Affect of Video Game Playing on Indirect Social Aggression

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Introduction Aggression in the media is nothing new, from TV shows to music; teenagers everywhere are engulfed in it every day. Aggression is a form of indirect or direct violence towards another person or subject. To study the effects that video game violence has on the aggression of teenagers and adolescents is a concerning thought. Teens becoming desensitized towards the violence they witness in their video games such as Grand Theft Auto, that have become so popular in the recent years. Previous research has come up with results that support the idea that violence effects the player, but studies such as the one conducted by Anderson and Ford (1997) can only support this on a short term basis. In these experiments players’ were exposed to one of three different game types, highly aggressive, mildly aggressive or a control game. After the game, hostility, anxiety and depression were measured using a checklist. The experiment found that hostility was increased in both game condition groups compared to the control, although the high aggression led to significantly more anxiety. This shows that playing aggressive video games can have short-term negative effects on the players and they emotional states. It also supports the idea that more aggressive games create more hostility and aggression in the players. Another study conducted by Devilly, Callahan and Armitage (2011) studied the effect of Violent Videogame Playtime on Anger. It was measuring whether or not players became habituated during longer, more realistic lengths of play. Participants were assigned to play one violent video game for either 20 or 60 minutes. The results showed that participants in the longer time slot showed a smaller change in anger from before and after... ... middle of paper ... ...cts that violent, action video games has on a persons daily social aggression. Creating experiments to test this hypothesis may yield different results as confounds would have to be accounted for. A future research task could compare different types of video games to determine if there is any relation towards role-playing versus action games. In conclusion, our study has demonstrated that a rise in social aggression may not be caused by violent video games, as there is no correlation proven to be significant from these results. Although the concerns are still great, future research should look into more of the short-term effects on teens and young adults from playing video games and then approach the idea of the habituation of violence from these games. A rise in aggression is something that should be taken seriously and future research should reflect that.

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