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Violence in video games

Violence in video games

As the level of violence in video games has increased, so has the concern about the effects on those who play – especially those who play a lot. Some have attempted to create a link to school shootings in recent years, noting those carried out by avid gamers, and their choice of dark and violent games.

But even in these cases: which one comes first? Can aggressive and violent behavior be attributed to violence in video games? Or do those who play already have violent tendencies that draw them into violent games? It’s the kind of “chicken or egg” debate that has strong supporters on both sides.

In fact, violent video games are becoming increasingly popular, so it is difficult to prove any connection between graphic games and real-life violence.

Despite the advent of video games in the 1970s, violence wasn’t an issue until systems like the Sony PlayStation were launched in the 1990s. Along with these more complex systems came the ability to make graphics more realistic.

The more realistic it becomes, the more interest there is in trying to understand the relationship between violent gaming and violent behavior, if it really exists at all.

Why are there fears

One of the primary concerns of violence in video games is that games are not passive. In order to play and win, the player must be the aggressor. Instead of watching violence, as he might do on TV, he commits acts of violence (albeit in simulation). Most researchers acknowledge that this type of active participation affects a person’s thought patterns, at least in the short term.

Another factor that worries both researchers and parents is that violence in video games is often rewarded rather than punished. In army and sniper games, players compete against each other based in part on the number of people they kill. If played frequently enough, games like these can distort a young person’s perception of violence and its consequences.

In 2002, researchers Anderson and Bushman developed the General Aggression Model (GAM). Often considered one of the formative contributions to the study of violence and video games, GAM helps explain the complex relationship between violent video games and aggressive gamers. GAM takes some (but not all) of the video game heat by acknowledging that a player’s personality plays a role in how they are affected by violence.

Anderson and Bushman point to three internal aspects — thoughts, feelings, and physiological responses — that determine how a person interprets aggressive behavior. Some people’s reactions are naturally more hostile, which makes them more willing to respond more forcefully to violent video games.

The short-term effects were easily identified in the Greater Amman Municipality; Most notably, violent games change the way players interpret and respond to aggressive actions. Even those without a predisposition to aggression respond with increased aggressiveness after playing a violent video game. The game becomes what is called a “situational variable” that changes the perception and reaction to aggressive behavior.

controversial relationship

The American Psychological Association (APA) has made their own attempt to get to the bottom of the relationship between violent games and acts of aggression in young adults.

However, like many before, the APA researchers acknowledge that more research is still needed before firm conclusions can be drawn. Complicating matters, it is rare for a single agent to cause violence. Therefore, a careful approach is necessary to understand how violent video games work along with other potential risk factors for violence.

The APA concluded that violent video games  are  in fact linked to increased aggression between gamers. However, they also noted a lack of evidence linking this aggression to actual violence and delinquency.

Critics in the scientific community have also questioned whether a link exists at all. They argue that the studies to date have shortcomings, for example by relying too heavily on self-reported data about aggressive actions.

They also point out that even when studies establish a connection, that connection is often very weak. This suggests that other elements of a young person’s environment are likely to be stronger predictors of aggression than violent video game use.

However, some research findings present glaring dilemmas for parents. Researcher Jay Hall has been a prolific contributor to the scholarly literature supporting violence and video games.

One of the most interesting findings in Hull’s studies is that children who regularly play violent video games are more likely to be sent to the principal’s office for misbehavior. In  the study  , normal players were twice as likely to be punished in this way compared to non-repetitive players.

Hull believes that violent video games may normalize rule-breaking and interfere with a child’s ability to recognize right from wrong.

The jury is out

The long-term effects of violent video games are still uncertain and hotly debated. Few long-term studies have been done so far, so there are only hypotheses. Anderson and Bushman theorized that excessive exposure to violent video games causes the formation of aggressive beliefs and attitudes, while decreasing players’ sensitivity to violent behavior.

Although the long-term effects have not been clinically documented, one only needs to look at the way video game violence has gradually increased over the past two decades to get a feel for the potential long-term effects. It would be wise for parents to monitor the amount of time their children spend playing and closely monitor any negative effects.

At this point, the best strategy for parents is to carefully check the age ratings to make sure the games their children play are appropriate for their ages. The Entertainment Software Rating Board (ESRB) website offers an online tool that provides brief information on the game’s age rating, content, and gameplay.

Our article on video game ratings is another useful place to start for parents looking to understand the different rating categories and find appropriate game titles for younger children.

We also recommend making use of the large amount of game footage uploaded to YouTube to showcase content from the games your kids play or want to play. The more you know, the easier it will be to apply your discretion in approving or choosing video games for your child.

The relationship between violence in video games and in the real world remains controversial. What is certain is that more long-term research is needed to understand the way video game violence affects the developing brain.

Does violence in games really desensitize young people to violence in the real world? Does this sensitivity drive individuals to commit violent acts? And if so, why does it happen to some people and not others? The jury is still out on these critical questions.

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