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Looking for thoughts and opions: Violence and Video Games


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If anyone could give me their thoughts on this topic, such as whether you think that the way they evaluate video games are too lax, even stating if you were not aware of it's affects is a great help. I'm raising public awareness on violent video games and their effects as a part of a project I'm completing. Sorry for it's length, but I did managed to summarize seven pages to two.

 

There is severe violence against both genders within video games. Video games further the violent idea of masculinity that men must show power and control through physical appearance, strength and even emotionally, by giving them negative role models and behaviour script (Jhally, 1999). Women are portrayed as sexual objects, and weaker than men which reinforces negative gender roles (Stredder, 2001). Some games are contributing to the normalization of sexual violence and even portrays women deserving to be under the control of men which decreases our sensitivity to it (Jhally, 1999).

 

Jhally, Sut. (1999). Tough Guise: Violence in Media and the Crisis in Masculinity (Motion picture). Retrieved from http://www.youtube.c...h?v=79ijDA_1FVY

 

Stredder, B. L. (2001). Girl gamers: Seeking narrative in a male-centered genre. Retrieved from http://www.class.uid...girl_gamers.htm

 

 

Video games has become a billion industry (Ferrara, 2009); due to its increasing popularity, parents are becoming increasing concerned about the potential effects that video games, particularly violent video, has on their children. What are the positive or negative effects to video games? Games differ from other forms of media such as movies because players are encouraged to actively engage in the script of the games and pay constant attention (Norcia, 2011). Players benefit from engaging in acts of violence and are then able to move to the game's next level (Norcia, 2011). Recent video games (such as Grand Theft Auto, which earned 500 million in it's first week of sales[Ferrara, 2009]) reward players for killing innocent bystanders, police, and prostitutes, using a wide range of weapons including guns, knives, flame throwers, swords, baseball bats, cars, fists, and feet (Anderson, 2003). These acts of violence are continually repeated throughout the video game; this method of repetition has long been considered an effective teaching method in reinforcing learning patterns (Norcia, 2011). Also, some studies have concluded the watching violence on screen provides a 'behavioural script' that might later be used when confronted with a similar situation in life (Steven, 117). Others believe that exposure to, and identification with, a violent hero will later provide a rationale for similar aggressive behaviour (Steven, 117).

 

Researchers at the Indiana University School of Medicine say that brain scans of kids who played a violent video game show an increase in emotional arousal, and a corresponding decrease of brain activity in areas involved in self-control, inhibition, attention (Myna & Janushewski, n.d) and a decrease in pro-social behaviour (empathy and helping) [Anderson & Bushman, 2001]. Immediately after exposure to media violence, there is an increase in aggressive behaviour due to four factors (Anderson, 2003). First off, aggressive thoughts increase, which in turn increases the likelihood that a mild or ambiguous provocation will be interpreted in a hostile manner, consequently, the likelihood of aggressive emotions increase (Anderson, 2003). Thirdly, general arousal (e.g heart rate) increases, which tends to increase the dominant behavioural tendency. Finally, direct imitation of what was recently observed may occur (Anderson, 2003). Another approach involves desensitization theory. The basic premise here rests on the belief that a steady diet of media violence can lead to lower levels of sympathy, empathy and concern for others. One study, for example, concluded that: 'men who watch slasher films containing rape depictions show less sympathy toward actual rape victims' (Steven, 117). Exposure can have various effects on beliefs about the world as well, such as the belief that the world is a more, or less, dangerous place than is really the case (Steven, 166).

 

Cartoon like and fantasy violence is often incorrectly perceived as safe by parents and policy makers, however experimental studies with college students have consistently found increased aggression after exposure to clearly unrealistic and fantasy violent video games (Anderson, 2003). Video games, particularly the addiction to video games, or video game overuse may socially isolate a player (Tumbokon, n.d). Video games, due to constantly remaining in one position, can also effect the physical health, such as obesity, and postural, muscular and skeletal disorders, such as tendonitis, nerve compression, carpal tunnel syndrome (Tumbokon, n.d). Fianlly, video games do not exercise the imagination seeing as the world and the script is given to you (Tumbokon, n.d).

 

There are benefits to playing as well. Video game may actually teach kids high-level thinking skills that will be needed in the future (Tumbokon, n.d). It teaches following instructions, problem solving and logic, hand-eye coordination, fine motor and spatial skills, resource management and logistics (a player learns to manage the resources that are limited and decide the best use of it), multitasking, simultaneous tracking of many shifting variable and managing multiple objectives (Tumbokon, n.d). In addition, they teach quick thinking, analysing and making decision quickly, strategy, developing reading and math skills, perseverance, pattern recognition, estimating skills, inductive reasoning, memory, and finally team-work and cooperation (Tumbokon, n.d). Video games can also make learning fun, be a bonding experience with friends and family, increase self-confidence and esteem, be a form of exercise with the development of games such as Wii Fit and finally release pent-up aggression and frustration (Tumbokon, n.d).

 

 

Steven, Peter. (2003). The No-nonsense Guide to Global Media. Oxford, UK: New Intertionalist Publications Ltd

 

"Video and Computer Game Rating Systems" [online] http://www.media-awa...dgrate.htm#rsac (Last access on October 19, 1999.)

 

(n.d). Video Game Addiction. Wikipedia. Retrieved December 08, 2011 from: http://en.wikipedia...._game_addiction

 

Griffiths, M.(2010)Online video gaming: what should educational psychologists know?. Educational Psychology in Practice, 26(1), 35-40. doi:10.1080/02667360903522769

 

Haggard, Daniel. The computer game affliction: how they addict you.. Retrieved June 25, 2007

 

Cesarone, Bernard. (n.d). Video Games and Children. Working Together for Wellness: North Kingstown's Substance Abuse Prevention Coalition. Retrieved December 08, 2011 from: http://www.nkprevent...c&id=1949&cn=28

 

Truong, Myna & Janushewski, Derrick. (n.d). Video Games and Violence. Retrieved December 08, 2011 from: http://socserv.mcmas.../videogames.htm

 

Anderson, Craig. (2003). Violent Video Games Myths, Facts and Unanswered Questions. American Psychological Association. Retrieved December 08, 2011 from: http://www.apa.org/s...0/anderson.aspx

 

Tumbokon, Chacha. (n.d). The Good and Bad Effects of Video Games. Retrieved December 08, 2011 from: http://www.raisesmar...-of-video-games

 

Norcia, Andrea. (2011). The Impact of Video Games on Children. Retrieved December 08, 2011, from: http://www.pamf.org/...videogames.html

 

McGonigal, Jane. (2009). Epic Win: Why gaming is the Future of Learning. Retrieved December 08, 2011, from:http://www.slideshar...ure-of-learning

 

Sudan, Jérôme. (2008). Gaming Trends. Retrieved December 08, 2011, from: http://www.slideshar...entation-815520

 

Koojimans, Thomas. (2004) Effects of Video Games on Aggressive Thoughts and Behaviours during Development. Retrieved December 08, 2011 from: http://www.personali.../kooijmans.html

 

Ferrara, Alex. (2009) Notes on the Video Game Industry. Retrieved December 08, 2011 from: http://www.slideshar...industry-trends

 

Steven, Peter. (2003). The No-nonsense Guide to Global Media. Oxford, UK: New Intertionalist Publications Ltd

 

Griffiths, Mark. (1999) Violent Video Games and Agression: A Review of the Literature. Aggression and Violent Behavior. v 4, n 10, 203-212.

 

"Video and Computer Game Rating Systems" [online] http://www.media-awa...dgrate.htm#rsac (Last access on October 19, 1999.)

 

Funk, J.B. and Buchman, D.D. (1996). Playing Violent Video and Computer Games and Adolescent Self-Concept. Journal of Communication. V 26 n 2, 19-32.

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I doubt that anyone whose behavior is materially shaped by video games or even movies was all that thoughtful to start with, and, "studies" aside I rather doubt that there is in reality much effect. It certainly doesn't hurt the prospects for funding of a "social scientist" to study such things and publish sensational conclusions.

 

On the other hand, I am,at this moment, engaged in instructing people as young as 12 years of age (I have had and am required by law to accept even younger students, but don't have any at the moment) in the safe use of firearms in the ethical harvesting of game animals. I have done this for many years and have no evidence of any anti-social violence resulting from the training of young people in this application of real guns. In fact I have ample quantitative evidence that this (state cetified and sponsored) educataion has resulted in a very large reduction in accidents.

 

While there may be some correlation between video games and violent behavior I suspect that the causative factor may be found in the home environment that produces the availability of the games and encourages participation -- lax parenting rather than the games themselves. The contrast between violent kids raised on video games and responsible kids who are familiar with and use real guns is too strong for me to accept these "studies" at face value.

Edited by DrRocket
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If the child is not mature enough to play the game I would think it could negatively affect the child. This is why there are age restrictions on every single game.

 

Games in, my experience, have influenced my little brothers as they try to portray their favorite characters. I think it is a good thing because they add imagination to what they have been playing. They may seem to be more violent but weren't most childhood games, before computer games came about, violent? Cops and robbers, Cowboys and indians etc.

 

My little brothers play a lot of games and it definatly has improved their critical thinking. It also has allowed them to socialise more easily. They are able to talk to their friends about the games and it forms a basis for friendship.

 

I am also an avid gamer and the more challenging the game the more fun it is. There are not many games that do not have violence or some form law breaking that gamers would enjoy.

 

I do agree that a 10 year old should not play an 18+ game. I don't think they would understand how to play the game in any case and would quickly get bored of it. This is my input from personal experience and many may disagree.

 

 

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I'm not sure whether violence in videogames has as severe an effect on children than these studies attempt to imply. The studies state what effects violent videogames can have, but say nothing on the likelihood of these effects taking place. Personally, I think as long as the current videogame ratings are followed then violent videogames should not have any unwanted effects. An 8 year old child should not be playing a 17+ or 18+ rated game because his or her ideas of right and wrong are still forming and so he or she is very impressionable. However, a 17 or 18 year old's moral compass is much more developed which allows them to distinguish between what is okay in a videogame and what is okay in real life.

 

If I had to venture a guess as to why certain children become more aggressive through playing violent videogames I would say it is due to parents not respecting the age recommendations placed upon them. Based on personal experience, I would say the majority of parents allow their children to play videogames that are meant for much older youths. For example, I know many children very close to the age of ten who play videogames such as Call of Duty which is rated 17+ and revolves largely around shooting others in a war-like environment in order to make progress in the game.

 

So based on my premises, if parents enforced the age recomendations put on videogames, these studies you have referred to in your essay would likely have different results. For example, I would estimate that the effects of increased aggression in children would be significantly reduced.

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