On average an American is exposed to approximately 200,000 violent acts before the age of eighteen. However, these exposures do not influence an individual to exhibit violence. Concerns regarding whether television and video game violence has a negative effect on society by promoting violence, dates back to the 1950’s and is still prevalent today. Studies and research conducted on the issue are unable to prove that the two variables have any correlation to each other. In fact, statistics demonstrate how the amount of violent crimes has decreased significantly throughout time despite growing video game popularity. Lastly, in society people look for anything to transfer the blame, especially in regards to a situation that may threaten an individual’s society. As a matter of fact, by reviewing the extensive research the conclusion was drawn stating exposure has no effect on violence. Therefore, television and video game violence does not have a negative effect on society. Studies and research conducted on the issue is irrelevant. Specifically, the studies conducted fail to asses accurate information essential in the process of proving cause and effect. Not to mention, previous studies that revealed a link between the two factors only focused on short term effects and did not take other factors into account. In reality, children get riled up over images they may see and are likely to act out for a short period of time. However, this does not prove overall harm to a society
A study published in Psychology of Popular Media Culture is proof of this theory. In this study, it is stated that 90% of pediatricians, 67% of parents, and 66% of researchers agreed that violent video games can increase child aggression. In addition to this study, a statement by six leading national medical associations, including the American Medical Association and American Psychological Association, stated, “Well over 1,000 studies - including reports from the Surgeon General's office, the National Institute of Mental Health, and numerous studies conducted by leading figures within our medical and public health organizations - our own members - point overwhelmingly to a causal connection between media violence and aggressive behavior in some
Television is also consorting children as a common way of solving problems and grant the message that there is many people who deserve violent treatment. There have been experiments done by George Gerbner that lead to the conclusion that adults who watch violent films daily are not bothered by them after a while. One example of this could be doctors, when doctors first start their career certain cases disturb them, but after a while they are no longer surprised or bothered by most
There is a strong agreement among American society that violence in the country is on the rise. It is easy to see why this is a strong argument among the American people, especially because of the rising popularity of violent video games and television programs. However, as these violent video games and television shows are creating their own place in our society, the reports of violence among children are escalating. This correlation has been studied extensively in the scientific community in an attempt to discover whether media violence does negatively impact children but there has yet to be a consensus. There is a split between those that believe that children are becoming more violent because they are exposed to violent media and
Violent video games, movies and television shows have become the subject of large debates that may have lasted since the beginning of media. Everyone knows that people have the ability and desire to imitate what they experience in the media, and given the perceived increase in violence among children in the U.S., the media is seen as a major possible explanation. In the following, we will examine the evidence pertaining to whether the media is becoming more violent over time, how much violence is in the media, and what kind of psychological connection or causal influence there may be between children’s violent behavior and their favorite types of media. It will be argued that the type of media as well as other cultural and environmental factors, are the key variables in determining whether violent behavior was caused by media, focusing specifically on the influence of video games considering they permit children the most realistic and interactive experiences of violence compared to all media.
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.
In society, video games have been criticized as an inducer for violent in children. The ongoing debate instigates research on the correlation between video games and violence. In Craig Anderson’s article, “Violent Video Games and Other Media Violence, Part II”, the author criticizes the opposing side and states that violence in media reflects violent behaviors in children. John Glynn’s article, “Guns and Games”, reasons on the benefits of video games and points out the true perpetrator for violent behaviors of youth in the United States to be the gun culture.; While Glynn’s article contains some form of pathos, there is a lack of pathos in Anderson’s. Both articles utilize logos and ethos. However, Glynn offers a more well-rounded argument to support that video games are beneficial and are not the true cause of aggression in children.
Savage and Yancey had noticed that while there had been numerous studies on whether video games increase aggression to their peers, no one had tested whether or not they affected criminal tendencies in teens and young adults. After exposing them to a violent television show, the kids were made to take a test to see if violent tendencies were displayed later. Once it was all said and done the results pointed to there not being any correlation with criminality and violent media consummation. (Savage, Yancey 16-17)
The concept that the media and violent video games have an effect on aggression and violent behaviour in youth is one that I have heard speculations about in other classes and ultimately agree with. In the article by David Grossman, titled Trained To Kill, he presents the idea that while it is against human nature to kill one’s own kind violence in the media has led to an increase in criminal acts committed by youths (Grossman, 2000). Overall, I agree with his argument because the common theme of violence in media leads to desensitization, and creates a conditioned response to violent situations. However, since the 1980’s we have seen a decrease in homicides in Canada, which contradicts Grossman’s theory.
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.
These experimental studies find a strong relationship between playing violent video games and increasing in aggressive thoughts. Also, these studies revealed significant effects of violent video games on aggressive behavior, cognition, and on prosocial behavior. This article provides evidence in my argument on how significant exposure to violent video game tends to increase the risk of developing aggressive behavior in real life. Furthermore, children exposed to violent material via the media potentially develop increased attitudes of hostility and show decreased emotional response to violent acts against others.
Most experts contend that violent television shows, video games, and toys promote aggression and destructive behavior. Rhodes (2000) states, “The American Medical Association, American Psychological Association, the American Academy of Pediatrics, and the National Institutes of Mental Health say that there is a link between entertainment and violence. In fact, no direct, causal link between exposure to mock violence in the media and subsequent violent behavior has ever been demonstrated…” (p. 555). While violence in entertainment is pervasive and a real concern; it needs to be understood and addressed rather than blamed as the cause. After all, it is possible seek solutions to minimize violence when you understand the nature of
In their research of violent videogames and the effect on children, they have found that “the simplistic belief that exposure to media violence will lead directly to individual violence is clearly wrong.” (Kutner, Olsen, 2008) I am going to ask you to look deeper than this. I assert that although violent video games are thought to encourage real world violence, they actually help to prevent it.
The inquiry whether violent entertainment affects a child's brutal behavior is an argument that has been disputed upon for several years. Most researches performed have concluded that violence in the media does not relate to the acts of a child, unless the child has been exposed to various types of environments. Other research is clearly lacking a direct causal relationship between violent video games and youth violence (MassGeneral,2012). Children's acts of violence are determined by what or with whom they are associated with.
Violent video games are contributing to violent behaviors in the youth and teenagers of America. Youth violence is a seemingly increasing problem in the United States. Juvenile centers are gaining new residents each day.This violence is brought on by an increase in video game violence. Many of the newly developed games are killing simulators which train players for real world violence. There seems to be a lack in evidence against video games. “According to the federal crime statistics, the rate of juvenile violent crime in the United States is at a 30-year low” (Jenkins 32). So called links between video games and youth violence are said to be found, but these links are coming from people who solely research media violence.
Karen Wright's article "Does violent TV breed violence? Do video games breed more of it?" addresses a pressing contemporary issue the effects that violent video games and TV have on young individuals and on society as a whole. Although the article seems to be directed at the masses, it is very likely that the writer intends to raise awareness in parents reading this article. Wright used information coming from a series of scholars, both with the purpose of supporting the fact that violent games and TV have a negative influence on individuals and in order to refute these claims. In spite of the fact that one can feel confused upon reading particular segments from the article, it is overall likely to influence readers in believing that video game and TV violence are actually very harmful for people.