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The impact of violent video gaming on aggressive behavior of high school students - Essay Example

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This essay describes the relation between playing violent video games and aggression among high school students. When the specific characteristics of violent video games are considered in isolation, competitiveness of the game had more influence on aggression than the violent content…
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The impact of violent video gaming on aggressive behavior of high school students
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The impact of violent video gaming on aggressive behavior of high school students According to Adachi et al. (260), there exist a clear relation between playing violent video games and aggression among high school students. When the specific characteristics of violent video games are considered in isolation, competitiveness of the game had more influence on aggression than the violent content. Previous research had failed to clearly distinguish between the effects of the specific characteristics and this lead to misleading conclusion that the violent content of the games contributed more to aggression than the competitiveness of the video games. As such, the researcher did not find violent games to cause more aggression than non-violent games (Adachi et al., 261). Earlier, researchers found that violent content as a variable had a greater contribution to aggression because they did not equate non-violent and violent games based on the speed of action, difficulty and their competitive nature at the same time. For example, the aggression of high school students tends to be more in those who play competitive and difficult games because they need to put more effort to win the game. Therefore, there is a need to determine the effect of the aforementioned characteristics of video games to aggression either separately or in combination (Adachi et al., 260). The research findings were similar to those reported by Morrow and Anderson found that competition affects aggression by altering the heart rate and that competition leads to aggression more than it causes cooperation on the subject studied. Moreover, since the purpose of a competitive video game is to outdo the opponent. The participants were found to develop negative thought and frustration in an attempt to prevent the opponent from winning (Adachi et al, 260). The effect of competition on aggression is also seen in other games such as soccer and hockey that may lead to violence and fighting. Thus, the effect of competition on aggression is evident and more significant than that of violent content in video games. Olson & Cheryl studied the patterns of M- rated games among students and the effects on their behaviors. They found that 20% and 44% of girls and boys respectively were found to have played an M- rated game known as Grand Theft Auto recently. From the statistics, boys were more likely to play the game than girls (Olson & Cheryl 7783). The game could, therefore, be considered a risk indicator for girls. The majority of the students were found to have played an electronic game with boys spending more time in the games than girls. The games are considered to be a social activity, and the boys who were found not to engage in them were labeled as unusual and loners. Children who have computers and access to computer games in their bedrooms are likely to play the games especially the M- rated game (Olson & Cheryl 7783). Older siblings are likely to introduce younger ones to inappropriate contents hence their parents must take precautions to prevent this vice. In addition, boys are more likely to modify the games in their computers by downloading new materials from the internet thus exposing them to the risk of exposure to inappropriate contents that are not rated. Parents are therefore advised to be on the lookout and detect when their children are accessing prohibited sites on the Internet. The majority of those children playing computer games indicated that they use computer games to fight loneliness, reduce or forget their life challenges or relax as a way of regulating their emotions (Olson & Cheryl 7783). In addition, other children engage in violent game in an attempt to handle their anger. However, the effectiveness of these practices should be subjected to further research, as there are no existing studies to link violent games with emotional control (Olson & Cheryl 7783). More than half of the boys prefer weapons such as guns while others had actual encounters with a gun through hunting. The effects of this exposure could be increased enjoyment attached to the weapons, action, colored graphics, and explosions. The researchers made a conclusion that the steady increase in the use of computer games among teenagers raised an alarm and parents need to monitor and create greater awareness for their children. Their qualifications for game contents should not rely on the rating by the media alone but should also engage the personal judgment of the parents (Olson & Cheryl 7783). Therefore, it is worth to note that the quality and impact of the M-rated games on children varies considerably depending on the context at hand. Thus, some games may be beneficial even if they involve fighting the enemy or acting violent in order to progress in the game while others will discourage the shedding of blood in the course of the game. A research conducted to determine the relationship between continued playing of violent video game and the projection of aggression among high school students for the entire period of their study (Willoughby, Adachi & Good, 1045). The researchers found the existence of a direct relation between the watching of the games and increased aggression by the participants even after holding another variable such as playing of non-violent games, friendship quality, and parental guidance constant. The increase in aggression is attributed to the influence of the video games to an increase in aggressive beliefs, aggressive expectations, schema and behavioral scripts regardless of the gender of the participant (Willoughby, Adachi & Good, 1054). The control population exposed to non-violent games at grade 11 was found to be less aggressive in grade 12 implying that the aggression was a direct consequence of playing violent games in the study population. However, the study failed to determine whether the aggression noted resulted from the violent contents of the games or from other characteristics such as competition and venue of the game. Contrary, to previous findings, competitiveness and high pace of the violent games is likely to cause aggression as opposed to the non-competitive, slow-paced nonviolent games (Willoughby, Adachi & Good, 1049). Therefore, continued exposure to violent video games increases the aggressiveness of high school students over time as opposed to exposure to nonviolent games. Adults may not conform to these findings since their reward centers are fully developed and not stimulation seeking like those of teenagers. According to Harvard (2), several organizations have endorsed the fact that violent video games cause aggression and harm to children. The opponents of this position argue that teenagers are not affected by the video games, but the two opposing sides agree that parents should limit the deleterious effects of these videos on their children. The contribution of video games amounts to a small proportion of the danger exposed to our youths since most of the television shows and movies contain violence. However, the author believes that the video games encourage violent role-playing, unlike the movies and television shows. There is the potential of the teenagers developing emotional numbness, insomnia and bullying habits, anger, depression and psychosis leading to violence and shootings in schools. However, this finding contradicts those noted by Dr. C. Ferguson, who argued that the parameters used by previous researchers do not correlate with violence in the real world (Harvard, 2). He also noted that the prevalence of criminal offenses has decreased over time despite the increase in violent games, movies, and television shows. Research done by various government agencies including the Department of Justice and the secret service collaborate the findings that the exposure to violent video games causes aggression and harmful behavior among the youths. Generally, it is accepted that violent games are a part of the development of children especially the boy child. It influences their personality, motivation and situation (Harvard, 2). The exposure makes a child have high neuroticism; disagreeableness and conscientiousness manifested as a tendency to break rules, fail in the promise, highly emotional, depression and indifference towards other people. Contrary to the belief of majority, Dr Mizuko found that violent games help the youth to socialize, to learn as well as counter boredom. This because they are fun and exciting while others is only motivated by the desire to win and not by violence. A study aimed at comparing the effects of television and video game violence found a strong relation between gender and frequency of violent gaming with boys being the majority players. The relation between gaming and aggression was present for boys but absent in the case of girls (Polman, Hanneke et al., 257). The researcher concluded that boys on violent gaming became more aggressive than those on nonviolent games, and violent gaming caused more aggression than televised violent programs (Polman, Hanneke et al., 264). The science on the effects of violent video games on the behavior of youths is still unsettled with some people in support it having negative, neutral or a beneficial effect (Hall, Ryan et al., 316). Those who argue that such games have negative effects on youths include Barlett who found that playing violent games raised a person arousal and aggression. Bushman noted a relation between the games and negative health effects such as substance abuse, reduced body image, obesity and involvement in sexual activity among students. Some populations are more susceptible to violent video games such as male with low self-esteem, mental health patients and those with traumatic upbringing. While those with attention deficit disorder are more likely to be addicted to the games (Hall, Ryan et al., 319). Other studies reported a decline in academic performance and tendency to intervene and stop harassment situations. Researchers who reported minimal or beneficial effects of violent video games include Ferguson, who found no correlation between the two variables. Allanhverdipour found that only excessive playing of the games had deleterious effects while moderate playing had a protective effect. Others benefits include improving coordination, improved decision-making and better peripheral attention. Moreover, Regenbogen et al. reported that the games do not distort an individual’s perception of real violence and the fantasy found in games. on the other hand, Mitrofan found the literature surrounding this topic to be inadequate, contradictory and misleading. Thus, there is a need for doing better studies before formulating a policy on the subject matter (Hall, Ryan et al., 320). In conclusion, violent video games effects on the behavior and aggression of pupils remains a heated debate in general public and literature. The researcher conducted so far offers contradicting positions on the subject. Nevertheless, based on personal judgment as parent-backed with my literature review on this topic, playing of violent video games should be banned for high school students. The mind of a high school student is still maturing and susceptible to the influence of activities that over stimulate the reward center. The violent video games make the students be aggressive, violent, bullying, and most detrimental cause a drop in academic performance. However, the college students should be exempted from this rule because they are considered as an adult who cannot be adversely affected by this activity. Parents and teachers must engage in a concerted effort to ensure that this rule is passed and implemented for the benefit of us all. Works Cited Adachi, P, Willoughby, T. The effect of video game competition and violence on aggressive behavior: Which characteristic has the greatest influence?. Psychology Of Violence serial online. October 2011;1(4):259-274. Hall, Ryan C W, et al. A Plea for Caution: Violent Video Games, the Supreme Court, and the Role of Science. Mayo Clinic Proceedings86.4 (Apr 2011): 315-21. Lessons We've Learned from Society. Library Technology Reports; Jul2009, Vol. 45 Issue 5, p7-10 Olson, Cheryl. Factors Correlated with Violent Video Game Use by Adolescent Boys and Girls. Journal of Adolescent Health, Volume 41, Issue 1, July 2007, Pg. 7783 Polman, Hanneke, et al. Experimental study of the differential effects of playing versus watching violent video games on children's aggressive behavior. Aggressive Behavior. May/Jun2008, Vol. 34 Issue 3, p256-264. Violent Video Games and Young People. Harvard Mental Health Letter, Oct 2010, Vol. 27 Issue 4, p1-3 Willoughby T, Adachi P, Good M. A longitudinal study of the association between violent video game play and aggression among adolescents. Developmental Psychology serial online. July 2012;48(4):1044-1057 Read More
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