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Violent Video Games and Actual Physical Violence - Report Example

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This report "Violent Video Games and Actual Physical Violence" therefore presents the two sides of the issue with the idea that further research is necessary to determine whether video games really cause actual physical violence or even helps in one’s well-being and development…
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Violent Video Games and Actual Physical Violence
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Violent Video Games and Actual Physical Violence According to a research study, 91%, or a great majority, of children between the ages of 2 and 17 frequently play video games, 99% of whom are boys and 94% are girls (Granic et al. 66). This certainly means that video games are a very important part of the lives of young people in our society today. Recently, however, research has pointed out that violent video games have contributed to the actual physical violence. However, further research into the matter has proven that there are contradictory issues when it comes to the claims of violence. Certain studies have proven that actually, violent video games may even promote the cognitive and emotional development of the child. This paper therefore presents the two sides of the issue with the idea that further research is necessary to determine whether video games really cause actual physical violence or even helps in one’s well-being and development. Claims that Violent Video Games Cause Actual Physical Violence One reason why video games are associated with violence is that the related literature says the same thing. According to a study by Ward, one reason is that “much of the related psychological literature finds evidence consistent with violent video game play leading to subsequent violent or antisocial behaviors” (Ward 263). This means that the incidence of actual violence that follow the playing of video games actually correlate with frequency of play. Moreover, the study by Bartholow and Anderson states that playing a violent video game would increase one’s aggressive behavior compared to playing a a game which is not considered violent, and with boys inclined more towards violence compared to girls (285). Moreover, according to Bushman and Anderson, people who played a violent game will interpret a character of a written material as one behaving more aggressively than those who played a nonviolent video game (1680). From these aforementioned accounts of studies, one can see three ways by which violent video games can influence those who play them. First, violence is expressed through antisocial behavior, aggressive behavior and a somehow violent of interpretation of a written material. Nevertheless, no matter how aggression is expressed, it will always have the tendency to influence somebody to the point of turning him into someone who can actually cause such violence. Although some studies would disagree with these results, it is because that they contend that these studies were only a result of correlation. However, the idea is that violent behavior may actually be learned in a gradual manner and not immediately. Thus, perhaps, one may play violent video games in childhood and only manifest the violence in adulthood. Another reason for the association between video games and violence is the offensive nature of these computer games. In fact, “some parents and community members may simply find these games offensive” (Ward 265). Although parents could be subjective in their judgment of video games and of labeling these games as violent, parents are highly influential and they possess wisdom when it comes to judging what is good for their children and what is not. Moreover, although one cannot take the parents’ word as an objective statement about the quality of video games that children play, it remains a fact that parents know what is best for their children, and that there is some truth whenever they say that video games make their children violent. Although the opinion of parents are actually generally considered more subjective than objective opinion, it remains a fact that these claims have been published by reputable companies and journals, which means that experts agree that the opinions of parents on the issue have some substantial amount of proof. The only problem is how much of this can exactly be treated in order to warrant a valid proof for the claim that violent video games indeed promote violence. An example of a violently graphic scene from a video game. Violence may come from this. http://www.digitaltrends.com/wp-content/uploads/2013/01/Violent-Video-Games.jpg Video game violence was also associated with an overall lower empathy on the part of the child or adolescent playing such games (Funk et al. 24). Although it does not directly cause violence, a video game, according to this study, may actually lower the level of empathy of children or adolescents. When empathy level is low, there could be several negative consequences. One of these could be that there is a time that the child will witness a victim of a violent incident but will refuse to help him or her because of the already lowered level of empathy. Another effect of the lowered empathy is that he himself may actually not pity a potential victim that he or another perpetrator may harm. A third possible effect of the lowered empathy is that the child may actually hurt animals or anything that he believes he can overpower with his strength. In short, it may actually turn him into a bully. Kids may gradually transform into violent ones after playing violent video games. http://www.trgamer.com/img/201208/3060/i1.jpg In a similar way, according to Anderson, exposure to violent video games is linked to a corresponding decrease in helping behavior, and that this linkage is causal (115). Anderson and Bushman also contended that prosocial behavior, or any positive social behavior, is decreased by playing violent video games (355). In the same way that empathy is lowered by playing video games, it can also definitely lower any other positive attitude or behavior that one has towards others. This is actually worse because even attitudes like kindness, sympathy, love, care and concern may actually be reduced by the continuous habit of playing computer games to the point of being overly unkind, unsympathetic, unloving or uncaring. Even if the effects are gradual, the effects may actually translate as something that can harm the community in general and the child’s families and friends and even himself in particular. If such a case happens, then it would result in the development of a society or community that is hostile. In fact, it is possible that societies or small communities where crime and drugs are prevalent may actually have started with this lowered empathy and lowered state of positive values as well as lowered prosocial behavior. Moreover, this could also be the reason why there are some communities where bullying, drugs, crime and even adultery are tolerated and, in some cases, even encouraged. Thus, there is a possibility that wherever there are children and adolescents who are into violent video games, there is a possibility that a homogeneous group of unscrupulous individuals may soon develop. Nevertheless, although some would dismiss this as mere fantasy or just a far-flung and overly exaggerated possibility, there is some truth to it. Violence in certain societies remain there simply because it is not only indirectly taught in the home but also outright tolerated in society. Moreover, violent video games are also linked to real-world types of aggressive behavior as, if statistically based, the number is higher than the significance between condom use and decreased risk for HIV, passive smoking and lung cancer, and calcium intake and bone mass (Anderson 117). Thus, although there is really no fool-proof evidence that violent video games are actually and absolutely correlated with violence, it remains a fact that there is some truth to it because of the fact that it is even more common for a video game player to be violent than for a condom user to avoid HIV or for a calcium taker to have sufficiently good bone mass. In fact, the correlation between violent video games and violent behavior is actually so high that it can already seem to guarantee a true causal relationship. Moreover, violent video games are known to lead to one’s “physiological desensitization to violence” (Carnagey et al. 7). This means that if one is exposed to violent video games, then one must necessarily have a reduced feelings of sympathy towards those killed, a reduced tendency to help him or her, a reduction in the perceived violence that was inflicted upon the victim, and a reduction in anger towards the violent offender. This might then lead to three possible effects: first, because of such desensitization, he might get involved in the violence himself; second, he might tolerate painful or any criminal behavior towards someone even if it is physically violent; and third, he might even encourage such violence by unconsciously staging situations where people can interact with each other using violence. In fact, condoning violence is just the same as participating in it. Claims that Violent Video Games May Actually Lead to One’s Improvement The problem with scientific data is that there are opposing results. 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. 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 concrete 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. Video games, no matter how violent, may promote good friendship. http://life.familyeducation.com/images/TweenVideoGames_H.jpg 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. Perhaps, an animal like a dog can change because of this, but a human being with a highly complex brain is impossible to change. Video games, no matter how violent, may actually bridge relationship gaps in the family. http://www.cheatcc.com/images/news/fathedaughtergames.jpg 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. Conclusion It is rather difficult to determine whether video games, particularly violent ones, actually cause actual physical violence or not. Although there is considerable evidence that it does, an equal amount of proof says otherwise. Perhaps, the best thing to do is to allow medical and social experts to conduct further studies on whether it is really violent video games that should be blamed for how violent some children are. These studies should properly control all the variables involved and should therefore try to reduce the margin of error, and perhaps should rather be developmental in nature. Top of Form Bottom of Form Top of Form Bottom of Form Works Cited Anderson, Craig AHemeHemAnders. "An update on the effects of playing violent video games." Journal of Adolescence 27 (2004): 113-122. Print. Anderson, Craig A. & Bushman, Brad JHemeHemAnderAn. "Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior." Psychological Science 12 (2001): 353-359. Print. Bartholow, Bruce D. & Anderson, Craig A. “Effects of Violent Video Games on Aggressive Behavior: Potential Sex Differences. Journal of Experimental Social Psychology 38 (2001): 283-290. Print. Bushman, Brad J. & Anderson, Craig AHemeHemBushman. "Violent Video Games and Hostile Expectations: A Test of the General Aggression Model." Personality and Social Psychology Bulletin 28.12 (2002): 1679-1686. Print. Carnagey, Nicholas L., Anderson, Craig A., & Bushman, Brad J. “The effect of video game violence on physiological desensitization to real-life violence.” Journal of Experimental Social Psychology (2006): 1-8. Print. 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. Funk, J.B., Baldacci, H.B., Pasold, T. & Baumgardner, JHemeHemFunkF. "Violence exposure in real-life, video games, television, movies, and the internet: is there desensitization?" Journal of Adolescence 27.1 (2004): 23-39. 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. Ward, Michael RHemeHemWard, MichWa. "Video Games and Crime." Contemporary Economic Policy 29.2 (2000): 261-273. Print. 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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