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Gritemeyer and Mclatchie, Article Writing Example

Pages: 4

Words: 1162

Article Writing

Introduction

Gritemayer and McLatchie conducted research to prove that the playing of violent video games has an effect of inducing aggressive behavioural patterns.  The research conducted further illustrated that it dehumanised the individuals and that violence was increased in severity when the victim was perceived as being subhuman.

Theory

The theoretical considerations are based upon the premise that violent video games are a major contributor to violent and aggressive behaviour in those playing them. It is the concept of dehumanisation that provokes the need for these aggressive acts. This aspect can result in both individuals and group playing sessions.  From a psychological perspective, it is the human providing himself with a self-sanction that such violence is permissible and because the video characters are not human, the destruction of the characters carries no remorse or feeling of guilt. Further the opponent is often viewed as the enemy that is worthy of brutality and destruction, thereby providing a moral justification to the act of violence. (McLatchie).  The experiment looked into the process of inter-group dehumanization and subtle methods were devised in order to test this. The inventory asked the participants how the five big personality factors applied to Britons (in-group) and that of immigrants (out-group). Lemmings were used as the video game (evil version) and that of Tetris (neutral version).  The participants were selected at random to view the video games for 15 minutes and then to complete the personality interview questionnaire.

Hypothesis and findings

The experiment tested the hypothesis that playing violent video games increased dehumanization and increased the tendency towards aggressive and violent behaviour. Further the test used a pre-social videogame to see if this lessened the impact of aggressive behaviour. Sixty students from the University of Sussex were examined and randomly placed into three study groups.  Group 1 (20- 9 women + 1 man), Group 2 (20 – !5 women + 5 men) and Group 3 (20 – 12 women + 8 men).  The groups were split into Britons (in group) and that of immigrants (out group).  This hypothesis was tested in previous studies illustrating that neuroticism and consensus were rated as least human factors, whereas transparency and being conscientious were considered to be the most human traits.

Results

The results of the experiment illustrated a violent behaviour condition in the out group., having fewer human traits by comparison to the in group of people. The pre-social and neutral groups illustrated very little difference between one another. Gender differences were not seen as skewing the results in any way.  De-humanization was defined in the research process as a process whereby people cease to be responsible for moral self-sanctions and feelings of guilt or oppression towards others.  The concept of loss of reality in the killing process derived from a virtual reality game. As such, experiment 2 had the outcome of aggressive behaviour.

A number of different experiments were conducted and the results were placed into statistical tables. The results indicated that playing violent video games increased de-humanization not only in the groups but also in the individuals and further illustrated the denial of humanity towards other people. Psychologists in the USA have carried out similar experiments and it is argued as to whether their behaviours is translated to that of street crime and violence. In the USA they have found more direct correlation to that of urban poverty, decay and lack of education in the more deprived communities of society.

Critique

In 2005, the American Psychological Association (APA) stated that there needs to be a cut in the number of people being exposed to violent video games.   The APA considered that the evidence was clear, resulting from 20 years of research on the subject matter.  (O’CONNOR).  The research carried out indicated that those children who were exposed to graphic violence scenes had a short-term increase in aggressive behaviour patterns. Another study conducted by a student from Illinois indicated that there was no long-term damage. That conclusion might prove more socially acceptable but a recent case illustrated the potential problem  A case in Alabama were the jury convicted a person based upon being exposed to the film Grand Theft Auto.  The defence argued that the film was largely to blame for the defendant’s behaviour but the jury came back with a guilty verdict  (O’CONNOR)

The Pro Video Games Argument

Availability of violent games:  Federal crime statistics illustrate that Juvenile violent crime has significantly decreased in the USA. Some 90% of boys and 40% of girls are involved in playing video games. The majority of these are not involved in criminal behaviour. The Surgeon General stated that most anti-social and criminal tendencies were a result of mental instability, poor environments and lack of good parental upbringing.  The moral panic that has exploded concerning the use of violent video games is more of a paranoia that detracts from the real social and psychological issues society faces.

Scientific evidence:  Initial scientific claims are based upon narrow research studies and are not representative of the wider holistic view. Many of the studies carried out are inconclusive and require further research before any definitive conclusions can be drawn. Much of this focuses upon causal behaviour patterns i.e. aggressive people like aggressive video games. At the moment, no research pinpoints that an aggressive video game leads to violent crime or murder.  The verdict in the Devin Moore case being an isolated incident?

The anti-Video Games Argument

The Literacy Argument: Exposure to prolonged graphic violence detracts from a health life balance i.e. the concept of a healthy mind in a healthy body.  Children are in the formative years for adulthood and should be devoting more time to learning (school) activities, reading / writing, exercise and more positive confidence building activities in the real world. The danger is not achieving educational goals and as such leaning towards ignorance or in more acute cases retardation or mental illness.

Obsession: The games can become addictive and lead towards unhealthy obsessions. Acts of violence carried out in the virtual world may lead to child experiments in the real world and expose the child to untold horrors.  This becomes more complex when this is linked to juvenile gangs in the larger urban city environment. (Robertson).

Evidence exists – There have been numerous cases or bodies of evidence supporting the linkages between violent games and crime.  The two students who committed the Columbine High School massacre were said to be avid players of the violent game Doom.   In addition, the games have become much more violent.  The research and evidence may not be conclusive but there are sufficient cases and linkages to cause real alarm and concern for the future well-being of children.

Works Cited

McLatchie, Tobias Greitemeyer and Neil. “Denying Humaness to others: A newly discovered mechanism by which violent video games increase aggressive behaviour.” Psychological Science (2011): 659-665.

O’connor, Anahad. The Claim: Violent Video Games Make Young People Aggressive . 30 8 2005. 11 11 2010 <http://www.nytimes.com/2005/08/30/health/psychology/30real.html>.

Robertson, Heather. Video Games and Violence. 2010. 11 11 2010 <http://capping.slis.ualberta.ca/cap05/heather/games_and_violence.htm>.

Shin, Grace. Video Games: A Cause of Violence and Aggression. 1 4 2008. 11 11 2010 <http://serendip.brynmawr.edu/exchange/node/1723>.

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