposed to were concerning enough that the American Academy of Pediatrics started making advisory statements about violent video games and media being health risks for children in 2001. (Hall, Day, and Hall) Since then the link between violent games and violent behavior in youths has been researched across many “population groups”(Denniston, Swahn, Feldman, and Romero). The second theory revolves around any positive effects that might be gained from playing these games (Hall, Day, and Hall). Stating that these may offer “safe” outlets for negative emotions and thusly allowing players to be more emotionally balanced. (Hall, Day, and Hall)
Matt Peckham supports the theory that games do not cause bad behavior. In his web document on Time.com, he uses a sarcastic tone but yet provides the reader with a study performed by Stetson University. Surprisingly, “In my recent research we found that for some teens with a pre-existing mental health issue, playing violent video games seemed to be associated with less bullying” (Peckham 2). Other people may argue that the ability of a game to cause conflict with people’s personality is more of a conflict with their mind and body. Robbins states that video games can only cause bad behavior when allowed to by the human brain, so basically, the games are not for the weak-minded. Robbins also asks the question “Would you blame sports?” and then states “I’m not contending that there is no connection between violent games and violent people, but it’s correlative instead of causative. Individuals with personalities that lead to homicide are likely more drawn than others to media that feed their fantasies” (Robbins 1). He states here that people with a pre-existing desire for violence are more likely to display violent behavior after playing these video games.
A major opposition to violence video games leading to aggression is that the research that was done is not a valid research. Henry Jenkins said “...most of those studies are inconclusive and many have been criticized on methodological grounds” (2). The studies are not inconclusive because in the studies that the researchers do they