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Effect of video games on youth violence
Are video games the main cause of violence
Do video games lead to violent behaviors
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It is that time of year again. With the Holidays closing in on the horizon, parents are scrambling to buy their children that perfect present. With that in mind, many parents will buy their little boys and girls the latest addition to the Microsoft Xbox family, the Xbox One, which is perhaps the hottest gift this season. Everybody wants it. But most of the Xbox games like Call of Duty, Assassin’s Creed, and Halo are extremely violent, depicting war, blood, and gore very nonchalantly. The television channel FX constantly shows movies such as the latest Batman trilogy which includes violent depictions of beatings, graphic shootings, dozens of explosions, neck snapping and back breaking, along with chokings, hand to hand combats, and dead bodies. These portrayals are detailed, but little blood is shown. While violence is not a new thing to the world, it is a problem that is skyrocketing in correlation to modern society and violent movies, video games, and media. With school shootings like Sandy Hook, Virginia Tech, and Columbine, many psychologists have asked the question ‘is elevated violence rates in media and the greater access to firearms and explosives one of the reasons why these tragedies happened?’ But, most importantly, how does this violence whether in media or the real world affect the children involved? Is the violence in media correlated to etiology of violent behavior in the child’s later life? In this paper, I will review the impact media violence has on child and adolescent development.
While there are countless arguments on how video games and television create aggression in children, James E. Gardner (1991) suggested that video games can help therapists working with children. He suggests that the video games in ...
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“The Columbine shooters played violent video games; that has to be a factor in their decision to brutally murder their classmates!” Society is quick to point fingers and approach unknown situations with a causal mentality that often results in a false accusation of an innocent bystander. With the advent of the video game era, psychologists have debated their effect on the minds of their youthful audience. Throughout the multitude of studies and the perpetual debate, society still lacks an absolute answer. With this knowledge, when it comes to video games and their impact on the minds of children, researchers must consult a wide variety of subjects with an open mind about the potential outcomes. I conducted my research by examining my personal experience, analyzing studies refuting both sides of the argument, trying to view the American fascination with violence through an outside perspective, and reviewing the thought processes that lead the members of the Entertainment Software Rating Board (ESRB) in order to gain a full perspective of the issue. What correlation exists, if any, between violent video games and the violent tendencies that children exhibit after exposure to said media? Throughout my research, I have discovered that a trend does exist, but it manifests after the child has encountered puberty because of the heightened levels of testosterone that accompany this phase of development, and the trend relies heavily on other factors in a violent disposition. The age factor generally fails to exist in the violent tendencies argument; this is intriguing in that the majority of violent videogames are targeted toward an older audience. In order to truly understand the violent tendencies of mankind, we must first analyze these ...
Scott, D. The Effect of Video Games on Feelings of Aggression. The Journal of Psychology. March 1995 v129 n2 p121-132.
When families sit down to watch television, they expect to watch family type of shows. Family type shows meaning rated PG or PG13, sitcoms and movies that do not include weapons, killing, foul language, and non-socially accepted actions. When children killing, they start to believe that it is accepted. Do children think that killing and hurting others and themselves have little meaning to the real life, children can become traumatized. Most killers or violators of the law blame their behavior on the media, and the way that television portrays violators. Longitudinal studies tracking viewing habits and behavior patterns of a single individual found that 8-year-old boys, who viewed the most violent programs growing up, were the most likely to engage in aggressive and delinquent behavior by age 18 and serious criminal behavior by age 30 (Eron, 1). Most types of violence that occur today links to what people see on television, act out in video games or cyberspace games, or hear in music. Media adds to the violence that exists today and in the past few decades. It will continue in the future if it is not recognized as a possible threat to our society. When kids go to a movie, watch television, play video games or even surf the web, they become part of what they see and hear. Soaking violence in their heads long enough becomes a part of the way they think, acts, and live. The line between pretend and reality gets blurred.
In our society we have many issues that plague our youth. Problems such as substance abuse, teenage pregnancy, and verbal bullying are just a few of the issues. There is one issue that has been on the rise for many years, and is relatively new to the world; and that is violence due to exposure to violent video games. Research done by a panel of scientists led by Professor Rowell Huesmann found “Unequivocal evidence that media violence increases the likelihood of aggressive and violent behavior in both immediate and long-term contexts” (qtd. in Anderson et al. 4). This research is very profound, but it does not state that a child will go to a school and shoot children because he played the game Call of Duty. While a child might not show major aggressive behavior because of violent video games, he will show minor increases in aggressive behavior because of the games he plays. These statistics are the same for adolescents as they are for children. Whether they realize it or not, everyone who plays a violent video game is effected in one way or another. Even though there is a rating system for games, that system is lacking in what they let younger children watch and do in these games. The question that must be asked is, “Why are these children being exposed to such violent content?”
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.
Video game violence has received a great deal of attention nationwide. In some individuals gaming seems to have replaced music, movies, television, and outdoor activities. Violent video games are extremely popular among teens and adults. Violence is not only seen in video games or on television, it can be seen anywhere from the streets to children’s fairy tales and books. Violent video games are not anything new to most teens. If you really think about it, teens are more than likely smart enough to know better and the difference between what’s real and what’s not. In all reality, it is what it is, a game. Furthermore, according to psychologist Christopher Ferguson, “Although there are some studies that find links between violent games and mild forms of aggression, there are also studies which find no evidence for any links at all.” Also, some investigators found that gruesome video games make teens convulsive and hostile. The deliberation betw...
“It is clear that the causal relationship between televised violence and antisocial behavior is sufficient to warrant appropriate and immediate remedial action… There comes a time when the data are sufficient to justify action. That time has come” (Berkowitz, Leonard). Approximately forty-two years ago, Surgeon General published a warning against violence in the media. While violence in television is still a big problem today, a new and worse problem has arisen: video game violence. Unlike in television, people are able to interact through the video games as if they were the ones hurting and/or killing the victims. This is a huge concern for society because youth are being taught that violence is accepted in this day and age. Although playing violent video games could arguably reduce violence in youth, violent video games should be further restricted because they increase bullying and produce violent tendencies in juveniles.
By far the largest concern of technology today is video games. There have been so many experiments and studies to try and figure out if video games have a negative or positive effect on our children. A growing body of research is linking violent video game play to aggressive cognitive, attitudes and behaviors (D.A. Gentile, 2004). Video games can obviously be dangerous for our children causing aggression, bad performances in school and obesity. Although we cant blame all of these problems on the use of video game...
Many kids like Tommy, who spend most of their childhood and adolescences emerged in imaginary lands rather than dealing with the real world at hand, become socially anxious and have low self-esteem later in life. Instead of thriving with a career and family, they relapse back to the same virtual interaction they had as a child. They float through life barely able to support themselves or result to living with their parents. Adulthood seems to them a mere task they must complete in order to continue their gaming. Excessive videogame play for children and adolescents cause social anxiety, depression, and aggression because more time is spent alone engrossed in dynamic storylines and complex situations than outside building face-to-face relationships and other healthy social skills that better prepare them for their future.
Over the past 30 years, playing video games has become one of the most popular hobbies worldwide. Not only has the video game industry become a multi-billion dollar industry, but it has attracted people from all age types. While video games today are played by both kids and adults, there are many issues being raised regarding the effects of video games. More particular, is the effect that violent video games may be having on children. Some critics argue that video games are direct indicators of child aggression while video game supporters argue that there is no direct link between child aggression and violent video games. While many people have their own personal stances, this issue is unique because it is unfolding everyday. Scientists and researchers all over the world are continuously doing research regarding the effects of video games on children. Even though this remains a field of uncertainty for researchers, parents should definitely be involved in being aware of what it is that they’re children are playing when they play video games.
Schwartz, Kelly D. "Chronic Violent Video Game Exposure And Desensitization To Violence Behavioral And Event-Related Brain Potential Data." Journal Of Youth Ministry 5.2 (2007): 95-98. Academic Search Premier. Web. 18 Mar. 2014.
Furthermore, television violence causes aggressive behavior in children. Many people believe that children who watch violent television programs exhibit more aggressive behavior than that exhibited by children who do not (Kinnear 23). According to the results of many studies and reports, violence on television can lead to aggressive behavior in children (Langone 50). Also, when television was introduced into a community of children for the first time, researchers observed a rise in the level of physical and verbal aggression among these children (Langone 51). The more television violence viewed by a child, the more aggressive the child is (“Children” 1).
Are video games a negative or positive influence on children’s behavior and actions? Several studies have been pointing out that exposure to violence on television, movies, video games, cell phones and the Internet increases the risk of violent behavior in the viewer, like to grow in an environment filled with real violence increases the risk of violent behavior. Plentiful of the research on current media have focused on the violence spread by TV for experts in developmental psychology and John Murray of Kansas State University, United States, it is difficult to conclude otherwise than that violence on television has increased levels of violence and aggression in the society, and that video games have an effect even more powerful. Violent video games are more distress, than the films of the same sign and that the images of violence shown on television because they are interactive, because they use a technology environment that allows the user total immersion in the situation, while producing new objects cultural. The reason is that video games are not limited to violence to show a passive spectator, but require the person to connect with the character and act for him, while violence in film and television images whose exposure is limited only to visual perception. The video game violence has long-term real effects. Children exposed to high levels of violent entertainment can become more aggressive and develop a tremendous face the suffering of others, also increases the likelihood they interact and respond to violence in their social environment. In violent video games as success is clearly defined as killing or take, and failure as die or loses the good and evil as the wicked: they, different from us, it is just revenged, I mate,...