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Cause and effect of video game addiction
Violent video games increases aggression essay
Violent Video Game Effects on Aggression
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Whether violent media content leads to real-life violence is always debatable. And in recent years, school shootings have made video games a new focus of public concern and scientific research. In public opinion, video games cause more aggression in comparison to traditional violent media contents because video games have more features of interactivity, "due to the active engagement and participation of players" (Hummer and Wang et al. 137). But more and more reports tell us that video games are not the main cause of school shooting issues; rather it is the negligence of parents, schools, and communities.
Since children are good at imitating and are in their developmental period, are they affected by violent video games? This question is important since there are many young gamers nowadays; as the data from Harvard Health Publications show, about 97% of teens play video games and 66% of teens play action games that may contain violence, which is a huge number (3).
Before the scholars had reached a conclusion, things seemed to get even worse. Several serious incidents of school violence happened in recent years. The perpetrator of the Virginia Tech massacre, Seung-Hui Cho, killed 32 people and wounded 25 in two separate attacks before committing suicide (Nizza). Another school shooting also caught many eyes. On March 11, 2009, at a secondary school in Winnenden, southwestern Germany, 17-year-old Tim Kretschmer—who had graduated from the school one year earlier—took his father's gun and shot at his schoolmates, which resulted in 16 deaths (Pidd). Right after these three young shooters above were both identified as avid video gamers, video games were regarded, by scholars and the public, as a significant factor in ...
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... A., Y. Wang, W. G. Kronenberger, K. M. Mosier, A. J. Kalnin, D. W. Dunn, and V. P. Mathews. “Short-Term Violent Video Game Play by Adolescents Alters Prefrontal Activity During Cognitive Inhibition.” Media Psychology (2010): 136-154. Web.
Myers, David L. and Michael Arter. “Communities that Care in Practice.” Journal for Juvenile Justice Services, 20.1 (2005). Web.
Nizza, Mike. "Seung-Hui Cho: Who Is This Man? " New York Times. NYTimes.com. 14 Dec. 2011. Web.
Pidd, Helen. "Profile: Tim Kretschmer." The Guardian. Web. Guardian.co.uk. 14 Dec. 2011. Web.
U.S. Census. U.S. Department of Commerce Economics and Statistics Administration. “Custodial Mothers and Fathers and Their Child Support.” U.S. Census. (2007). Web.
U.S. Secret Service National Threat Assessment Center. The Final Report and Findings of the Safe School Initiative. Secret Service. (2002). Web.
Dylan Klebold, Eric Harris, Adam Lanza, Steven Phillip Kazmierczak, and Seung-Hui Cho all have a few things in common, they are all school shooters that have killed and injured a combined total of 149 human beings and are or were believed to be avid violent video game players, who also committed suicide immediately after carrying out their attacks. To the public, school shooters seem to share a direct connection to playing violent video games and that playing them leads to violent behavior. Violent videogames have become a highlight in the media and national debate for this very reason but, there is no scientific evidence to support the existence of a causative connection between participants of violent videogames manifesting violent behaviors. The media provides biased information that misleads citizens into believing that said link is well established and accepted. I argue that parents should make responsible and well informed decisions in regards to their child’s videogame activities in spite of the lack of scientific research.
Jenson, Jeffrey and Howard, Matthew. "Youth Crime, Public Policy, and Practice in the Juvenile Justice System: Recent Trends and Needed Reforms." Social Work 43 (1998): 324-32
On April 20, 1999, in a small town of Littleton, Colorado, two high school students by the name of Dylan Klebold and Eric Harris executed their plan to kill hundreds of their fellow students. With a multitude of guns, knives, and bombs, they walked down the halls of Columbine High School and started their massacre. In the end, twelve students, one teacher, and the murderers were dead with twenty one more injured. Klebold and Harris were both highly intelligent boys who came from a solid household. Both boys had also played sports and enjoyed working with computers. The motive for shooting at school is very unclear. One of the speculated motives was the influence of the highly violent video game Doom (Rosenburg). The video game Doom is about the main protagonist, DoomGuy, the toughest marine anyone has ever seen. After assaulting his commanding officer for trying to order him to open fire upon innocent civilians, he was sent to Mars as punishment. Meanwhile, evil has risen from the depths of the red planet. Being the only combat ready soldiers in a million miles, it is his and his squad mates duty to track down and kill a variety of evil creatures; such as murderous demon minotaurs, robot spiders, and meatball-looking demons. While DoomGuy was on look out, his squad has been viciously killed off by the many creatures of the red planet. Now it is up to DoomGuy to cleanse the planet from the evil with his only set back being that his squad mates took all of the guns and all DoomGuy has left is a pistol. Video games allow the players to experience the immense world the game has to offer. From a futuristic sci-fi shooter to a medieval action adventure, players are able to live out the adventures of the many heroes and villains and explore many different worlds within the broad setting any one game has to offer. Nevertheless, since the late 1900’s, video game industry has
The allegation that videogames cause violent behavior in children has been present as long as videogames themselves. Some researchers said that the Sandy Hook shooter, Adam Lanza, was one intense gamer. “Seung-Hui Cho, the Virginia Tech Shooter was seen by his roomates as odd because he never joined them in video games.”(Beresin) This debate will continue to go on in this country as long as there are horrific crimes that occur. There is much written in the research regarding this issue, and many differing views. The research that is presented in the next few paragraphs supports the theory that it is not the graphic video games that produce aggressive behavior, but other factors in a child’s life that create violent actions.
The shooting at Columbine High School in Littleton, Colorado killing thirteen students and teachers shocked the world. “They were video gamers who seemed to be acting out some dark digital fantasy. It was as if all that exposure to computerized violence gave them the idea to go on a rampage – or at least fueled their urges” (Carey 1). The shooters of this incident learned their deadly skills from video games. Seventy percent of children ages eight to eighteen have access to violent video games at their home. “Boys who play Teen or Mature-rated games for a minimum of 40 minutes a day may witness over 180 incidents of aggression per day, or 5,400 incidents per month”(Smith, S.L., Lachlan, K.A., & Tamborini, R). Children that play violent video games at such a young age and experiencing such violent actions will start to increase in aggressive thoughts, feelings, and aggressive behavior.
People have always been looking for a reason why horrible things happen. The media is quick to blame video games as the target and cause of many shootings that have occurred, ever since Columbine and Quake. People have been blaming video games for violence for years now, ever since violent video games have been made. News reports blame video games more and more for each shooting, telling the public how this person played video games for x amount of hours a day, and that video games caused him or her to shoot people, and how video games encourage and reward violence. Anti-video game lobbyists have been campaigning to have violence removed from video games, citing resources that they themselves have created as reasons for such, poorly done studies where they confirm that kids are more aggressive through how much hot sauce they put on someone’s fries. While unbiased studies of video games and their links to violence are hard to come by, recent research has shown that video games do not in fact have a casual link to violence, and may even have the opposite effect. Violent video games have nearly no link to violence in teens or adults.
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.
At this day in age we bask in the luxury of having easy access to advanced technology at our disposal. From the World Wide Web, to cell phones, music, movies and video games the human race has thought of any and everything to keep us entertained. Over the years studies have shown reasonable concerns regarding the long-term effects of video games. These games can desensitize gamers to real life violence, which is usually seen in the younger crowd. The studies especially hit on the games containing player-on-player violence. Though these games are extremely entertaining and can get kids to settle down for a while, if not properly supervised, they can produce adverse effects. Other studies have shown that video games can be used as way to yield positive outcomes such as, good problem solving skills, cooperation in a group and the ability to flow. Although there has been psychological research on children learning through the actions of others some believe that children are automatically able to distinguish between what is just a game and what is reality. The longer they are allowed on their game system the more they become convinced that their games are real. Some researchers believe violent video games can channel the aggression of the child but the parents are to blame for what happens to the child after playing an excessive amount over a period of time. Children can become preoccupied with these violent video games which have been proven to be the cause of poor social skills, uncontrollable aggression and a false reality.
In 1998, the US software industry sold $6.3 billion worth of video games (see Unknown). Not bad for an industry that didn't exist 25 years ago! Yet despite its continued growth, all is not well in the video game industry. School shootings in Littleton, Colorado; Pearl, Mississippi; Paducah, Kentucky; Conyers, Georgia and many other towns have shocked the nation (see Malcolm). Understandably, grieving parents and sympathetic citizens are searching for a cause for this "outbreak" of youth violence. It is natural to assume, "when children, the symbol of innocence, commit the severest of crimes, then something must be going wrong with society." (see Maker)
“Contrary to the claims that violent video games are linked to aggressive assaults and homicides, no evidence was found to suggest that this medium was a major (or minor) contributing cause of violence in the United States.” (Markey, 290)
One article points out that video games have a big impact on children’s lives and that many of the games played are violent. Researchers have found that “nearly all children spend time playing video games” and studies have found that “8th graders spent an average of 17 hours per week playing video games” (Tamborini 336). Moreover, 68% of the most popular video games contain violence (Tamborini 336). So it is clear that many children have access to violent video games and they have a big impact on their lives simply because of the amount of time spent playing them.
“As video games have become more violent and more sophisticated and the sales of video games has skyrocketed in the last few decades, youth violence has plummeted,” Ferguson says, citing evidence compiled by various federal agencies (Adams 3). Violence in video games is not a new issue. It has been debated and argued since the release of the first violent video game. As time has progressed, so has the evolution of violence and strong language within video games. Ratings have become more relaxed, and the lines between T (Teen) and M (Mature) rated games has gotten closer together. Violent games are becoming the normal and accepted of all games, and are being demanded by the gaming industry more heavily. Parents have always shied away from these games for their children, regardless of age. However, kids are getting these games whether they are the correct age (17+) or not. Young kids, less than ten years of age are playing horribly violent games and parents are fearing the repercussions. But video games are not to be blamed for child violence. Violence in video games does not cause children to become violent people later on in life.
Violent video games help the players in their way of thinking. In many researches these games can be used to train soldiers and surgeons because they train the brain to make quick decisions, also they help with managing resources that are limited and deciding the best use of these resources, like in shooting games the player must coordinate brain’s interpretation and reaction with the movement in his hands and fingertips, which requires a great deal of eye-hand coordination. However, violent video games change brain function in young men whereas there is plenty of evidence to prove that these games have a prolonged negative neurological effects, which may translate into behavioral changes over long periods of game play. For example, if a person listens to classical music all day, at some point, he will start to sing the melodies, the same way as if a person plays violent video game all day, he will start to believe that violence is normal. In addition, according to many researches those who play the violent video games h...
Willoughby, T., Adachi, P. C., & Good, M. (2012). A longitudinal study of the association between violent video game play and aggression among adolescents. Developmental Psychology, 48(4), 1044-1057. doi:10.1037/a0026046
“90% of pediatricians and 67% of parents agreed or strongly agreed that violent video games can increase aggressive behavior among children” ("Do Violent Video Games Contribute to Youth Violence?”). Pediatrics and parents are aware that kids that play violent video games see a change in their behavior. Many cases they see the kids with anger problems and causing them to do violent acts. Violent video games have been around for many years where some older titles, such as ‘Mortal Kombat’ and 'Grand Theft Auto’ both are some of the most controversial ones. The video game industry has been growing and with the large amounts of violent video games being produced. “Total US sales of video game hardware and software increased 204% from 1994 to