Video Games and Child and Youth Aggression, Research Paper Example
On more than a few occasions, the media has reported on the affect that video games, particularly violent ones, have on the youth in America. According to Glaubke, Miller, Parker, & Espejo (2001), the video game business was a $6 billion industry, as of the year 2000, and this was projected to reach $8 billion in 2001. This equates to more than 280 million video games sold in 2000, and approximately 145 million people play video games regularly, including chidren and adolescents. In addition, studies show that playing video games, in general, contributes to unhealthy outcomes for children and youth, such as isolation, obesity, gender stereotyping, and aggressive behavior.
There is no doubt that video games have played a major role in the lives of children and youth in the past two decades, and it seems that children are hardly ever seen playing outside games much anymore. They seem to be fixed on the television console and now handheld consoles to play video games, some of them even interactive so that children can play against each other no matter where they are in the world. However, of particular concern is the popularity of violent video games and their potential to affect how children and youth behave. Violent video games are often blamed for violence in real life, such as school shooting violence, bullying, and domestic violence. Many say the reason is because habitually playing violent video games can desensitize people to violence, and this can particularly affect children and youth in significant ways. Children and youth, by playing violent video games, may see violence as acceptable.
On the other hand, there are some people who suggest and advocate that violent video games do not increase violence in society or affect it in anyway, and that perhaps they do little more than provide a safe outlet for feelings of aggression someone may have. This topic is the subject of much debate in America, as witnessed in the media.
Following is a review of literature that examines the influence of video games on child and youth aggression, and how this ultimately affects their overall behavior, such as making them less empathetic, and desensitizing them to violent events such as bullying, crime and war. In addition, whether or not video games increase aggression in children and youth are examined.
Early Video Games vs. Modern Video Games
Authors, Glaubke, Miller, Parker, & Espejo compare early video games with video games of today in 2001 research study. Video games came onto the scene in the 70s and gained popularity through the 80s, 90s and the 2000s, with such innocent games as Pac Man and Space Invaders. These games had unthreatening graphic images that were more cartoon-like than later versions of video game graphics. Video game graphic images of today are more sophistically animated and often show realistic, lifelike demons and humans that fight to the death with weapons, automobiles, blood, and murder that look real(Glaubke, Miller, Parker, & Espejo, 2001).
Violence in modern video games is often committed with and without weapons. The research study shows that 45 percent of human characters in video games used violence and about three-fourths of those did it without using weapons. Alternatively, the research shows that 41 percent of the human characters did use weapons to commit their violent acts. The most used weapons for the violence were guns, or bats and clubs to shoot and beat up opponents. Of the games examined in this study, 89 percent contained violence, 49 percent serious violence, and 40 percent comic violence. In these types of games, the violence is necessary to win or progress in the games. In addition, instead of receiving punishment for their violence, characters in the games received rewards for it. It is significant to note that the “victims” of the violence in these video games were largely unaffected or not seriously harmed by it. It is also noted that this may contribute to the desensitization of violence in children and youth who play violent video games, which may subsequently lead to aggressive behavior(Glaubke, Miller, Parker, & Espejo, 2001).
According to Glaubke, Miller, Parker, &Espejo (2001), aggressive behavior in children resulting from playing violent video games takes various forms, such as them responding emotionally to their anger and acting hostile toward others. This is likely due to the children actually interacting and engaging in realistic violence, so this spills over to their behavior in real-life situations. Children often show indifference to acting out violence toward their peers, for example, because they have been exposed to violent games that reward them for hurting people.Video Game Usage
The late 1980s saw a surge in video games sales when the Nintendo game system entered the market. According to research conducted by the ERIC Development Team, this was a time when interest in how video games were affecting children was initiated. Studies began on whether video games had serious adverse physical and psychological effects on children and youth.Mental health professionals suggest that some children that play violent video games, and participate in the simulated violence, may be more likely to become aggressive than they would from passively watching a violent television program. This view maintains that the more children and youth actively practice violence (by playing violent video games), the more likely they are to become violence.
In addition, many early video games showed women in compromising gender roles, such as being kidnapped and having to be rescued by the males. This may influence children and youth views of social roles in society by depicting women as victims as acceptable. Some modern games still do this; however, women are often seen as the aggressors in video games of today(ERIC Development Team, 1994). This can influence their psychological development in adolescence.In addition, violent video games that depict women in docile or substandard roles often results in young girls feeling down about themselves, and may often cause young boys to treat girls with disrespect, according to research.
Violent Video Games and Adolescent Development
Literature byOlson, Kutner, & Warner (2008) explores the access adolescents have to electronic, interactive media and video games via gaming consoles, handheld devices, computers, the internet and mobile phones. A 2005 national survey revealed that American out of youth between the ages of 8 and 18, 49 percent of them had access to video game consoles in their bedrooms. This figure was only 45 percent in 1999. Additionally, 31 percent of these youth had access to a computer (21 percent in 1999), and 20 percent had access to the internet, compared to only 10 percent in 1999. With the increase in video game access, researchers study whether video games, particularly violent video games, are harmful to youth.
Playing video games and playing those that contain violence is significantly different. Studies show that boys and girls in grades 7 to 12 that play video games that contain violent content to be significant. For example, the popular video game, Grand Theft Auto, which is violent, has been played by 77 percent of boys and girls in grades 7 to 12, according to a research study. Video game play prevelence includes results from a 2007 study of middle school students, which revealed 94 percent of them stated they have played electronic video games withint the last 6 months. In addition, 33 percent of the boys and 11 percent of the girls reported playing video games just about every day, 49 percent played a Mature-rated game several times during the 6 months. This contributes to growing concern of researchers and clinicians that adolescents who participate in violence while playing video games may carry that violence over into real-like situations and display aggressive behavior and think aggressive thoughts, due to desensitization to violence and lack of empathy(Olson, Kutner, & Warner, 2008).
Research studies have shown a link between interactive violent video game play and the social and emotional well-being of children and adolescents. It is noted that some children and youth may be unable to distinguish between fantasy aggression they get to convey in video games and aggressive behavior in the real-world meant to harm a real-life victim. However, the fact that violent video games are so appealing, is another concern. According to Olson, Kutner, & Warner (2008), habitual and prolonged immersion and interactivity of children and youth in violent video game play causes blurred perceptions of fantasy and reality, causing them to act out similar aggressiveness in violent video game scenarios in real-life situations, when provoked or when they perceive provocation.
Violent Video Game Appeal
The research of Olson, Kutner, & Warner (2008) suggests the appeal of video games (particularly violent games) for boys are divided into five clusters: (1) boys often fantasize about fame and power; (2) boys like challenges, mastery and exploration; (3) boys use games to cope with anger and stress; (4) boys seek competition and social status; and (5) boys like learning new skills and appreciate the hunt mentality. The study included asking boys about how they would feel if they could have the powers of their game characters. Most of the boys gave fantastic scenarios about what they would do, such as freeze the teacher so that students could have their way. However, they also reported understanding the consequences of some of the violence seen in their video games. It is important to note that many of the boys suggested that seeing the consequences of violence in the games helped them realize what real-world consequences would be like in similar situations. This particular study revealed that the study participants were well aware of the difference between fantasy and reality, regarding video game violence and the real-world, and were influenced by this thought process when managing their behavior in real-life situations. However, other research shows that some children and youth are unable or unwilling to make these distinctions, and it shows in the behavioral decisions they make when acting aggressively.
Aggressive Behavior in Young Boys Due to Video Games
A study by Lemmens & Bushman (2006) examines the appeal of violent video games to lower educated adolescent boys. They point out that research shows video games are more popular among boys than girls, and this is particularly true for adolescent males and violent video games. It is interesting to note that research shows a correlation between low intelligence and a propensity to be attracted to violent video games. In addition, the research shows that violent video games appeal to those who are less empathetic and aggressive, which is associated with decreased academic achievement and social skills, as well as higher animosity, which leads to behavioral issues.
Irwin & Gross (1995) suggest that because many videos games feature aggression as the theme of the game, it is unlikely this does not affect the players. These aggressive acts seen in video games are often the same type of acts of aggression seen in violent television programs or movies, which research shows to have effects on children. It is noted that study results show young boys who play violent video games reported having more assertive negative fantasies, than those who did not play violent games. In addition, violent video game play contributed to the youngsters’ impulsiveness with aggression, due to them failing to adequately process information prior to responding to situations. This means their behavior reflects the behavior last or most habitually cued to their memories, when in frustrating situations. These impulsive children (due in part to playing violent video games) do not reflect on the consequences of their aggressive actions, as do reflective children, who often think first before they respond.
However, video games require active involvement as compared to just watching a show, and this is thought to provoke aggressive behavior in children. This is due to children having a tendency to imitate behaviors they observe, whether it is in real-life, on television or via video games. However, attempts to curtail the ages at which youngsters are exposed to age-inappropriate video games are evident with censorship ratings.
Video Game Ratings
Video games are a staple in the lives of young adolescents of the 21st century, and the popularity of video games, particularly violent or adult-themed games have been subject to censorship ratings.
According to Olson, et al. (2009), the Entertainment Software Rating Board (ESRB) applies ratings to video games in the industry. The ratings are as follows:
- Rated E = Suitable for Everyone
- Rated T = Suitable for Teens 13+
- Rated M = Suitable for Mature audiences ages 17+
Much of the rating for the Mature audience is due to violent content in the games. The top violent video game choice of 65 percent of respondents in grades 7 to 12, according to a recent study, was Grand Theft Auto, which is M-rated. In is important to note that advances in graphic design and gaming technology allow for very realistic viewing, in terms of blood, violence and criminal activity. Initiatives to curb underage access to such games are evident with the Family Entertainment Protection Act that prohibits the sale or rental of M-rated games to minors. Researchers study how this may lessen possible induced aggression in children; however, to understand whom this works necessitates an understanding of aggression itself.
What Is Aggression?
According to Olson, et al. (2009), “Aggression is a complex concept. In popular usage, theterm may refer to anything from self-assertion, to socialmanipulation, to physical attack on a person or thing” (p. 189). Merriam-Webster describes aggression in two ways: “a forceful action or procedure (as an unprovoked attack) especially when intended to dominate or master” and “hostile, injurious, or destructive behavior or outlook especially when caused by frustration”(Aggression, n.d.). Understanding that aggression can take many forms that may consistute one’s own self or another person as the aggressor, the victim or both, is important in understanding how video games may influence this type of behavior in children.
The media has often linked delinquent of criminal behavior in children to repeated violent video game exposure, according to Olson, et al. (2009). However, it is noted there is no significant evidence that violent video game exposure plays a significant role in violence such as school shootings. No studies have yet been conducted linking violent video games to an increase in real-life crime. However, the potential of the effects of violent video games on fighting, delinquency and school problems does exist. This is particularly true of bullying. According to a 2005 study by the School Crime Supplement to the National Crime Victimization Survey, at least 28 percent of students ages 12 to 18 report having been bullied at school in some respect. These acts of bullying included name calling and injuries. This brings attention to violence in school, as victims and perpertrators often are the ones to bring weapons to school and get into fights. The study suggests there is no doubt that those youth with higher levels of anger may be more influenced by video game violence.
Public Opinion
Much debate has emerged in public opinion about the effects of violent video games on increasing aggression in children and youth. Children often learn through observation and they often pick up behaviors, attitudes and habits in this way. Huesmann (2010) examine the process of socialization and observational learning in adolescents and point out that children mimic whatever they see and often use what they see as scripts to play out in real life in the short-term. Then they often develop beliefs, attitudes, behaviors and moral precepts for the long-term, based on what they are exposed to.
Studies show that children are at significant risk for aggressive behavior shortly after being exposed to playing a violent game once, for the short-term. However, if they are exposed to the violent game habitually, they are at an even greater risk of violent behaviors in the long-term. It is noted that research evidence shows that youth violence has become a public health problem, and it should be accepted as fact that children and youth who are habitually exposed to violent video games are significantly more at risk for behaving more aggressively than those who are not(Huesmann, 2010).
According to Browne & Hamilton-Giachritsis (2005), a public health perspective considers the affects of media violence and violent imagery on children and youth, as it relates to child welfare, families, and communities. This is relative to not only the habits and behaviors of children view violent imagery, but also the behavior relating to parents and whether or not they monitor what their children watch and are exposed to. This includes them being aware or unware of their children being exposed to violence in the media, including through video game playing. Additionally, it is noted that schools, communities and societies have a responsibility to monitor and censor children’s access to such viewing. This can be achieved through education and imposing standards and guidelines on access.
It is noted that, “From a public-health perspective, there is evidence thatviolent imagery has short-term effects on arousal,thoughts, and emotions, increasing the likelihood ofaggressive or fearful behaviour” (Browne & Hamilton-Giachritsis, 2005, p. 708). This is significant, as it relates to children and youth exposure to and interaction with violent video games. However, the research in this study does show that aggressive behavior associated with violent video games is more often seen in children and youth who already have a predispositon for aggressive behavior, due to their existing environments, personalities, termperarments, or situational factors, such as growing up in violent homes. This relates to their psychopathology, which relates to the origin of mentalbehavior disorders.
Aggression and Psychopathology and Violent Video Games
Funk, et al. (2002) examine the relationship between behavioral and emotional characteristics in adolescents and playing violent video games. Studies show that indulging in this type of activity leads to behavioral and emotions problems for some children. This includes problems associated with withdrawal, addiction and violent behavior. Research shows, however, this does not apply to all adolescents who play violent video games, but it correlates to certain violent video game players who may have a psychopathology linked to certain characteristics of violence. This could possibly be attributable to the time spent playing video games.
Studies indicate that prolonged exposure to playing violent video games does not necessarily increase the risk for negative behaviors and emotions on the part of most players. However, there are some players who have shown a propensity toward violent behavior after proglonged exposure to playing violent video games. Several research studies have indicated that, “Exposure to violent electronic games could be linked to negative behaviors and emotions via various social-cognitive mechanisms” (Funk, et al., 2002, p. 135). It is noted that this deserves much attention and further research. However, there is some good news associated with playing video games that deserves as much attention.
Positive Video Game Influences
The video gaming industry is a multi-billion dollar business that offers a wide variety of gaming choices, not just violent games. This means that not all video game play by children and youth is detrimental. For example, video games can help young people get in shape, with games such as Dance Central and Kinect Sports and other games formulated for Wii and Xbox. These types of video games are good for childhood obesity. This can encourage children and adolescents become more active. Other video games can have positive effects on children and youth creativity and focus. Other benefits of video games include spending quality time with family and games that help with strategic thinking and coordination. Additionally, there are many video games that are played just for fun and others are educational, age-appropriate games(Scholastic, 2013).
Glaubke, Miller, Parker, & Espejo (2001) note benefits to playing video games as good for visual attention, spatial, iconic and computer literacy skills in chlidren and adolescents. Additionally, research shows that educational video games can improve academic performance and intellectual challenge. This can empower children and adolescents to positive outcomes, such as perserverance, indurance, teamwork, and stategizing.
References
Browne, K. D., & Hamilton-Giachritsis, C. (2005). The influence of violent media on children and adolescents:a public-health approach. MEDLINE, 365(9460), 702-10.
ERIC Development Team. (1994). Video Games and Children. Retrieved from Eric.ed.gov: file:///C:/Users/Malone/AppData/Local/Temp/EDUC5725-Article5.pdf
Funk, J. B., Hagan, J., Schimming, J., Bullock, W. A., Buchman, D. D., & Myers, M. (2002). Aggression and psychopathology in adolescents with a preference for violent electronic games. Aggressive Behavior, 28(2), 134-144.
Glaubke, C. R., Miller, P., Parker, M., & Espejo, E. (2001). Fair Play? Violence, Gender and Race in Video Game. Oakland, CA: Children Now. Retrieved from file:///C:/Users/Malone/AppData/Local/Temp/EDUC5725-Article6.pdf
Huesmann, L. R. (2010). Nailing the Coffin Shut on Doubts That Violent Video Games Stimulate Aggression. Psychological Bulletin, 136(2), 179-181.
Irwin, A. R., & Gross, A. M. (1995). Cognitive Tempo, Violent Video Games, and Aggressive Behavior in Young Boys. Journal of Family Violence, 3, 337-349.
Lemmens, J. S., & Bushman, B. J. (2006, October). The Appeal of Violent Video Games to Lower Educated Aggressive Adolescent Boys from Two Countries. CyberPsychology & Behavior, 9(5), 638-641.
Aggression. (n.d.). Retrieved from Merriam-Webster: http://www.merriam-webster.com/dictionary/aggression
Olson, C. K., Kutner, L. A., & Warner, D. E. (2008, January). The Role of Violent Video Game Content in Adolescent Development. Journal of Adolescent Research, 23(1), 55-75.
Olson, C. K., Kutner, L. A., Baer, L., Beresin, E. V., Warner, D. E., & Nicholi II, A. M. (2009). M-Rated Video Games and Aggressive or Problem Behavior Among Young Adolescents. Applied Developmental Science, 13(4), 188-198.
Scholastic. (2013, January 7). Are Video Games Good for You? . Scholastic News , 81(12), 7.
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