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Effect of video games on youth violence
Effect of video games on youth violence
Do video games lead to violent behaviors
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Desensitization
Some studies looked into showing the effects of desensitization amongst consumers of violence like the case “The effect of video game violence on physiological desensitization to real-life violence” (Carnagey et. al., 2007). This study looked at desensitization is a term used by scholars, public policy analysts, politicians, and the lay public to mean effects as varied as: (a) an increase in aggressive behavior; (b) a reduction in physiological arousal to real-life violence; (c) a flattening of affective reactions to violence; (d) a reduction in likelihood of helping a violence victim; (e) a reduction in sympathy for a violence victim; (f) a reduction in the sentence for a convicted violent offender, (g) a reduction in the perceived guilt of a violence perpetrator; and (h) a reduction in judged severity of violence victim’s injuries (Carnagey et. al., 2007). To put a clearer definition of desensitization to violence is a reduction in emotion-related physiological reactivity to real violence (Carnagey et. al., 2007) When looking at the term desensitization and violent video games the initial thought was that playing video games will in turn make youth more aggressive immediately after exposure, and become more aggressive adults (e.g., Anderson et al., 2003; Carnagey et. al., 2007). In this particular
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study it was able to show that desensitization is able to do a variety of things such as desensitizing soldiers to violence (Grossman and DeGaetano, 1999; Carnagey et. al., 2007). The experiment done for this case demonstrates that violent video game exposure can cause desensitization to real life violence, violent game players were less physiologically aroused by real-life violence than non-violent game players (Carnagey et. al., 2007). Impact on youth with elevated mental health This particular study sought out to explore the effects of video game violence in youth that display clinically elevated attention deficit or depressive symptoms on the Pediatric Symptom Checklist (Ferguson and Olson, 2014). The results for this study found no evidence for increased bullying or delinquent behaviors among youth with clinically elevated mental health symptoms who also played violent video games (Ferguson and Olson, 2014). Past research has looked at measuring game violence effects in college students using laboratory methods and measures of relatively mild aggression where, the validity of the measures have been debated within the research community (e.g. Giancola and Zeichner 1995; Ritter and Eslea, 2005; Ferguson and Olson, 2014). The topic of the validity of studies is often a rather confusing one due to there not being a standard way to measure aggression. It seems that different studies have different methods of collecting data such as self-rating hostile feelings (Williams, 2011); or administering non-painful bursts of annoying noise to consenting opponents in reaction-time test (Anderson and Dill, 2000; Ferguson and Olson, 2014). In this particular study a variety of variables were looked at to answer gaps in research, these included depression/attention symptoms, trait aggression, parental involvement, support from others, stress, exposure to video game violence, delinquency, and bullying (Ferguson and Olson, 2014). Effects of Violent Video Games on Aggression When looking at articles on violent video games and aggression it seems as if for every connection made to connecting video games to aggression you find another article saying there is no connection.
For example, some researchers claim that playing violent video games leads to aggression (e.g., Anderson and Ford, 1986; Ballard and Wiest, 1995; Irwin and Gross, 1995; Schutte, Malouff, Post-Gordon, and Rodasta, 1988; Silvern and Williamson, 1987; Sherry, 2001), whereas others claim there is no such relationship (e.g., Copper and Mackie, 1986; Graybill, Strawniak, Hunter, and O’Leary, 1987; Scott, 1995; Winkel, Novak, and Hopson, 1987; Sherry,
2001). This study was a meta-analysis of existing studies of the effects of violent content video games on aggression will provide important information for consideration of theoretical and methodological issues leading to a systematic program of research in this area (Sherry, 2001). This article addressed five objectives: (a) provide a cumulative measure of effect size across all studies, (b) test for consistent of differences in effect size due to levels of graphic violence in games, (c) test for the effect of length of treatment on effect size, (d) demonstrate any relationship between effect size and age of subjects, and (e) demonstrate any relationship between effect size and type of outcome measure (Sherry, 2001). The results for this meta-analysis were that first, there is a small effect of video game play on aggression, and the effect is smaller than the effect of violent television on aggression (Sherry, 2001). The other was, within the range of games studied, the type of violence contained in the games is a predictor of aggression, with human and fantasy violence being associated with stronger effects than sports violence (Sherry, 2001). The third was, there is a trend suggesting that longer playing times result in less aggression and finally, the studies provide a mixed support for various theories of aggression due to television viewing (Sherry, 2001). Add a conclusion to this section Video games and youth violence This study conducted by Christopher J. Ferguson built up on previous research in a sample of 302 (52.3% female) mostly Hispanic youth (Ferguson, 2011) The study seeks to improve upon past designs in several ways mentioned such as, focusing to a much greater extent on clinical and criminological measures that are well validated as outcome measures for pathological, serious aggression and rule-breaking (i.e., parent and youth report versions of the Child Behavior Checklist; CBCL) bullying other children (the Olweus Bullying Questionnaire; OBQ) and criminology violent behavior (Negative Life Events, NLE) (Ferguson, 2011). The second thing being looked at in this present study will be the implementation of third party variables such as outside factors (Ferguson, 2011). The participants in this study were 603 mainly Hispanic youth that were recruited through the use of the “snowballing” method, contacting local organizations, and the study was advertised through the local newspaper and FM radio stations (Ferguson, 2011). About six factors were taken into consideration for this study that were measured through a Likert scale these were, negative life events, family environment, family violence, depressive symptoms, serious aggression, bullying and delinquent behavior. The overall results for this current study suggest that long-term prediction of youth violence remains spotty at best and practitioners may need to be careful not to “profile” youth who have not committed serious aggressive acts (Ferguson, 2011). The conclusion of this study finds no evidence to support a long-term relationship between video game violence use and subsequent aggression (Ferguson, 2011). Publication Bias This meta-analytic review is deigned to answer questions related to the size of non-experimental and experimental studies on the relationship between violent video game exposure and aggressive behavior, aggressive thoughts (cognitions and affect), prosocial behavior, and physiological responses (Ferguson, 2007). The three main goals were to 1) to provide an estimate of the effect size for the relationship between violent video game exposure and the four dependent constructs mentioned above for research occurring over the previous ten years (1995-2005) that is corrected for publication bias, (2) to examine whether there is any evidence of publication bias in the research reviewed here, and (3) examine any moderator variables that may be associated with differences in effect size noted across studies (Ferguson, 2007). The results indicated that publication bias does exist for experimental studies of aggressive behavior, as well as for non-experimental studies of aggressive behavior and aggressive thoughts (Ferguson, 2007). This particular study struck out to me due to the fact when looking for articles I couldn’t understand why a lot of the one published are almost the same type of study conducted but with different variables. However, it was rather interesting to see some of the past research done for this topic that states how the researchers Anderson and Dill (2000) readily invoke the memory of Columbine specifically in asserting the relevance of their media violence literature then in turn Bushman and Anderson’s (2001) claim that media violence is ignored by newspapers and the public as a potential cause of violent crime, then Lawrence and Birkland (2004) found media violence and other pop culture elements as the 2nd most often discussed cause of the Columbine shooting in articles published in the New York Times and Los Angeles Times (Ferguson, 2007). Yet only 1% of news stories focused on the responsibility and moral character of the perpetrators themselves (Ferguson, 2007). Future research It is evident that a lot of research has been conducted to see the effects of video game violence with the use of different measures ranging from filling in blanks to having noise blasted in the person’s ears. It is also apparent that authors that are trying to be published my be extra cautious when conducting there studies to best accommodate for the results they are seeking to find. Meaning, that perhaps they are “creating” themes/results that will allow them to be published. For this topic it seems that for any future research to be conducted you would want to see if perhaps during the time after the tragedies there is a connection between what the news outlets report on and peoples perceptions on what’s to blame for the occurrence of mass shootings. It would also need to be important to see peoples perceptions of the video games a longtime after. The reason I would think this would be important to investigate would be to see if perhaps the public sees video game to be the cause for the mass shootings or if it just relates to what the media is displaying. Another area for future study for this particular topic would be to develop a way of measuring aggression that is similar across the board due to different studies coming to their findings a variety of ways. It seems impossible find similar ways of everyone collecting data and perhaps that is why for every claim made you can find something contradicting it. Conclusion When first starting this particular research I wanted to seek out if
In today’s society, highly addicting video games involving strong violence and language, explicit sexuality and crime often lead to inappropriate behaviors. Role playing games or RPGs allow us to step into a virtual world, cutting ourselves off from worldly distractions. Nowadays, the age range for people who play these extremely graphic games are anywhere from six to eighteen and are surprisingly hazardous to young children’s health. A study gave a group of players playing a violent video game the chance to blast a painful sound into their opponent's ear in order to get the upper advantage. They also gave another group playing non violent games, the same opportunity. The study showed that overall the gamers playing violent video games were more prone to inflict more pain on their enemies, unlike the other group who inflicted considerably less pain. Kelly McGonigal, Ph.D who did this study agrees, “violent video games desensitize players to violence, and makes them more violent in real life" (McGonigal). Young adults are exposed to these terrifying images, harming their mental health. In recent events, a young eight year old boy shot his grandmother after playing Grand Theft Auto. This game is the epitome of why young people should not be playing these games. It is comprised of murder, drug and alcohol abuse, criminal behavior, violence and general disrespect for women, and foul language. In summary, young people should not be playing these games in order to save their mental health. Furthermore, television contributes to desensitizing society with it’s ...
Aggression can be an outcome of numerous different factors, yet many still believe that VVGs alone are to account for growing aggression. However, if this was the case, would there not be a spike in the violent crimes committed by those who, might, play video games? Not only do the amount of homicides executed after a release of a popular video game consistently decrease (Stein), but as several researchers pointed out "90% of young males play video games. Finding that a young man who committed a violent crime also played a popular video game . . . is as pointless as pointing out that the criminal also wore socks" (Markey and French). This phrase summarizes the major downfalls of the hypothesis that VVGs cause aggression, but it is also supported
Today’s society thrives on violence. Young children made pretend guns and shot at siblings, teenagers enjoyed video games which praised the player for kills, and adults flocked to see the latest horror movie, few people asked what effect this has on people and society. Some psychologists have started researching this effect. A study by Dr. Ferguson;...
...esearch, were theory and practice made a good match. The researchers were able to control the side variables, and obtain trustful data to prove the hypothesis that there is a relation between violent video games and aggression, and that when isolating specific video game characteristics, competitiveness had a much larger impact on aggressive behavior than the violent content.
Peckham, Matt. “Researcher Says Linking Video Games to Gun Violence Is a ‘Classic Illusory Correlation’”. time.com. 17 Dec 2013.
“The Columbine shooters played violent video games; that has to be a factor in their decision to brutally murder their classmates!” Society is quick to point fingers and approach unknown situations with a causal mentality that often results in a false accusation of an innocent bystander. With the advent of the video game era, psychologists have debated their effect on the minds of their youthful audience. Throughout the multitude of studies and the perpetual debate, society still lacks an absolute answer. With this knowledge, when it comes to video games and their impact on the minds of children, researchers must consult a wide variety of subjects with an open mind about the potential outcomes. I conducted my research by examining my personal experience, analyzing studies refuting both sides of the argument, trying to view the American fascination with violence through an outside perspective, and reviewing the thought processes that lead the members of the Entertainment Software Rating Board (ESRB) in order to gain a full perspective of the issue. What correlation exists, if any, between violent video games and the violent tendencies that children exhibit after exposure to said media? Throughout my research, I have discovered that a trend does exist, but it manifests after the child has encountered puberty because of the heightened levels of testosterone that accompany this phase of development, and the trend relies heavily on other factors in a violent disposition. The age factor generally fails to exist in the violent tendencies argument; this is intriguing in that the majority of violent videogames are targeted toward an older audience. In order to truly understand the violent tendencies of mankind, we must first analyze these ...
Mental illness can be described as a behavioral or mental pattern that may cause suffering or a poor ability to function in life. Social stigma plays a vital role in this disease as it can make mental health problems worse, as well as making it harder for the individual to recover; resulting in a person not seeking the help that they need. There are many structural levels of mental health such as the labelling, discrimination, emotional and stereotypical aspects of a person's mental illness condition. Modern day anti-stigma studies have shown that biogenetic and psychosocial methods have aided in the ultimate goal of properly treating mental illnesses. Mental illness has been associated with biogenetic methods/treatments as a means of finding
Many psychologists have studied the effect of the media on an individual’s behavior and beliefs about the world. There have been over 1000 studies which confirm the link that violence portrayed through the media can influence the level of aggression in the behavioral patterns of children and adults (American Academy of Pediatrics, 2001). The observed effects include, increased aggressiveness and anti-social behavior towards others, an increased fear of becoming a victim or target of aggressive behavior, becoming less sensitive to violence and victims of violent acts, and concurrently desiring to watch more violence on television and in real-life (A.A.P. 2001). According to John Murray of Kansas State University, there are three main avenues of effects: direct effects, desensitization, and the Mean World Syndrome (Murray, 1995, p. 10). The direct effects of observing violence on television include an increase in an individual’s level of aggressive behavior, and a tendency to develop favorable attitudes and values about using violence to solve conflicts and to get one’s way. As a result of exposure to violence in the media, the audience may become desensitized to violence, pain, and suffering both on television and in the world. The individual may also come to tolerate higher levels of aggression in society, in personal behavior, or in interpersonal interactions. The third effect is known as the Mean World Syndrome, which theorizes that as a result of the amount of violence seen on television and also the context and social perspective portrayed through the media, certain individuals develop a belief that the world is a bad and dangerous place, and begin to fear violence and victimization in real life (A.A.P. 2001).
Ferguson, 2014 -. There are those who believe that playing video games that are violent causes a reduction in brain response to real life violence. This is because the violent game affects a part of the brain hypothesized to cause desensitization. It is then thought that this “desensitization” to violence predicts that those who play these games will become violent themselves later. (Bartholow, Bushman, Sestir, 2006)
While many different case studies have been done all over the world, scientists have yet to prove that there is a direct correlation between violent video games and child aggression. Since the start of this quarter, this has been an issue that I have been doing extensive research on. Despite looking into several scholarly sources, I was surprised to see that many of my findings were pretty consistent with one another. For the mort part, what I found through my research was a bunch of statistics from case studies and the interpretation of those statistics from renowned scientists. In many cases, statistics and studies showed slight indications that violent video games have an effect on c...
Jaslow, Ryan. "Violent Video Games Make Kids Aggressive, Study Suggests." CBSNews.com. N.p., 1 June 2011. Web. 13 Dec. 2013.s."
People with a mental illness are often feared and rejected by society. This occurs because of the stigma of mental illness. The stigma of mental illness causes the perception of individuals with mental illnesses to be viewed as being dangerous and insane. They are viewed and treated in a negative way. They are almost seen as being less of a human. The stigma affects the individual with a mental illness in such a cruel way. The individual cannot even seek help without the fear of being stigmatized by their loved ones or the general public. The stigma even leads to some individuals developing self-stigma. This means having a negative perception of one’s self, such as viewing one’s self as being dangerous. The worst part is that the effects of
Some people believe that violent video games can cause behavioral problems. This is not true; it is only their opinion. They may say people that play violent video games start having behavioral problems, and what was that cause? It is only people and it has no effect on them, only their own actions and their mental health issues. The violent video games for computers and consoles’ sales rate went up, but violent crime offenses went down.
Television violence causes children and teenagers to be less caring, to lose their inhibitions, and to be less sensitive. In a study on the connection between violence and television done with 1,565 teenage boys over a six-year period in London, William Belson, a British psychologist, found that every time a child saw someone being shot or killed on television they became less caring towards other people (Kinnear 26). William Belson also discovered that every time a child viewed this violence on television, they lost a fragment of their inhibitions towards others (Kinnear 26). In addition to William Belson’s study, studies done by many scientists and doctors show that seeing violence on television causes viewers to become less sensitive to the pain of others (Mudore 1).
Schwartz, Kelly D. "Chronic Violent Video Game Exposure And Desensitization To Violence Behavioral And Event-Related Brain Potential Data." Journal Of Youth Ministry 5.2 (2007): 95-98. Academic Search Premier. Web. 18 Mar. 2014.