The Relationship Between Video Games and Aggression
As technology continues to forge ahead concerns about its effects on the populace are raised. Whether it be microwave ovens causing cancer or cell phones causing accidents, people are always interested in researching, and often condemning, these new products. Such is this case with videogames. Ever since PongÒ swept the nation, scholars have been researching videogames' effects on children. The most popular aspect of videogame research is whether or not games increase aggression. A video game is any console or PC based interactive game, aggression is any thoughts or behaviors related with the intention to cause harm. Contrary to popular belief, there is no reliable correlation between videogames and aggression.
Claims are the backbone to a study; they are both the starting point and the goal. Cooper and Mackie (1986) sought to discover if a highly violent game would affect 4th and 5th grade kids differently than a nonviolent game or a paper-and-pencil game. Tamborini et all (2000) predicted that aggressive thoughts and behaviors would be highest amongst those playing a violent virtual reality game followed by those playing a violent standard game, followed by those playing a nonviolent standard game. Derek (1995) was interested in what effect, if any, playing violent games would have on aggressiveness in different personality types. Ballard and Weist (1996) researched whether the level of violence in a game would affect peoples? responses on a hostility questionnaire. Sherry (2000) performed a meta-analysis on 25 video game/aggression studies; he wanted to see if there was any credence to the claims. All five studies are very similar in their intent. They mostly focus on whether the level of immersion (via different hardware, violent content, and/or graphics) affects the level of aggression.
To understand a study one must understand the definitions used within that study. All five studies use the same general definition of a videogame that the general public uses; an interactive game played on a television or monitor whereby onscreen objects can be manipulated through the use of a controller. Violent video games are those that involve death and destruction to things resembling reality and/or fantasy. Definitions of ?aggression,? however, differ. Cooper and Mackie (1986) used a ...
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...nding results, indicating that the positive findings in some of the studies could be anomalous. This lack of evidence would leave one to believe that the status quo is acceptable. Game content can be found through the rating system, but any other measures would be burdensome and unnecessary. So, until more convincing data comes along we can rest assured that any rage is the result of good old American anger, not blasting on-screen boogie men.
Works Cited
Ballard, M. E., & Wiest, J.R. (1996). Mortal Kombat: The Effects of Violent Videogame Play on Males? Hostility and Cardiovascular Responding. Journal of Applied Psychology, 26, 717-730.
Cooper, J., & Mackie, D. (1986). Video Games and Aggression in Children. Journal of Applied Social Psychology, 16, 726-744.
Derek, S. (1995). The Effect of Video Games on Feelings of Hostility. The Journal of Psychology, 129, 121-130.
Sherry, J. L. (2000). The Effects of Violent Video Games on Aggression: A Meta-Analysis. Human Communication Research*.
Tamborini, R., Eastin, M., Lachlan, K., Fediuk, T., Brady, R., Skalski, P. (2000). Virtual Violence. 86th Annual Convention of the National Communication Association.
...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.
...ing Health Benefits of Playing Video Games.” Youtube. 14 November 2012. Web. 1 May 2014.
Parenting.com brought up research on video games to argue about. They mention that a first-person shooter game is more serious than watching violence on T.V. A recent meta-analysis in 2010 of 12 earlier studies found a link between times spent playing video games and violent behavior later in life (Emmons, 2013). They mention the study that was taken place in 2004 from Journal of Adolescence showed that video games are more desensitized than TV. That the children that play violence game are more interactive than watching, their physical activity are different. However, they mention the other studies that failed to link between violent video game exposure and aggression (Emmons, 2013). They brought up a good point that most of the studies had focused on normal kids, the study does not consist of children with e...
Epilepsy is a neurological disorder characterized by recurrent and uncertain intrusions of normal brain function, called epileptic seizure (Fisher et al., 2005). The word epilepsy was derived from the Greek word “attack”. The primitive Greeks thought epilepsy was contagious, and hence people with epilepsy used to live alone (Dam, 2003). It is one of the oldest conditions known to humankind (WHO, 2001a) and still the most common neurological condition affecting individuals of all ages. At any given time, it is appraise that 50 million individuals worldwide have a detection of epilepsy (WHO, 2001b). Epilepsy is charaterised by the incident of at least two unprovoked events of recurrent disruption in neurological function. Epilepsy is not a single prognosis but is a symptom with many fundamental causes. (Nunes et al., 2012).
Not everyone who has a seizure has epilepsy. Epilepsy is a chronic neurological disorder characterized by recurrent, unprovoked seizures. Unprovoked means that there is no immediate cause for the seizure, such as a fever, an infection of the brain, or head trauma. Nearly 10 percent of people will have a seizure during their lifetime; most of these are provoked seizures during an acute illness or condition. These people may never have epilepsy. There are two types of seizures people can have. One is partial seizure or focal they begin in one part of the brain. They cause varied symptoms auras which is a funny feeling in your stomach, staring, chewing, lip smacking, shaking, or stiffness in parts of the body. Generalized seizures are when the entire brain is effected. This causes loss consciousness. One type is grand mal is when the body stiffens and jerks. Another type is petit mal, which is momentary loss of consciousness without abnormal body movement. Some factors of this are infections of the brain this includes meningitis, encephalitis, and brain abscess. Strokes are also a risk of epilepsy. Also alcohol can cause seizures for heavy drinkers when they stop drinking abruptly (withdrawal seizures) and also have a good chance of epilepsy. Epilepsy can also cause brain tumors usually they are slow growing and don't affect them for years. Some other factors that cause epilepsy is age the risk of seizures is higher in young children. Also gender epilepsy is higher in males than in females. The most common treatment for epilepsy is the daily use of anticonvulsant or antiepilectic drugs to prevent seizures. These medications act on brain signals to limit hyperexcitability. While medications do not cure epilepsy, they allow many people to live normal, active lives. Other treatments are vagus nerve stimulation this treatment involves electronic stimulation of the brain using an implanted device like a pacemaker. Another is epilepsy surgery this is when a part of the brain that is causing the seizures is removed so that it prevents it from spreading to anther part of the brain.
The problem in determining a cause(s) is further compounded by mixed experimental findings. Scott (1995) did not find a positive relationship between video game violence and aggressive feelings among youth. In fact, there seemed to be a decrease in aggressive attitudes after playing violent games. These result seems to run counter to related studies concerned with the re...
The second reason video games are an issue is that videogames have been linked to a variety of mental and physical ailments. The most common physical health problems tend to be arthritis from barely moving the fingers while using a keyboard or game controller, and a variety of eye problems due to constantly staring at the game screen. The most frequently occurring mental problems range from delusions to schizophrenia and becoming desensitized to violence. Keegan says that "repeated exposure to violent images can make people less sensitive to the effects of violence" (1). All of these ailments, both mental and physical, can and will occur in many people, but this statement only holds true if the player spends much of his or her free time playing video games. The essay “Violence and the Media: A Psychological Analysis,” shows how the number of hours spent watching a television program may be more influential than the nature of the program itself (Javier 4). While this statement refers ...
...the connection with epilepsy and emotional distress behind is does not look like there is an answer in the near future. Most patients have a choice between being on medication and watched closely with intense therapy, or continuing with the risk of seizures. Neither one leads to a normal life, but then again there is nothing normal about epilepsy. New medications in the future may be the answer, or more advanced surgeries. Finding the exact cause of epilepsy in the brain before a seizure happens would be the most effective thing. Preventing a seizure from happening and having the resulting damage is the logical explanation. Only time will tell with advancements in research and finding an answer to stopping it. Though modern medicine has made leaps and bounds to prevent and lessen the extremes of seizures, there has been no medical miracle to stop them completely
Epilepsy is a condition characterized by recurrent seizures which are unprovoked by any immediately identifiable cause (Hopkins & Shorvon, 1995). It is also known as a seizure disorder. A wide range of links and risk factors are associated with the condition, but most of the time the cause is unknown. Epilepsy is one of the most common neurological disorders, affecting approximately two and half million people in the US and about 50 million worldwide. Though seizures can occur at any age, epilepsy is most commonly seen in children and the elderly. Most respond well to treatment and can control their seizures, but for some it is a chronic illness. A clinical diagnosis is the first step to finding a potential cure for the disorder.
Violent video games are becoming more popular among children and adolescents of all ages since its debut approximately 30 years ago. This growing popularity is generating an increasing concern that these sometimes very graphic videos and life like characters can have a negative influence on the younger generation. Although never proven, there has been speculation that some of the high school shootings across the country were committed by students who were habitual players of violent video games. Due to these concerns, a non-profit, self-regulatory organization was established in 1994 by the Entertainment Software Rating Board (ESRB) to appropriately rate all video games from EC (early childhood), E (everyone), E10+ (everyone 10 and over), T (teen), M (mature), and AO (adults only). While assessing the efficacy of violent video game ratings, it is unknown how effective these ratings are for the intended audience (Becker-Olsen & Norberg, 2010).
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...
Vastag, Brian. “Does Video Game Violence Sow Aggression? Studies Probe Effects of Virtual Violence on Children”, JAMA, Chicago: April 2201. Vol. 291, Iss. 15; pg. 1822. Retrieved: 16 August 2004
Nowadays, video games are frequently accused of having detrimental effects on children and adolescents. The main arguments against video games are that they lead to addiction, that they provoke violence, and that they impair social development. Whether or not such claims are true has not been determined with certainty as scientific studies have produced contradictory results. Nevertheless, video games also have beneficial effects, which tend to be underrated, as they do not receive the same level of media coverage that adverse ones do, and are thus unknown to the general public. Some of the positive effects of playing video games on mental development include: stimulating analytical thinking, improving concentration, and encouraging planning and anticipation (“Video game controversies”).
Olson, Cheryl K., et al. "M-Rated Video Games And Aggressive Or Problem Behavior Among Young Adolescents." Applied Developmental Science 13.4 (2009): 188-198. Academic Search Premier. Web. 18 Mar. 2014.
Video games are used to improve physical health. Playing video games does not mean being inactive. New and improved video games involve and incorporate different types of movement in the actual game. Certain video games can reduce fat causing global weight loss (Recio 143). By turning game systems into exercise, new generation games draw people into activities and get heart rates pumping. Schools have incorporated video games into part of their physical education program. Children’s waists lines have gone down by inches due to playing video games in gym class. In gym, the machines teach things like balance, timing, and coordina...