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Violent Video Games and Increased Violence - Research Paper Example

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The paper "Violent Video Games and Increased Violence" claims that such games lead to increased violence in the real world, especially for kids. Major ways are the failure of kids to differentiate the playing ground from the real world, as evidenced by youth participating in entertainment violence…
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Violent Video Games and Increased Violence
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Violent Video Games Introduction Violent video games might lead to increased violence in the real world especially for kids, in various ways. Three major ways are, failure of kids to differentiate the playing ground from the real world, as evidenced with the growing number of youths participating in entertainment violence. Second, violent video games set out kids to react in more violent ways, as evidenced in Columbine shooting, where two students went rampage on fellow students and started shooting them, which was attributed to the fact that they played a violent game where players were killing policemen and bystanders using guns and slicing their throats and eventually emerge as heroes’. Third, one consistent finding on effects of video games on young children and teenagers suggests that young children, as opposed to adults tend to exhibit aggressive and violent behavior after playing or watching violent video games (Gimplel 26). Discussion Mark Griffiths of Nottingham Trent University argues that controversy surrounds studies and researches on effects of violent video games (TSO 19). Concerning whether exposure to violent video games is a significant risk factor for children and adults, this paper examines four types of converging evidence concerning the games impact. They are laboratory experiments, cross-sectional correlation studies, longitudinal studies and field experiments. These four converging evidences continue to renew interests on this field from public policy makers, general public and researchers. Furthermore, they categorically indicate the variables which are present in video games which lead to violent behavior. Role Played by Violent-Video games This paper acknowledges that the role played by these games is like a double edged sword, with one edge bringing educational benefits, for instance video games with excellent teaching tools for motivation and learning steps, and the other edge hazardous, especially with the arrival of 3D games promoted by advancement in technology (Mahood 38). These effects are attributed to the fact that thoughts influence an individual behavior. Consequently, violent video games brings about aggressive thoughts, arousing physiological need for aggressive behavior, and directing leading to decreased social behavior such as caring and helping. Schroeder 2006, Suggests that studies have yieldedno significant results on effects of violent video games, supporting his arguments by the fact that studies of smoking and it cause on lung cancer have yielded no results. However, taking into account various empirical studies of smoking and it causes on lung cancer, medical practitioners agree on the fact that smoking leads to lung cancer. Similarly, when one combines relevant empirical studies employing meta-analytic techniques, it is correct to state that studies on effects of playing and watching violent video games leads to aggressive, hazardous and socially unacceptable behaviors. Anderson, in press states that methodological stronger studies best sheds light on impacts of these games on humans, and categorically suggest that probably effects of these games on humans are underestimated. Laboratory Experiments Numerous researchers over the years have rebuked these experiments, by arguing that they demand trivial measures, specified characteristics and that they lack external validity, such as real world exposure as opposed to a controlled environment setting (Anderson 59). However, Gimpel, 2013 conclude that though these experiments necessitate controlled environment, there is consistent evidence found in absence of external validity, and variables known to influence real world violence and aggression brings out the same results in the laboratory experiments. This point out the fact that there are inherent variables in these games that makes individuals embrace violent behavior after playing or watching them. One key variable is the suggestion on these videos that the world in which we live in does not content us enough; therefore there is a need to create another world in our mind, full of wishes and bewildered expectations. This inherent characteristic makes people react in aggressive and unaccepted ways after watching them. Furthermore, children below the teenager years are the most affected by these games, owing to the fact that their minds have not developed for them to differentiate the difference between the real world and the fictional world in these games. Consequently, they live in the real world in an imaginary way causing social disruption and decaying of social health of all people concerned. Field Experiments Video game such as karate kids’ best shed slight on this aspect of violent video games. This paper acknowledges that normal aggression occur in the playing ground for young children such as biting, punching, hitting and pushing. However, there is a clear line distancing normal field behavior from aggressive behavior. Researchers on this topic points out that although these normal aggressive behaviors are observed in the playing ground, they are not normal in their nature because playing is supposed to be a fun and exciting affair. In contrasts, these behaviors add to the observed faces of effects of violent video games (US 78). Correctional Studies Violent video games affects contrasts the inherent understanding in correctional studies which states that correctional is not causation. However, simple empirical corrections between variables that are measured are routinely used in contemporary studies in testing theories that have a cause-causal relationship. These studies have yielded significant results by allowing foe examination of serious acts of aggression that would be unethical to study in laboratory and field experiment. In addition, statistical controls have aided these studies and helped in developing alternative answers. Majority of studies done under this approach agree that there is a direct link of violent video games and aggressive behavior. One such study was conducted in Singapore, involving 3,031 boys and girls ranging from third to eighth grades over a two year period. Standardized questionnaires were employed to measure their attitudes towards violence and aggressive behavior, while their video games habits was followed routinely. Overall, it was noted that their fantasies about violence and hostility towards others declined slightly throughout the study as the children grew older. Therefore, it may be correct for this paper to state that violent video games have higher impact on younger children as opposed to teenagers and adults, as observed form these findings (Achroeder 89). Misconceptions about Violent Video Games There are varying misconceptions about violent video games that exists. One of them is that these games affect a small proportion of the players. Though there exists theoretical arguments on this misconception, thereexists no significant evidence to support it. Some theorists argue that inherent personality traits make some individuals more susceptible to violent video games than others. This has not been substantiated by research or literature. Research is yet to find that portion of the population that is immune to violent video games. Another notably myth about these games is that they are trivially small. Rosenthal, 1986 states that meta-analyses reveals that the effects of violent video games are larger than the effects of calcium intake on bone marrows or the effects of Lead exposure on children I.Q performance (Mahood 119). Further, some theories argue that arousal, and not violent content accounts for increase daggressive behavior associated with these games. Notably, is that these theorists acknowledge that these games lead to aggressive behavior. Therefore, it is immaterial for them to try to separate the video content and its consequences on philosophical points of view, because eventually, they results to a behavior that increases the societal costs and risk factors. In addition, some scholars argue that if these violent video games results to aggressive behavior, violent crimes in United States would be increasing instead of decreasing. This argument accounts for three inherent truths; violence in United States is decreasing, exposure to violent video games is on the rise and that violence video game is the core contributor to general societal violence. Consequently, the chain of causations is arising from these games are many, and it cannot be refuted that they results to hazardous and aggressive behaviors (Mahood 136). Theory Role on Violent Video Games Schroeder 2006 states that scientific theory on these violent video games is normally overlooked.All the above facts are meaningless and are seldom while considered in isolation. However, when all facts fit a broader theory, that which has been tested in other situations, they gain meaning and are more understandable and convincing. In recent years, there has been a considerable progress on basic theoretical models on human aggression. Majority of the models employed in theory take a cognitive view of human aggression, and incorporates social learning theory with script theory, biological influences, developmental theories and advance in cognitive psychology in gaining a clear view on the underlying effects of violent video games in the short run and long run. When the above approaches are considered together, they propose that immediately after exposure to violent video games, aggressive behavioral tendencies tend to rise because of four main reasons; Aggressive thoughts increase, consequently increasing the likelihood that a mild or equivocal provocation will be interpreted in a hostile way, this increases aggressive affects, general arousal is achieved such as increase heart beat rate which has a tendency of increasing dominant behavior and finally direct imitation of the observed behavior may occur sometimes, especially in children.Theory also suggests that repeated exposure to these games may lead to increases in aggression across an individual lifespan, owing to several factors. Among them include; creation of a positive attitude, expectations and beliefs regarding use of aggressive behavior to get solutions, creation of aggressive behavioral script and making them available, resulting to decrease in availability of nonviolent scripts and decrease of normal morally acceptable behavior and emotional reactions to violence, aggression and conflict situations (TSO 178). Gaps on Violent Video Games Literature Out of the four types of empirical studies mentioned above, only one is missing, longitudinal studies. This is the core gap in violent video games literature. Studies testing the link between these games and current aggression exist, but there exist no studies shedding lights on the link between these games and later aggression, while controlling earlier levels of aggression and other interlinked risks factors. There is need for such studies, which may probably create a non-reputable ground on the negative consequences of these games on the players, creating a focal point for scholars, theorists and other concerned bodies. Secondly, it is right to theoretically reason out that violent video games may prove larger effects, especially because of their repetitive learning aspects inherent in them. However, this is difficult to investigate, because how a researcher selects two different video games which are equivalent, taking into account realism of images, direction of correlational direction and stimuli’s’ and proves their inherent characteristics for research to proceed is very difficult. Thirdly, there is a need to broaden the existing models on human aggression, to incorporate aggression at various levels of subcultures and countries, bearing in mind that each group of people has its own issues (Gimpel 68). The underlying concept on the above limitation is that, there emerges violent behavior arising from exposure to violent video games, but available literature, scholarly articles, books and philosophical points of view have loopholes which need to be sealed, for this discipline of concern to be understood as a whole, rather than picking pieces of work about it from various contradicting viewpoints. Pros and Cons of Violent Video Games Though violence is the main are of concern, there are certain benefits that players learn from these video games. One of them is the establishing of peer group. Owing to the fact that players most of the time they play among themselves, they are bale to express the aggression among themselves without causing harm to bystanders and thus form a solid peer group. This ensures that whatever tension they may have resulting from the game, it is release within the gaming environment, and outsiders may not fall victims of the aggressive behavior. Peer group are also important, especially to children and young adults, for they play a role in their social development, such that one is able to find him and his life calling. Secondly, players, especially the youths are able to rum the consequences of harmful behavior from the video environment. This is important in that they will not fall victim of play the role in real word situation, where they have to experience the consequences of exhibiting harmful behavior. They also learn on the right way to think and react in real life situation. In addition, players’ especially young children andteenagers learn to accept defeat early in life, and the need to think smart and work hard to achieve the desired results (Anderson 214)). The provision of an opportunity to differentiate between reality and fantasy is also availed to players, especially those who begin playing at younger years and continuously play until they get to teenager life. Most likely, at younger age they will feel the need to emulate the violence they are exposed to, but once they started to get older and have an understanding on life, they will be able to learn the difference between violence in video games and their real life. More importantly, players learn the process of having control of their emotional state while playing. Consequently, they are able to practice the same in real life situations, and thus they contribute to a harmonious societal. Taking the above pros into account, this paper suggests that there exists benefits of playing these games; however they cannot outweigh the negative effects. For instance, separation of real life and video environmental situation may cause decentralization in the mind of a player, leading to hazardous behavior which may have wider societal impacts. For instance, there are increasing bullying reports at learning institutions as well as social gathering environments. Many philosophers have attributed this to influence of violent games, especially to young children, who reacts violently to any provoking situation. This is further illustrated by cases of school shootings, where civil societies and government bodies argue that out of boredom, players engage video situations in real life settings, causing pain and harm to others. Conclusion Evolving literature on this discipline explains why some researches such as Christopher Ferguson, the chair of psychology department at Stetson University insist that there is no non-reputable evidence that exposure to violent video games leads to aggressive behavior. He supports his argument by saying that the increase in popularity in video games has not been matched with increase in violence. It is important to note that his statement sheds light in that there exists aggressive behavior resulting from aggressive video games. However, it is important to account for other factor that leads to aggressive behavior, instead of factoring out violent video games in isolation (Anderson 263). In conclusion, this paper states that it is undoubtedly that violent video games lead to aggressive and hazardous behavior. Longitudinal studies need to e conducted to further support this theme. Existing literature, research and scholarly articles agree on this fact, but suggest that there is a need to provide strong evidence which cannot be refuted to support this claim. Detrimental effects on those who play these games are there, but there is a need to analyze their impact in consideration of other contemporary world issues that are inter-linked with influence on human behavior. Work Cited Anderson, Craig A, Douglas A. Gentile, and Katherine E. Buckley, Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy. Oxford: Oxford University Press, 2007. Internet resource. Gimpel, Diane M. Violence in Video Games. Minneapolis, MN: ABDO Pub, 2013. Print. Mahood, Chad. Video Game Play and the Role of Frustration: How Playing Both Violent and Non-Violent Video Games Can Lead to Aggressive Effects. Santa Barbara, Calif.: University of California, Santa Barbara, 2006. Internet resource. Schroeder, Ralph, and Ann-SofieAxelsson. Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments. Dordrecht, the Netherlands: Springer, 2006. Internet resource. TSO, Harmful Content on the Internet and in Video Games: Tenth Report of Session 2007-08. London: 2008. Print. U.S. G.P.O, Whats in a Game?: Regulation of Violent Video Games and the First Amendment : Hearing Before the Subcommittee on the Constitution, Civil Rights and Property Rights of the Committee on the Judiciary, United States Senate, One Hundred Ninth Congress, Second Session, March 29, 2006. Washington: U.S. G.P.O, 2006. Print. Read More
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