David G. Myers mentioned that the cause of violent video game became an issue for public debate after teenagers in more than a dozen places seemed mimic the carnage in the shooter games they had so often played (Anderson, 2004, 2013). Based on the studies done for violent video games correspond with individuals having violent acts. On the journal article “An update on the effects of playing violent video games," Craig A. Anderson stated that violence video games first emerged with school shootings by avid players of such games which is in contrast to the Meyer’s Social Psychology article that a didn’t mention the connection or the issue with school shooting. Anderson took a more critical and specific approach in his research by mentioning the effects towards school shootings. The Journal of Adolescence focuses on the exposure to violent video games which significantly linked to increases in aggressive behavior, aggressive cognition, aggressive effect, and cardiovascular arousal, and to decreases in helping in helping behavior. Also, young adolescents reveal that those who play a lot of violent video games become more aggressive and see the world as more hostile. Individual’s that play violent video games will have the misconception of thinking that playing those type of games is good and acceptable. This connects to how men tend to watch aggressive pornography and use that aggressiveness towards women. The article also revealed that this act would be a coincidence or a cause of playing violent videos. Additionally, researchers believe that the more active participation and rewarded violence of game play, violent video games have even greater effects on aggressive behavior and cognition than do violent TV shows and movies. The Journal of Adolescence tested the used for modern meta-analytic techniques to combine the results of empirical studies of violent video game effects on five types of outcome variables: aggressive behavior, aggressive cognition, aggressive affect, helping behavior, and physiological arousal. Meyers research was mainly statistics which contrasts with the journal article. For the journal article, Anderson found significant effects of violent video games on each of these five variables.
Whether violent media content leads to real-life violence is always debatable. And in recent years, school shootings have made video games a new focus of public concern and scientific research. In public opinion, video games cause more aggression in comparison to traditional violent media contents because video games have more features of interactivity, "due to the active engagement and participation of players" (Hummer and Wang et al. 137). But more and more reports tell us that video games are not the main cause of school shooting issues; rather it is the negligence of parents, schools, and communities.
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.
The paper discusses how violent video games affect a person's behavior and if they manifest violence and show aggression in the real world after playing such video games. I learned that not all people who are exposed to video game or media violence turn violent. I think it depends on the person if he wants to get influenced from the game, to mimic what the game shows. This is just like the next source, discussing about what kind of behavioural problems violent gaming brings about.
According to Hollingdale and Greitemeyer (2014), Video games that are violent are identified as very popular games that are played by the consumers. There is a concern that violent video games may pose a public health risk due to the levels of aggression due to the effects of the video games. In a cross sectional studies it has been found that there is a positive correlations with real life and video game aggression. Also in longitudinal studies shows that playing violent video games constantly it can predict that there may be later aggression even after controlling for initial levels of aggression. Experimental studies have showed that playing the video game is a factor of an increase level of
Since violent video games, like Mortal Kombat, were created, adolescents who play these games become more aggressive than before. To me, playing violent video games is unsafe for these people since they have the negative influence on these people. I believe that researching on that topic would help us get the sense of what problems to avoid. I wish to know what are the possible effects of violent video games on adolescents’ aggression. The independent variable is violent video games, and the dependent variable is adolescents’ aggression. My hypothesis is that adolescents who play violent video games become very aggressive than those who don’t. For this essay, I would like to present the findings from each article that will answer
Lately, it seems that there has been an abundance of horrible mass shootings and brutal violence in our world. In today’s seemingly dangerous world, parents are yearning to protect their children from getting involved in these savage crimes. Now, a great deal of people, especially parents, accuse violent video games as the cause of this growing epidemic. The controversy of video game induced violence has a long history, but it didn’t appear in the spotlight until the disturbing Columbine shooting in 1999, when the gunmen were said to have been addicted to violent video games. Since 1999, there have been more mass shootings and vicious crimes that have been accursed on video games. While siding with the belief that video games create violence
A significantly large portion of the video games created within the past 5 to 10 years contain some form of violence. On top of that, some of the most popular video games out in the market today are extremely violent and warrant an “M” rating for mature. Video game developers are well aware of this trend and continue to produce more graphic, interactive, and realistic content. Therefore, there is a concern that the vast amount of violence in video games is changing how youth develop and what they perceive as normal. Many researchers believe that there is a link between video games and increased aggression in the people who play them.
Video games provide a variety of experiences for people of all ages. Games can be played on various platforms including the computer, hand held games, and gaming consoles. Children and adolescents can be exposed to violent content through video games and it may affect the way they behave. Playing violent video games regularly can increase aggressive behavior in adolescents. Within this hypothesis, the independent variable is playing violent video games regularly, the effect is an increase, and the dependent variable is aggressive behavior in adolescents. Violent video games are games in which there is extreme behavior or images. Extreme behavior in video games is shown through killing or severely injuring another character using guns, the body,
In two studies conducted by Anderson and Dill, Study 1, found that real-life violent video game playing was positively related to aggressive behavior and delinquency. The second study found that laboratory exposure to graphically violent video games increased aggressive thoughts and behavior. In both of these studies men had a more hostile view than that of women. The findings from these studies are consistent to that of the General Affective
After the elementary school shooting of Sandy Hook in 2012 this issue of violent video games became a hot issue calling for a connection of violence to video games. However, the final investigative report suggested that he was more a fan of nonviolent games (Ferguson, 2015). Video game violence is an issue that continues to be studied due to the inability to come to a general conclusion on whether or not the games provoke violence in connection to mass shootings. With shootings occurring and receiving mass coverage the media and public often seek a person/item to place the blame on. After the tragic events that left people dead or injured one of the topics that emerged was that of video games affects/effects on the person.
In today’s world, violence has become a very persistent and unwavering problem. In fact, not a day goes by that one doesn’t see a story about violence on the local and/or national news stations. Unfortunately, the rise of violent massacres has become all too common in the present day. What could potentially be causing all these fits of violence and rage? Although there are many factors to consider when answering this question, one potential factor could be due to the increased violence in today’s video games. Though this topic is controversial, there is current research available to suggest that video game violence can affect behavior based on at least three reasons: violent video games can affect human behavior by skewing their reality, being exposed to violent graphic depictions can lead to a decrease in empathy and sensitivity, and violent video games could lead to an increase in aggression and anger problems.
Videogames are commonly known to any adolescent because as technology grows, so does its wide range of audiences. One study showed that, “The consumption of video games is at its peak during adolescence.” (Exelmans, 2015, p. 268). A lot of households in America have some sort of gaming system whether that is a Gameboy, Xbox, or Wii. A survey taken in Swiss founded that, “…more hours per week of…video game play were correlated with several aggressive behaviors,” (Olsen, 2007, p. 78). The purpose of my study is too see how violent video games can affect adolescents behaviors. This is important because by identifying whether or not violent video games correlate with aggressive and violent behaviors from adolescents can help us to be more conscious on what content children should be aloud to play, and what ages is that content acceptable to play without fear of someone’s children acting out aggressively because of a videogame. In addition to that, we can figure out better solutions to releasing aggression than through a game that makes an adolescent more frustrated when playing. Also, while using this survey we can see how many hours playing video games can affect your behavior. This study will also look at aspects of how the family members might feel about violent video games.
Recent school shootings have led people to point the finger at violent video games, but are they the real cause? Violent video game sales have never been higher with a big chunk of their audience being children. This leads parents and doctors alike to wonder if the video games could be the cause of the shootings. Because of this , some worried adults have decided to look into it. ("Does Virtual Violence Provoke Real Rage? Yes and No." )
“Good evening, ladies and gentlemen! If you are just tuning in, we are getting reports of a tragic shooting at a small school earlier today. A gunman has stepped foot in an elementary school today, shooting and injuring dozens. It is unknown at this point how many have died thus far! Police currently have a suspect in custody, and we will bring you updates as this unfolds…” Switching between channels in the safety of our living rooms, we have unfortunately experienced this terrible news before or one similar. With such tragedies that have taken place and fear of violence growing, Scientists believe relationships develop between video game violence and aggression among young children up to young adults, yet so many other daily factors can be linked to the violence instead of 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,