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The focus of the paper "Video Games: Instigators of Violence" is on a link between violent video games and aggressive behaviour in adolescent boys, a Fayetteville police station, an example of a game player unaffected by violence, personality traits, aggressive behaviour…
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Xiao Li Zhu Online English 3001-03. Video Games: Instigators of Violence. In this age of omnipresent computers, and the ever-widening reach of the internet, the influence of violent video games on our tech-savvy younger generation merits deep consideration. This is particularly relevant due to the fact that video games have evolved into one of the main leisure activities of youngsters. In “Video Game Violence and Our Sons,” Rebecca Hagelin draws a link between violent video games and aggressive behavior in adolescent boys. Citing the 2003 carnage at a Fayettesville police station by a teenage boy, and the 1999 Columbine massacre, Hagelin asserts her belief that violent video games have an adverse effect on the psyche of young boys. On the other hand, Brandon Nadeau, in “Video Games Do Not Cause Violence,” refutes the link between violent video games and real-life violence, by claiming that these games are nothing but fantasy, and constitute harmless entertainment. He uses himself as an example of a game player unaffected by violence. Both authors advance arguments to support their respective stands. However, the evidence indicates that violence in video games definitely does influence the behavior of adolescents. Violent video games adversely affect personality traits, and instigate aggressive behavior: thus, they should be restricted from sale to adolescents.
There is definitely a correlation between violent video games and adverse personality traits in adolescents. One of the greatest risks of exposure to such games is the chance of addiction. Statistics show that almost a third of children in their early teens play video games daily and that 7% play for at least 30 hours a week (BBC Web site, 2000). Such prolonged exposure can make the child a loner, lead to anti-social tendencies and stunt the development of social skills. The avoidance of outdoor activities and exercise causes obesity and other lifestyle diseases. Bad posture and repetitive strain injury are the result of game addiction. Educational development is also adversely affected as homework remains undone, reading is ignored and grades fall at school. Playing time takes precedence over family and hobbies. There is the risk of developing other delinquent behavior, such as stealing money to fund this addiction, and showing extreme annoyance when prevented from playing. The increasingly interactive and realistic nature of these games easily captures teenagers’ attention and makes him them captive to the ‘reward’ of achieving a high score. Thus, a direct link has been established between violent video games and negative personality traits in teenagers.
Several scientific studies support the contention that violent video games stimulate aggressive behavior. Researchers have established a definite correlation between violent video games and brain function – more emotional arousal; less self-control and inhibition; lowered attention (Kalning, 2006). Other studies indicate that violent video games stimulate feelings of hostility and arousal, and aggressive tendencies in children. They also prompt children to choose violence as a response to frustration or stress. Players of violent video games appear to be primed to practice aggression in any conflict situation. My personal experience supports this stand: my younger brother, a fan of Play Station’s Resident Evil, beat his younger siblings and indulged in bullying at his school, until he was weaned away from the game. This evidence shows that violent video games instigate aggressive behavior
In the light of the adverse effect of violent video games on adolescents, there is a pressing need for the regulation of their sales to youngsters. Teenagers, for all their tech-savviness, are far from being mature in their judgment or in total control of their emotions. Self-control is something they are yet in the process of developing. In fact, Nadeau himself concedes that violent video games remain harmless entertainment only to individuals who are “mentally stable enough play a complex game” (Nadeau, 2005). So, where does that leave impressionable adolescents whose brains are still developing? The mounting evidence of a cause-and-effect relationship between on-screen game violence and off-screen aggression calls for vulnerable adolescents to be protected against the nefarious influence of such games.
The primary argument advanced by supporters of video games is that these games are psychologically rewarding, feature socially relevant topics, improve motor skills and coordination, and encourage problem solving. However, this argument is refuted by the fact that the best-selling video games, like Mortal Combat, Resident Evil, Dead Rising, Gears of War and Grand Theft Auto, are invariably focused on negative themes such as the killing of people, authority figures and animals. They incorporate obscene language and gestures, drug and alcohol abuse, violence towards women and racial and gender stereotypes (AACAP Web site, 2006). Indisputably, violent video games cannot be accepted as tools of learning. Secondly, supporter of violent video games argue that video games, unlike violent movies, have a cathartic effect and are not translated into reality. This argument is demolished by several examples of ‘copycat violence.’ The perpetrators of the Columbine massacre were aficionados of the violent video game Doom, and were obviously acting out their fantasy: from dress to ammunition to their athlete victims. Hagelin’s reasoning in the linking of Devin Moore’s murders at Fayettesville to his addiction to the violent video game ‘Grand Auto Theft, is also sound: killing police officers, particularly by shooting them in the head, reflects the scenario of the game (Hagelin, 2006). Both these cases are obviously instances of youngsters acting out the fantasy of violent video games in real life.
However, it must be conceded that the opponents of video game regulation have a valid point when they assert that it is parents who contravene the recommendations of the ratings board and buy their children these violent video games. Undoubtedly, the onus is on the parents to see that their young children are denied access to these games and to set down and enforce certain rules regarding the nature of the games and the time allowed at the games console. Alternative leisure activities must be provided to wean the adolescent away from the addictive games.
It is evident that violent video games cause negative personality traits and stimulate aggressive behavior in adolescents. These games stunt social and emotional development, cause physical disorders such as obesity and repetitive strain injury, and constitute a barrier to academic performance. Children who play violent video games demonstrate more aggressive behavior in their reactions to stress and in their interaction with others. Scientific studies have established the correlation between aggressive behavior and violent video games. There are tragic, irrefutable instances of young men translating the violence eulogized by these games to real-life carnage. The need for a strict enforcement of the Entertainment Software Rating Board (ESRB) ratings is urgent. However, it is clear that government regulations will not succeed without the proactive will of parents. It is the parents who will ultimately determine whether violent video games will continue to gain access to the impressionable minds of adolescents, to the detriment of the child and society.
Works Cited.
Kalning, Kristen. 8 December, 2006. Does Game Violence Make Children Aggressive?
Accessed on 16 April 2010 from
American Academy of Child and Adolescent Psychiatry. August 2006. Facts for Families.
Children and Video Games: Playing with Violence. Accessed on 16 April 2010
BBC NEWS. World Edition. 26 November 2000. Video Games – Cause for Concern? Accessed
on 16 April 2010 from
Assigned Readings.
Hagelin, Rebecca.March 28, 2006. Townhall.com. Video Game Violence and Our Sons.
Nadeau, Brandon. October 21, 2005. The Daily Campus. Video Games Do Not Cause Violence.
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