Understanding the Link Between Video Games and Violence

1970 Words4 Pages

“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 ... ... middle of paper ... ... Test of the General Aggression Model." Personality and Social Psychology Bulletin 28.12 (2002): 1679-686. Print. Cook, Andrea J. "Columbine Author Speaks At Conference." Reclaiming Children And Youth: The Journal Of Strength-Based Interventions 13.3 (2004): 181. ERIC. Web. 8 May 2014. Ferguson, Christopher, Adolfo Garza, Jessica Jerabeck, Raul Ramos, and Mariza Galindo. "Not Worth the Fuss After All? Cross-sectional and Prospective Data on Violent Video Game Influences on Aggression, Visuospatial Cognition and Mathematics Ability in a Sample of Youth." Journal of Youth & Adolescence; 42.1 (2013): 109-22. EBSCOhost. Web. 15 Apr. 2014. Lin, Jin-Hsuan. "Identification Matters: A Moderated Mediation Model of Media Interactivity, Character Identification, and Video Game Violence on Aggression." Journal of Communication 63.4 (2013): 682-702. EBSCOhost. Web. 17 Apr. 2014.

Open Document