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Videogames Do Not Cause Violence - Literature review Example

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"Videogames Do Not Cause Violence" paper argues that there is no evidence to prove this statement, and even though there are some studies that say that video games indeed cause violence, there is no way to prove that there are conflicting results when compared to the results of other studies. …
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Videogames Do Not Cause Violence
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Anton Schell Videogame Violence Paper Miss Morgan 4/8 Videogames Do Not Cause Violence According to a research study, 91% of children between the ages of 2 and 17 frequently play video games, 99% of whom are boys and 94% are girls (Granic, Lobel & Engels 66). This means that videogames are a major influence to children and teenagers nowadays, no matter how people may think. Everyone plays video games – children and adults alike. However, there is always the question on whether these videogames actually cause violence among the youth because usually violence is linked by many people to videogames. However, not all the evidence point out to this claim. This paper will prove that video games actually do not cause physical violence. According to Wolock, in her 2004 study entitled “Violence in Video Games,” “As a society, we are obsessed with extremely aggressive sports such as ice hockey and American football,” and so it is useless to argue that video games cause violence because humans are already basically violent in their ways. Therefore, the author’s point is that there is no way that human violence can be traced to only one factor, namely playing video games, because human violence must have multiple factors. Perhaps, TV, the people around and even family members and friends as well as pressure from one’s job may actually be factors in causing violence. Other possible causes may include the stress that one experiences every single day at home or at work, including problems with the family, finances, and relationships. There are also other possible factors such as losses in the stock market or in investments, crimes, theft, loss of money, and some accidents. Moreover, still according to Wolock, studies that prove that video games can cause violence actually only depend on the short-term effects of video games on people and not necessarily on long-term consequences (57). This is indeed possible because in fact, no one actually knows whether the correlation between playing video games and actual physical and verbal violence cannot actually be considered a statement of cause and effect. Moreover, the most important thing to consider regarding this topic is whether video games can actually cause long-term effects in a person. However, there is no record of evidence for this claim. Besides, there are several factors to violence, not only video games. Moreover, according to Wolock, video games can be a good way through which family and friends can actually socialize with each other. Based on Wolock’s study, 42% of the 1500 responders to the 2002 survey for the Interactive Digital Software Association actually enjoy playing video games because “they can be shared with friends and family” (55). This means that instead of promoting discord, conflict and violence, video games actually promote unity and camaraderie within the family and among friends. Moreover, according to Ferguson, violent video games actually promote socialization among the youth (72). Although some people may not believe this, everyone can see that young people enjoy their time whenever they play video games together. Young people, especially boys, develop good camaraderie whenever they are together playing video games. Despite the violent nature of these games, these boys just play and have fun, and they do not actually fight physically. According to Ferguson, it is impossible for violent video games to be able to transmit moral beliefs and personality traits (76). This means that just by playing video games does not mean that the person will change his moral beliefs and personality. There are many things that control and shape a person’s personality such as one’s family, upbringing, education, religion, friendships, relationships and experiences. Playing video games cannot be a very strong and influential reason for the development of a violent personality. It is therefore impossible that playing video games alone will change many years of a child’s upbringing. Moreover, even if the video game player’s exposure to violence is constant and regular, there is no chance that conditioning can change his personality. Perhaps, an animal like a dog can change because of this, but a human being with a highly complex brain is impossible to change. Furthermore, Ferguson also stated that moral panic is actually only caused by the word “violent” when these video games are being described (77). This means that the word “violent” is the only thing that creates conflict because it seems that video games have already been theoretically approached and labeled as “violent” even before it was proven to be true. Although these games may indeed be violent, it really does not mean that they have the same effect on those using them. It is like using the word “drugs” without even thinking that it could mean the chemicals used as medicine against human sickness, and not necessarily the illegal types of drugs. Thus, it seems that it is just a case of misunderstanding or misconception regarding the use of the word “violent,” which actually does not mean what it seems. It is also not fair that video games are actually judged as violent if there is actually information that promotes its benefits. According to information from the American Psychological Association, there are actually four categories of benefits where video games are classified. The first of these is its cognitive benefits. According to Granic et al., playing video games actually leads to the development of a wide range of skills that are related to one’s cognitive abilities (68). Thus, video games actually have their own benefits aside from the fact that they are not violent. Specifically, shooter video games actually help the player develop “faster and more accurate attention allocation, higher spatial resolution in visual processing, and enhanced mental rotation abilities” (Granic et al. 68). This means that games like Halo 4 and Grand Theft Auto IV, although labeled as “violent,” may actually afford them an avenue or opportunity for cognitive development. The question on the development of violence here is rather not discussed but, based on this information, it is certain that cognitive ability development is what video games bring. It is actually good because children and young people do not have to learn accuracy of attention, spatial resolution and mental rotation abilities through academic means because these skills can actually be acquired through shooter games. Thus, the development of these cognitive skills becomes more fun and exciting. Although the study does not account for all the video games under certain categories, it is enough that positive insight is gained concerning the cognitive development of young people through two very popular video games: Halo 4 and Grand Theft Auto IV. It also means that other games which are similar to these are also most likely to aid in the development of one’s cognition. Video games can also help develop one’s motivational skills. Based on latest research in educational and developmental psychology, “immediate and concrete feedback in video games serves to reward continual effort” (Granic et al. 71). Moreover, video games utilize failure as motivational tools while video game players acquire new behaviors through training (71). This information is trying to tell us that if one plays video games continually, there is a chance that the player will develop better and better agility and other skills as one advances through successive levels of game play. This somehow serves as a challenge to the young video game player in translating his determination and motivation into something more useful than playing games. This means that the motivation and determination that he learns from playing video games will actually be the same type of motivation that will be of use to him in the future in his career and in his endeavors in adulthood. The study is therefore telling us that persistence and determination is just the same, whether applied in advancing to the next level in a video game or when climbing the corporate ladder later on in life. Indeed, video games teach the youth learn the meaning of motivation for this is the virtue that everyone needs in order to become successful. Based on this premise, one can actually just imagine how much of the motivation, persistence and hard work in this world has been brought about by minds inspired by video games. Another benefit of playing video games is the social benefits. The “pervasive” nature of video games actually helps players acquire important “prosocial” skills (Granic et al. 72-73). This is especially true among games that are usually played with a friend either cooperatively or competitively. Moreover, since video games place a high reward and importance on cooperation, help and support, somehow they instill in the individual players the same values that they can learn while playing the game. In the same way, players of games like World of Warcraft and Farmville actually boast of having and gaining the cooperation of a huge social network of friends who play the same games. Therefore, playing video games does not only instill in people the value and importance of social skills and unity, but also teaches them a sense of security, belongingness and confidence. These are actually the very things that young people must actually have even this early in their lives. The sense of security, belongingness, confidence and unity that a young person develops while he is playing video games will definitely be useful not only in his attainment of success but also in the development of his future interpersonal relationships. Thus, a person who has actually developed a sense of belongingness and security as well as a sense of unity will definitely most likely succeed in life and in his career. Still, another benefit that one derives from playing video games is the emotional benefit. Based on the study by Granic et al., “Gaming may be among the most efficient and effective means by which children and youth generate positive feelings [and bring about] improved mood” (71). These positive emotions will therefore naturally bring about feelings of relaxation and security. These are feelings which are essential in the development of a good physical body and a sound and alert mind as well as a happy disposition. Moreover, an improvement in the moods of video game players will remove feelings of anxiety and worry in the short term and even in the long term. Although these feelings of relaxation as well as other benefits can be derived from massage and relaxation techniques, video games are a more accessible way of learning all these things and is even considered a more affordable way of learning how to appreciate the beauty of emotions and the goodness of relaxation. Moreover, massage and relaxation techniques may not be appropriate to young people and may be a little bit more costly to them. This makes video games the best known source of good feelings. These good feelings will then not only improve one’s mood at the moment but will also encourage one to become an emotionally healthier person in the long run. Emotionally healthy people tend to develop good and healthy relationships with their friends and family members as well as with themselves. Personally, I believe that people who are emotionally healthy have better control of their emotions and stress, and these are the people who will not commit crimes or suicide. There is also a lack of causal connection between violent video games and actual physical and verbal violence. According to a book entitled 2008 report of the British Parliament House of Commons, “Although the media have often been known to regularly link aggressive acts by individuals with video games that they have been known to play…there is no evidence of a causal link between video game playing and real life behavior” (Whittingdale et al. 169). Other studies conducted in the United Kingdom somehow yielded the same conclusion – that there is no known causal link between media violence and violent crime (169). Based on this information from the British Parliament, it means that either the connection between violent video games to actual physical violence has never been determined yet, or that there really exists no connection between these two. Whichever the explanation is for the lack of correlation, the fact remains that it does not seem to have any based on the data approved by the House of Commons. England is rather made up of open-minded people who are into the idea of using video games even as educational material. In fact, teachers in Great Britain, who were among the 91% of 1000 primary and secondary schools in the United Kingdom, even believed that playing computer games can actually develop children’s and young people’s motor cognitive skills. Moreover, around 60%actually believed that higher order thinking skills were developed due to video games. In fact, experts in education even in Spain and other parts of Europe believe that digital games had a meaningful and natural educational value to students, teachers and families alike. Moreover, video games can also provide children, adolescents and young adults with new experiences, social events, interesting stories, excitement, fun, challenges and many moments of learning. Furthermore, video games can actually generate new and creative ways of thinking and writing (Whittingdale et al. 171). In short, with video games and with strict teacher supervision, it is even possible that much can be achieved by young students in a classroom setting. If England can begin this, then other countries may then follow. The claims above are actually supported by proof which states that even a British psychologist, Peter Etchells, believes that “there is some evidence to suggest that video games and showing more aggressive tendencies, at least in the short term” (Perry). However, a study by Seth Gitter et al. found out that video game players tend to be more aggressive if they are asked to “play a violent video game with a positive goal in mind” such as protecting an ally, compared to being told to just kill as many zombies as possible without any specific objectives and parameters (Perry). From this information, we can somehow conclude that it is perhaps not exactly the video games that serve as the source of violence but perhaps the motive behind the game. It therefore seems that if there is a specific mission for a particular video game, then aggressive behavior seems to be the rule when the child is playing the game. Thus, perhaps the reason for aggressive behavior is simply the determination to succeed and accomplish a particular task. There were actually some conflicting results regarding the short and long term effects of playing video games on aggression. While a group of 165 teenagers in a longitudinal study of three years, there was no significant change in the effects of playing violent video games on the aggression level of the teenage respondents. However, a group of 1.492 children from the ages of 8-9 and 17-18 years old actually had a significant increase in the development of their aggressive behaviors after playing video games for a long time (Perry). This information means that perhaps we do not really know if there is really a connection between violent video games and actual physical violence. However, what is important is not what we do not know but rather what we know, because we can use what we know to determine what the best thing to do is. Video games do not cause violence. Currently, there is no scientific evidence to prove this, and even though there are some studies that say that video games indeed cause violence, there is no way to prove its validity or that there are conflicting results when compared to the results of other studies. Moreover, the human personality is a complex one, and so there is no way that only one factor like violent video games can alter one’s personality or instill violent tendencies in someone. Moreover, studies on the possible influence of violent video games on their players have contradictory results. On the other hand, video games actually bring about multiple benefits to the players. Based on a study by the American Psychological Association, video games can actually bring about social, cognitive, motivational and emotional benefits that will enhance the various specific areas of the individual. Moreover, there is a joint opinion among a great majority of instructors in England that video games may actually serve as useful educational materials in the classroom. Indeed, there is a great deal of untapped potential in video games. Personally, I believe that there must be more studies on how to properly utilize the value of video games particularly in education and psychology. Top of Form Bottom of Form Works Cited Ferguson, Christopher J. “Blazing Angels or Resident Evil?: Can Violent Video Games Be a Force for Good?” Review of General Psychology 14.2 (2010): 68-81. Print. Granic, Isabel, Adam Lobel & Rutger C. M. E. Engels. “The Benefits of Playing Video Games.” American Psychologist 69:1 (2014): 66-78. Print. Perry, Susan. “No clear link has been found between video games and violence." Second Opinion. Minnpost: Minneapolis, St. Paul, MN, 24 Sept. 2013. Web. 26 Apr. 2014. Whittingdale, John, Janet Anderson, Philip Davies, Paul Farrelly, Rosemary McKenna, Adam Price & Adrian Sanders. Harmful content on the Internet and in video games: Tenth Report of Session 2007-08, Volume II. Great Britain: House of Commons Culture, Media and Sport Committee, 2008. Print. Wolock, Ellen. “Violence in video games.” International Journal of Advertising & Marketing to Children 5.3 (2004):53-58. Print. Read More
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