Hundreds of studies have been done to determine whether violent video games will really make juveniles more violent. Randomized experiments were used in several studies to examine the short-term effect of violent video games (Anderson and Berkowitz et al. 90). In these studies, children were randomly assigned to play violent or nonviolent video games and then were observed when given an opportunity to be aggressive. The result was that children who played violent video games usually behaved aggressively.
According to the Campaign for a Commercial-Free Childhood, “8- to 18-year-olds consume an average of 7 hours and 11 minutes of screen media per day” (“Selected Research on Screen Time and Children”). Screen time is time spent watching TV, playing on the computer, or playing on a phone. Too much screen time can have negative effects on young children (“Selected Research on Screen Time and Children”). Since children are having seven hours of screen time a day when they are supposed to have less than two, this is an epidemic that needs to be put to an end. Children are receiving way more screen time than what they should be and it is negatively affecting their health.
Video games and violent movies are having adverse effects on the psychological development of young children. Although not all games and movies are violent, most of the modern video content focus on destruction and violence. Children who play violent games exhibit aggressive behavior than those who do not play or watch violent videos. Too much of violent videogames increases aggressive cognitive and behaviors and decreases prosocial behaviors (Rowan, 2013). These video games are more harmful to those children who already have aggressive behaviors. This trait is more common in boys than
“Life is a video game. No matter how good you get, you are always zapped in the end” (“Video Game Quotes” 1). Over time researchers, psychiatrists, and parents have often wondered how damaging violent video games can be to the youth in society. This is an important matter to people with children in their personal lives or work environment. These games have become a large risk factor for aggressive behavior in children. Researchers have been saying that video games do affect adults as well; however, they have even more effect on younger brains in early development. Video games have negative effects on childrens’ behavior. Some effects that video games have are reduced academic performance, aggression, obesity, and emotional disorder.
For decades, the media has been accused of being a bad influence on the nation's children. Everyone has heard stories of little kids jumping off of their decks and hurting themselves after viewing the old black and white episodes of Superman. Years later, and there could possibly be a link between kids playing video games and those same kids later murdering their fellow classmates. Possible links such as this one continue to fuel the research supporting the idea that video game violence increases aggression in children.
Arguments concerning social media’s affect on children often being with television. Experts on the other side of the argument claim that television leaves a negative effect on children that leads to obesity and violent behaviors. Manfred Spitzer writes “After 6 months, children in the intervention school had a lower BMI and behaved less violently during break times…” (pg. 1388). Not only are the effects written by Spitzer possible but experts also argue that children may become less sensitive to the pain and suffering of others. Children may be more fearful of the world around them and they may be more likely to behave in aggressive or harmful ways towards others. The violence exposed to children through media doesn’t cease to exist with only television. Video games are often blamed for violence crimes in children and youth as well. Craig A. Anderson, a psychologist along with others concluded in a 2010 review of video game violence showed that “evidence strongly suggest that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior.”
This could be opening the doors to a plethora of other cases and assumptions that can lead to our youth potentially becoming killers. Research was conducted on the exposure of television violence and its effects on kids, organizations like the American Psychological Association, the American Medical Association and the Academy of Pediatrics have concluded that there is a cause and effect relationship amongst those exposed. However, such studies does not demonstrate that media violence causes aggressive behavior, only that the two phenomena exist together (207). This finding was used to make the assumption that it would likely be the case with video games.
One of the many observed effects of social media is the violent tendencies that seem to become more common in the upcoming generations. Many video games and movies show a lot of violence and these things can sometimes make an impression on the children. Even though there are many studies on media violence on children, there are really no clear answers. But different television, film, video games, etc. have definitely raised the level of violence in children and it continues to rise. Murray, a developmental psychologist, says even though that television and film are just as violent but video games are more worrisome in that it requires the player to be heavily involved in the game, and through repetition
According to a 2010 Kaiser Foundation study, which involved elementary children, concluded that on average 75 percent of parents allowed their children to have bedroom TV’s, North American households keep their TV’s on for 50 percent of the day, and use 7.5 hours of technology entertainment per day (Rowan). Technology is becoming a problem throughout the United States, especially in elementary aged kids. Parents are introducing technology as early as infants so that they understand certain information at an early age. When parents introduce technology at such an early age they are giving their children the advantage to be addicted to the wonders of it. Young children are at a high risk of brain damage with the advancement of technology. The more adults introduce technology to younger children the higher the chances of problems it causes. Technology has a negative effect on younger children and should have limitations on the age in which it is being introduced.
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
The effects of media have been a topic of interest and research for many years (Viet, Štulhofer, & Hald, 2016). Multiple studies show the harmful effects of media on adolescents and young adults. It is a dominant force in our current world, with the average number of hours online up to 23.6 hours per week, as compared to the 9.4 hours per week in 2000 (Cole, Suman, Schramm, & Zhou, 2017). Excessive screen time and internet use alone has been linked to increased levels of depression and anxiety, and is discouraged for all age groups.
It is agreeable that there are some correlation between teenagers playing video games and how it affects the youth mentally. Heavy consumption of violence video games does indeed stimulate a change reaction in the brain waves, but there is no hard evidence stating that those changes causes teenagers to act aggressively and violently. On the contrary, it is a popular beliefs that violence video games does indeed causes teenagers to displayed unpleasant behaviors and actions because that is what they learned and observed from the games. Therefore, parents should limit and regulate the amount of time their teenagers are playing violence video games so that they can protect their children from negative behaviors.
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)
Add to this study a statistic from the Official Journal of the American Academy of Pediatrics “75% of teenagers now own cell phones, 25% use them for social media, 54% use them for texting, and 24% of them use them for instant messaging” (Gwenn Schurgin O'Keeffe). We have an entire generation that is developing socially and emotionally while “plugged-in”. This negative effect is not only caused by just internet use and cell phones, our old friend the television is causing us harm as well. With the invent of newer ways to deliver television shows, the ability to better record television shows, and watch “on demand” shows it shouldn’t be shocking to know that according to Neilson Ratings the average American household watches “5 hours and 11 minutes of television a day” (Who Watches What (and How Much)? U.S. TV Trends by Ethnicity). Psychologists have proven that too much television has been shown to “hamper development of the pre-frontal cortex -- the area of the brain responsible for planning, organizing and sequencing behavior for self-control, moral judgment and attention” (Abell) there should be no doubt that this fact and the fact that nearly “1 in 10 children in America have been
There has been a lot of factors linked to child aggression. One of biggest factors is children playing violent video games. Although video games are commonly used by children there can be negative effects when introduced to violent video games. Recent studies have shown a correlation between violent video games and the behavior of young children. Violent video games influence children's behavior because their attitudes become more aggressive, the availability of violent games has become very easy for children , and with the help of technology the graphics of the video games make the game look identical to real life.