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The Hitman Study - Essay Example

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The paper "The Hitman Study" tells us about the effects of violent games. Studies of children exposed to violent media have shown that they may become numb to violence, imitate the violence, and show more aggressive behavior…
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The Hitman Study
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Extract of sample "The Hitman Study"

The authors of ‘The Hitman Study’ explore different theories on the effects of violent games: catharsis hypothesis, mood management, and social learning.

Previous research by Ryan et al in 2006 shows that both non-violent and violent games lead to improved psychological well-being and self-esteem. Their view is that video game play encourages well-being via autonomy and competence which is in harmony with mood management. Bradlyn, Cole, Kato, and Pollock carried out research in 2008 on youth with cancer; using the Re-Mission game, a first-person shooting game, showed improvement in treating self-efficacy and adherence of the sick youths.

The study links aggressive behavior with violent video games. The study was carried out on 103 young adults.  They were given frustrating tasks and consequently picked randomly to play the nonviolent game, no game, or violent game as an antagonist (bad guy) or protagonist (good guy fighting evil).   

Two approaches, follow-up, and main experimental analyses are used in examining the hypothesis. Effects of randomized exposure to no-game, non-violent, or violent game conditions are looked into in relation to hostile feelings, aggressive behavior, and depression. Non-experimental or follow-up analysis entails the examination of previous violent game exposure through a ranked regression for relationships with hostile feelings, aggressive behavior, and depression.

The majority of youth who participated in the research were familiar with sampled video games. A few numbers, 10% of interviewees, had never played any violent game. No-game group (control) was the most aggressive of all hence leading to the conclusion that video games do contribute to aggression.  Laboratory studies did not provide any evidence on whether exposure to violent video games decreased or increased aggressive behavior. The effect size confidence interval given contradicts catharsis hypotheses and social learning on aggressive behavior regarding violent video games.


The study shows that violent games lower hostile feelings and depression via mood management. The utilization of violent video games may increase an individual’s capability in tolerating stress. Violent games provide mechanisms whereby players enforce control over a virtual world, counterbalancing feelings of lack of control over life or helplessness, as well as a sequel of depression or hostile feelings emanating independently.

Some of the strengths of the research include the ability of follow-up and main experimental analyses to explore both short-term laboratory effects and long-term real-life effects. Both analyses controlled for trait aggression and potential consequence of gender, as the variables are demonstrated to have a relationship with past studies.

The current study has limitations. First, a sample of college students was taken to represent a common demographic; the results may not apply to non-college peers. Secondly, the samples were majorly from Hispanic hence cannot apply to other cultures.  Lastly, laboratory studies on effects do not simulate aggression measures in the real-world.

The limitations of studies could have been countered by equally involving all the ethnic groups, and involving non-college youths. These two steps reduce all the discrepancies that accrue due to tied sample space.

Since an experimental study was conducted to look into a violent video game, statistically analyzed, the data obtained is extrapolated to other ethnic groups with some tolerance. The data will be used on other ethnic groups, assuming Hispanic represent the American Culture.    

The data presentation helps in evaluating the observable impacts of the violent video game on human behavior. The sheds light on real-life events that occur or occurred, for example, the relationship between violent video games and Virginia Tech Shootings, the shooter did not video games.

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