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cause and effect of video game addiction
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Violent Video Game Effects on Aggression
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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.
Since children are good at imitating and are in their developmental period, are they affected by violent video games? This question is important since there are many young gamers nowadays; as the data from Harvard Health Publications show, about 97% of teens play video games and 66% of teens play action games that may contain violence, which is a huge number (3).
Before the scholars had reached a conclusion, things seemed to get even worse. Several serious incidents of school violence happened in recent years. The perpetrator of the Virginia Tech massacre, Seung-Hui Cho, killed 32 people and wounded 25 in two separate attacks before committing suicide (Nizza). Another school shooting also caught many eyes. On March 11, 2009, at a secondary school in Winnenden, southwestern Germany, 17-year-old Tim Kretschmer—who had graduated from the school one year earlier—took his father's gun and shot at his schoolmates, which resulted in 16 deaths (Pidd). Right after these three young shooters above were both identified as avid video gamers, video games were regarded, by scholars and the public, as a significant factor in ...
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... A., Y. Wang, W. G. Kronenberger, K. M. Mosier, A. J. Kalnin, D. W. Dunn, and V. P. Mathews. “Short-Term Violent Video Game Play by Adolescents Alters Prefrontal Activity During Cognitive Inhibition.” Media Psychology (2010): 136-154. Web.
Myers, David L. and Michael Arter. “Communities that Care in Practice.” Journal for Juvenile Justice Services, 20.1 (2005). Web.
Nizza, Mike. "Seung-Hui Cho: Who Is This Man? " New York Times. NYTimes.com. 14 Dec. 2011. Web.
Pidd, Helen. "Profile: Tim Kretschmer." The Guardian. Web. Guardian.co.uk. 14 Dec. 2011. Web.
U.S. Census. U.S. Department of Commerce Economics and Statistics Administration. “Custodial Mothers and Fathers and Their Child Support.” U.S. Census. (2007). Web.
U.S. Secret Service National Threat Assessment Center. The Final Report and Findings of the Safe School Initiative. Secret Service. (2002). Web.
Dylan Klebold, Eric Harris, Adam Lanza, Steven Phillip Kazmierczak, and Seung-Hui Cho all have a few things in common, they are all school shooters that have killed and injured a combined total of 149 human beings and are or were believed to be avid violent video game players, who also committed suicide immediately after carrying out their attacks. To the public, school shooters seem to share a direct connection to playing violent video games and that playing them leads to violent behavior. Violent videogames have become a highlight in the media and national debate for this very reason but, there is no scientific evidence to support the existence of a causative connection between participants of violent videogames manifesting violent behaviors. The media provides biased information that misleads citizens into believing that said link is well established and accepted. I argue that parents should make responsible and well informed decisions in regards to their child’s videogame activities in spite of the lack of scientific research.
The allegation that videogames cause violent behavior in children has been present as long as videogames themselves. Some researchers said that the Sandy Hook shooter, Adam Lanza, was one intense gamer. “Seung-Hui Cho, the Virginia Tech Shooter was seen by his roomates as odd because he never joined them in video games.”(Beresin) This debate will continue to go on in this country as long as there are horrific crimes that occur. There is much written in the research regarding this issue, and many differing views. The research that is presented in the next few paragraphs supports the theory that it is not the graphic video games that produce aggressive behavior, but other factors in a child’s life that create violent actions.
Since the 1970 video games have become more popular than ever before. Generating 11.7 billions of dollars of sells every year or more, the video game industry is considered one of the largest industries in this century. However, video games have been a topic of controversy. With the sales of violent video games going up and the increased violence in schools and teenagers, video games are always to blame. Many people speculate that video games are the cause on why many teenagers have developed aggressive and violent behavior, are desensitize to violence, and the increase violence in schools and public places. In contradiction, video games have little or no fault in teenagers’ violent behavior and shouldn’t always be blamed.
One would be hard-pressed to find a household without any video gaming devices. In fact, over eighty percent of American households some sort of gaming device. On top of all that, violent video games have surged in popularity, occupying over 50% of the 30 top video games sold in 2015 (Kain). In light of recent mass shootings, video games are routinely accused as the culprit that influences one to violence. Researchers all over the world have tried to establish a causal relationship between video games and violence. Some researchers have come to the conclusion that video games, specifically violent ones, spark aggression. However, other researchers have come up with the opposite conclusion, that the studies that portray video games as detrimental
Valadez, J., & Ferguson, C. (2012, March). Just a game after all: Violent video game exposure and time spent playing effects on hostile feelings, depression, and visuospatial cognition. Computers in Human Behavior, 608-619.
Jenson, Jeffrey and Howard, Matthew. "Youth Crime, Public Policy, and Practice in the Juvenile Justice System: Recent Trends and Needed Reforms." Social Work 43 (1998): 324-32
Kirsh, Steven. “The effects of violent video games on adolescents: The overlooked influence of development.” Aggression and Violent Behavior 8.4 (2002): 377-389.sciencedirect.com. Web. 5 Nov. 2011.
According to Henry Jenkins, an American Media Scholar and professor at MIT, “young people in general are more likely to be gamers —90 percent of boys and 40 percent of girls play.” That is an overwhelming amount of young people. In recent years, there have been incidents such as the Columbine school shooting which have shown young people committing terrible acts of violence. In the case of the Columbine shooting, the teenagers who committed the shooting were both found to be avid players of a violent computer video game known as Doom (Ferguson, 26). This has raised lawmakers and concerned parents to begin opposing violence in video games. These people believe that video games (and violent video games in particular) can cause young people to become extremely desensitized to violence, and in turn cause them to commit acts of violence that they would not have committed otherwise. However, these people fail to realize that our youths have been exposed to violence far longer than modern media has been around. For example, Wired.com writer Michael Venables points out that many of our classic fairy tales deal with violent conditions. He reminds people that “Cinderella’s evil stepsisters have their eyes pecked out by doves.” and “Hansel and Gretel kill their captor by baking her in an oven.” People who oppose video games pose a major threat to the development of youth in our modern society, because video games can have many positive effects on young people.
Scott, D. The Effect of Video Games on Feelings of Aggression. The Journal of Psychology. March 1995 v129 n2 p121-132.
Flanagan explains throughout her article that out of the American youth today, 97% of them play violent video games for at least two hours per week. Also in the article “Imaginary Guns Don’t Kill People, either” by Scott Shackford, he explains that since violent video games have become such a popular activity, it is considered surprising if one hasn’t played one by now. Violent video games show teens that shooting people is acceptable. In “Is video game violence bad?” by Christopher J. Ferguson, he states that the trigger of violent video games causes at least some of aggressive actions that happen throughout the world, including school shootings. For example, in the Columbine High School shooting in 1999, two students carried weapons into the school and proceeded to kill thirteen people. Unsurprisingly, the roots to their actions were speculated to be prior bullying experiences and violent video games (History.com). Also, Ferguson states that violent video games are correlated with mass shootings across the nation. Teens that have been influenced by violence are a dangerous factor to themselves, classmates, friends, and
At this day in age we bask in the luxury of having easy access to advanced technology at our disposal. From the World Wide Web, to cell phones, music, movies and video games the human race has thought of any and everything to keep us entertained. Over the years studies have shown reasonable concerns regarding the long-term effects of video games. These games can desensitize gamers to real life violence, which is usually seen in the younger crowd. The studies especially hit on the games containing player-on-player violence. Though these games are extremely entertaining and can get kids to settle down for a while, if not properly supervised, they can produce adverse effects. Other studies have shown that video games can be used as way to yield positive outcomes such as, good problem solving skills, cooperation in a group and the ability to flow. Although there has been psychological research on children learning through the actions of others some believe that children are automatically able to distinguish between what is just a game and what is reality. The longer they are allowed on their game system the more they become convinced that their games are real. Some researchers believe violent video games can channel the aggression of the child but the parents are to blame for what happens to the child after playing an excessive amount over a period of time. Children can become preoccupied with these violent video games which have been proven to be the cause of poor social skills, uncontrollable aggression and a false reality.
Ferguson, Christopher J., and Cheryl K. Olson. "Video Game Violence Use Among "Vulnerable Populations: The Impact of Violent Games on Delinquency and Bullying Among Children with Clinically Elevated Depression or Attention Deficit Symptoms." Journal of Youth and Adolescence 43.1 (2014): 127-36. Web. 5 Feb. 2014.
Violent video games help the players in their way of thinking. In many researches these games can be used to train soldiers and surgeons because they train the brain to make quick decisions, also they help with managing resources that are limited and deciding the best use of these resources, like in shooting games the player must coordinate brain’s interpretation and reaction with the movement in his hands and fingertips, which requires a great deal of eye-hand coordination. However, violent video games change brain function in young men whereas there is plenty of evidence to prove that these games have a prolonged negative neurological effects, which may translate into behavioral changes over long periods of game play. For example, if a person listens to classical music all day, at some point, he will start to sing the melodies, the same way as if a person plays violent video game all day, he will start to believe that violence is normal. In addition, according to many researches those who play the violent video games h...
Several studies display that video games with violent content are related to more hostile behavior in teens. This is a concern because most of the popular video games contain violence. Part of the upsurge in aggressive behavior is connected to the amount of time children are permitted
Willoughby, T., Adachi, P. C., & Good, M. (2012). A longitudinal study of the association between violent video game play and aggression among adolescents. Developmental Psychology, 48(4), 1044-1057. doi:10.1037/a0026046