How Violence in Video Games Negatively Impacts the Developing Child
Haley Frost
Westview High School
The topic of violence in video games has been a highly controversial conversation for many years. According to a 2010 Kaiser Family Foundation study, 10 hours and 45 minutes on average are spent per day using technology among all 8- to 18-year-olds, which is over a 2 hour increase over the past five years (Rideout et al, 2010, 2). Exposure to violent video games is significantly linked to increases in aggressive behavior, aggressive cognition, and delinquency and decreases in prosocial and helping behavior (Anderson, 2004, 118), consistent with the General Affective Aggression Model. This model predicts the short and long term effects of violent video games on aggressive behavior. Many experiments have proven this, though there are some researchers who think that the results may be flawed and that the research needs to be corrected.
Video game violence controversy dates back to archaic games like Space Invaders and Pac-man, as the object of these games was essentially to kill. The real debates, though, began in 1993 when games like Mortal Kombat and Night Trap were released. In Mortal Kombat, the player is engaged in a street fight with an opponent and at the end if the latter has been brutally weakened, the player is given the reward of “Fatality”. This reward involves heinous acts that range from setting the opponent on fire until his skeleton is visible
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.
The main argument of this article is that video games have a direct link to short term and long term aggression. The author presents this argument by providing studies from peer reviewed articles that all conclude that video games do cause an increase of aggression. The main point of this article is to answer the question, “Do violent video games lead to aggression.” The article is about the effects of violent video games leading to aggression. The author uses recent examples, like the Sandy Hook and Washington Navy Yard shooting. In both of these examples, the author cites that both shooters had a history with playing violent video games. The author uses a study which selected individuals to play violent video games for a certain period of time. The study would then compare the results to a group who played non-violent video games. The study concluded that violent video games cause a direct link in aggression due to humans reenacting the actions the characters within the video games perform.
While violent video games have increased as a form of entertainment, an issue has begun to form on whether violent video games have a negative impact on children and adolescents. Steven F. Gruel (2010) formed an argument about the negative impacts of violent video games on children. The purpose of this paper is to critique Gruel’s argument by finding flaws and strengths using the methods of claims without data, overgeneralization, failing to cite sources, and considering alternative explanations.
One of the hottest issues in the media in the past decade is violence in video games and how violent video games influence aggressive and violent behavior in children and adolescents. Some psychologists believe violent video games influence violent behavior in children through social learning and modeling behaviors after characters in video games that “glorify” violence and criminals (Schultz & Schultz, 2013, p. 331). Other psychologists argue that other factors, such as poor socioeconomic status and negligent parents, are the main factors of violence in children and adolescents instead of video games. However, many studies have found varying levels of correlation between video games and violence in adolescents and children, and no study has found violent video games to be the cause of violent behavior.
Throughout recent years there has been many stories, well, more like excuses that adolescents have blamed violent video games for their violent behaviors. Can children truly use this as their excuse anymore? Many studies on this subject have recently been in the spotlight over the concern of young violent offenders, with numerous governing leaders and child developmental specialist concerned whether violent video games are the true cause of violence in children. With the growing number of school shootings and violent acts that children are displaying throughout the nation, it makes you wonder if the main cause can be just as simple as a violent video game. If so, cannot playing violent video games prevent such violence? The use of violent video games is not an excuse for children that have aggressive or violent behavior because other factors are involved in children with violent behaviors.
“Recent contents analyses of video games show that many as 89% of games contain some violent contents” (Gentile, Lynch, Linder, Walsh 3). More than half of video games being sold around the world contain some form of violence. All of the violence involved in the video games being played by children is a pattern leading to aggression. Aggression can be caused by many things; however, violent video games are the main cause of aggression in young adults. “If a child began playing violent video games at a young age, then he might think that violence in real life is the same as the game violence and that it doesn’t have a real impact on others” (Gilad, Alto 1). Thinking that violence in the virtual world is the same as in the real world is the first step to showing aggression. Aggression in children caused by video games is the biggest effect parents and researchers worry about. Violent video games teach children that shooting and killing people are
Newton N. Minow once said, “Children will watch anything, and when a broadcaster uses crime and violence and other shoddy devices to monopolize a child’s attention, it’s worse than taking candy from a baby. It is taking precious time from the process of growing up”.The media is a powerful tool that in a very influence on children. There are many things that the youth in today 's society is learning from the media, for example, violence. There are different forms of media violence that children are exposed to. Some form of these violent medias is video games, television, music, movies and much more. The most effective form of media that children are exposed to are video games. Although video games have been around for 30 plus years, it has become a big part of our culture in America. There are different varieties of video games, such as action, adventure, fighting, sports, shooting, violent, non-violent and much more. In the united states almost 97% of the youth plays video games, and a majority of them spend at least seven to eight hours a day playing these games a day. This large percentage brings almost 12 billion dollars a year to the video game industry, and the long hours of playing these violent games increase in the aggressive behavior that children form. Studies have stated that 90% of pediatricians and 67 % of parents agreed that violent video games
Since violent video games have become very popular, the effect of these violent video games on aggression is a very relevant issue. As stated in an article written by Paul Adachi, “…31% percent of adolescents play video games every day…” and “… five of the 10 most frequently played games are violent” proving that many American adolescent partake in violent action that should not be experienced at such a young age (Paul Adachi). Lynch, Gentile,
“We cannot and will not ban the creation of violent video games. But, we can prevent the distribution of these disturbing games to children, where their effects can be negative.” (Kohl, Herb). Nowadays most trending entertainments are revolving around electronics technologies such as virtual reality, video games, and media. As the technology becomes more sophisticated and advanced, most violent video games are becoming more realistic and make the player feel part of the battle and killing the enemies. It is undeniable video games have their own positive side for adults who play responsibly, but they have several disadvantages, which can hurt children's behavior, mental development, and school performance.
Originally, the purpose of violent video games is to entertain. However, its content encourages violence and invites to enjoy cruelty. When playing video games, kids are required to kill a human being to get a perfect score. If kids are left to spend plenty of time playing violent video games, they will be obsessed with brutality. As a result they will have difficulty to tell apart fantasy from reality and start dreaming about killing and scoring in real life. As it can be addictive, it also isolates them from human contact, which leads to lack of sympathy. That’s why most school shooters are great video gamers. I will support my thesis with evidences and quotes from expertise.
With the amount of violent video games saturating the market it is difficult for parental figures to monitor their children’s consumption. Many children these days play violent video games constantly. We have access to video games on our home consoles, computers, televisions, smartphones, and tablets. Today it is easier than ever for a child to download a violent game over the internet and have access to it anywhere. Many families seem to be uninformed about the affects video game violence may have on their children.
Video games, especially violent ones, have been given a negative reputation amongst many people as something that “increases aggressive behavior, aggressive thoughts, angry feelings, physiological arousal and decreases helpful behavior” (Carll). Despite there being evidence out there that support these claims, according to Lowenstein, these claims are often “conclusions and speculations not supported by the underlying research”. Which shows that these claims of video games being accused of causing violent tendencies in its consumers aren’t backed up enough to be taken as a fact. Video games do not play a role in inducing violent behaviors or thoughts in its users.
Video games have become immensely popular since their introduction in the 1970’s. The video game industry has since evolved into a leading player in the entertainment industry, and video games of all genres have become a popular pass time activity for children. However, according to a recent study, as many as 89% of these games have violence as a dominant theme. Potential harmful effects of the violent content of video games have been scrutinized over many decades. Views expressed in the debate over whether violent video games create aggression are often extreme, either idealizing or vilifying video games. Some studies suggest video games can provide an escape from school work and social activities and they may offer opportunities to display
Parents and government officials alike believe that extensive participation in playing violent video games can cause psychological harm and influence aggressive behavior. Does it really? Many psychologists challenge this idea by using scientific research for backing. There has been much controversy over the topic and a lawful debate in California over who is allowed to have access to such vicious content. On the yes side(damage occurs and behaviors are influenced) of the argument is Steven F. Gruel, who stresses the importance of regulating the release of negative or “damaging” media, specifically violent video games, to minors. On the opposing side is Patricia A. Millett, who believes there is no concrete correlation between violent video games and aggressive behavior or cognitive damage. Neither is right or wrong because a great deal of psychology is built upon theories that have been strengthened through extensive experimentation. Nonetheless, studying the effects of violent video games on psychological health and behavior can help narrow understandings of how what humans perceive influences how they think and behave.
Controversy about video games continue to escalate between parents and gamers, regarding the psychological effect of simulated, realistic, and 3D violence on the minds of young children and growing teenagers. Yet, research shows that video games contribute very little to today’s everyday violence, despite complaints and concerns that games influence a child’s normal behavior. Technology is a way of life in today’s world, computers are used by toddlers, adolescents, and adults alike. No matter what career path a person chooses, the computer plays an essential role in the job. The more our technology progresses and as our industry grows stronger, computers and electronic entertainment will grow to be found everywhere around the world. This includes videogames.