Does Playing Violent Video Games Promote Aggressive Behavior?

2480 Words10 Pages
Introduction Violent video games are becoming more popular among children and adolescents of all ages since its debut approximately 30 years ago. This growing popularity is generating an increasing concern that these sometimes very graphic videos and life like characters can have a negative influence on the younger generation. Although never proven, there has been speculation that some of the high school shootings across the country were committed by students who were habitual players of violent video games. Due to these concerns, a non-profit, self-regulatory organization was established in 1994 by the Entertainment Software Rating Board (ESRB) to appropriately rate all video games from EC (early childhood), E (everyone), E10+…show more content…
The first study by Lynch, Paul J., Gentile, Douglas A., Olson, Abbie A., & Van Brederode, Tara M. (2001) was conducted to determine the effects of violent video games on adolescent aggressive attitudes and behaviors; had the participants of their study complete three surveys, the first being A Video Game Habits Survey, which asked questions such as;

how often do you play video games?, What type of video games do you play?, How much violence do you like in video games and are you aware of the game ratings? The second survey called The Hostile Attributions Survey measures the participants perception of physical (harming someone physically) and relational (harming someone through defamation) hostility by having participants read ten stories and answering two questions about each story. The third survey is the Trait Hostility survey which measures the personality trait of each participant. The second study discussed by Lee Suhn, Mickey & Barr, Rachel (2004), was conducted to determine the effects of violent video games on Prosocial and antisocial behavior by actually having participants play non-violent and violent video games while two appointed observers were recording information such as; the name, age, gender and ethnicity of the participant, the name of the game, level of violence, and check boxes for Prosocial and antisocial behaviors. The third study, Ihori
Get Access