Literature Review
“The research falls into
three categories: short-term laboratory experiments; longer-term studies, often
based in schools; and correlation studies—between playing time and aggression,
for instance, or between video game sales and trends in violent crime” (Carey, 2013) . The majority of
short-term studies state that violent video games cause an increase in
aggression over a short period of time after the stimulation occurs. Most
short-term studies involve a gamer playing a violent video game for 15-20
minutes in a day and then observing their reactions to certain scenarios.
However, recently a study that lasted over 3 days found that hostile
expectations and aggression increased in people who played violent video games,
as compared with those who played non-violent ones. “Violent video games do
cause an increase in aggression and the effects are cumulative and can be
relatively long-lasting” (Hasan, Begue, Scharkow, & Bushman, 2012) . This experiment
showed the effects of violent video games increased daily while the non-violent
video games caused a constant or decrease in aggression or hostile expectation.
“You are
linked to the violent character. If it's a first-person shooter game, you have
the same visual perspective as the killer. You get points when you kill people.
If you kill enough people, you get to advance to the next level of the game. You
are also rewarded through things that you might hear. If you kill somebody,
maybe you hear, "Impressive, nice shot, you are tied for the lead."
And you hear these -- praise, and we know that reinforcement increases the
probability of behavior” (PBS Newshour, 2013) .
There is a cultural of violence in society. We have
accepted violence as a norm and have become desensitized to it in our culture.
Violent video games is often accepted as a means of channeling aggression.
However, research shows it as a catalyst for aggression. Society doesn’t know
any better because media outlets bombard us with commercials, ads, e-mails and
e-cards full of violence that it is socially acceptable to shoot human
characters in a video game, and sometimes, the more violent, the better. A
study involving juvenile delinquents, who had done on average 9 serious acts of
violence, showed that both the frequency of play and affinity for violent video
games were strongly associated with violent and delinquent behavior. “Researchers
point out that juvenile offenders have several risk factors that influence
their behavior. The next step is to build on this research to determine what
combination of factors is the most volatile and if there is a saturation point”
(Iowa State University, 2013).
“The
research regarding media and its effect on aggressive behavior has evolved over
the past 60 years, from television to video games. Although the media outlet
may have changed, the results have remained consistent in showing that there is
some significance in the hypothesized relationship between violent media
exposure and increased aggressive behavior with several studies refuting this
hypothesis” (Prokarym, 2012) .
Video games
influence behavior, because players are involved mentally, emotionally, and
sometimes physically (feeling the vibrations as they’re shot, as well as the
noises of the wounded or fallen). It is not a constructive release of
aggression, but a motivator. Players are rewarded for their killings or the way
they commit the act of violence. In our society, we should not promote violence,
but discourage it. Violent video games desensitizes people and promotes
inhumanity. The research clearly states
the correlation between video games and violent tendencies. There are many people and companies who try
to dissuade video game companies from promoting their violent games during
certain hours of the day, so as not to entice children; however, even that has
become a struggle because of the Freedom of Speech Amendment. Society needs to
change soon, if there is any hope for the future.
However, there are many people in
support of violent video games, such as Congresswoman Nancy Pelosi. House
Minority Leader Nancy Pelosi took a firm stand in her proclamation that “better
gun laws may go a longer way towards curbing violent behavior”, rather than
banning violent video games (Honorof, 2013) . Congresswoman Pelosi backs her
proposal by referencing Japan’s statistics. Japan has the most violent video
games in the industry; however, they have the lowest death, or mortality, rate.
She contributes this to the possibility of “good gun laws”.
Moreover, there are statistics
showing that the murder rate in America has dropped significantly over the last
few decades. “In
fact, 2011 marks the lowest murder rate since stats have been kept, beginning
in 1960. The highest murder rate was actually in 1980, a year not known for its
gaming acumen” (Fleming, 2013) . With this being said, the argument can be
made for the lack of effect violent video games have on avid gamers. People who
promote these games say that it is a way to release aggression through an
alternate world. Instead of violence being performed in real-life situations,
they are acted out in a fake reality.
The
US News and the University of Maryland’s Independent Student Newspaper have
featured articles that refute the accusation that violent video games cause
aggression.
“In fact,
past research conducted on the link between violent video games and physical violence
never appears consistent, which is why the U.S. Supreme Court ruled in 2011
that violent video game content could not be regulated by governments and was
constitutional under the First Amendment” (Carlson, 2013) .
The
article goes on to further state the irresponsibility of lawmakers to use
multi-media as scapegoats to explain the violence that is shown in the US
today. “According to FBI statistics, youth violence has declined in recent
years as computer and video game popularity soared” (Gallagher, 2010) . Parental controls are built into all
current-generation game consoles, so that the parent’s standards can be
enforced. Many lay claim to the fact that it is poor parenting that causes an
increase in aggression. If violent video games cause certain individuals to
become excited with emotion—in the form of aggression—then it is the parent’s
right and responsibility to monitor their child’s behavior and game
consumption.
It is an ongoing controversy, in regards to the effects of violent
video games. Many people state that the research on violent video games proving
ill-effects was done with inaccurate testing. However, through observations and
controlled testing researchers have proven that violent video games heighten
emotional aggression after playing for at least 15 minutes. This is a
controversy that will not go away in the near futures, especially with the
advancement in technology and the increase sales of violent video games. The
makers of such games will always fight for their right to sell the products to
whom they wish, while advocates of children will defend innocence and vote to
make parents aware of the negative effects of violent video games.
This argument all comes down to choice. The parents or guardians
have the right to monitor and/or limit their child’s intake of violent video
games, as well as, their responsibility to promote acceptable behavior while
discouraging aggression. It all comes down to parenting. Video game makers will
always have violent video games on the market. However, a parent/guardian
doesn’t have to buy it for their child, or allow that child to play it.
Works Cited
Carey, B. (2013, February 11). Shooting in the Dark. The
New York Times. Retrieved April 19, 2013, from
http://www.nytimes.com/2013/02/12/science/studying-the-effects-of-playing-violent-video-games.html?pagewanted=1&_r=2
Carlson, C. (2013, April 8). Don’t blame violent
video games. Retrieved April 30, 2013, from The DiamondBack:
http://www.diamondbackonline.com/opinion/article_8b3f4b16-a0bd-11e2-a640-0019bb30f31a.html
Ferguson, C. J. (2013, February-March). Violent Video
Games and the Supreme Court. American Psychologist, 68(2), pp. 57-74.
doi:10.1037/a0030597
Fleming, R. (2013, January 20). Defending violent
video games: The ‘NRA is not your friend’ edition. Retrieved April 30,
2013, from Digital Trends:
http://www.digitaltrends.com/gaming/defending-violent-video-games-the-world-isnt-that-bad-edition/
Gallagher, M. D. (2010, May 10). Video Games Don’t
Cause Children to be Violent. Retrieved from US News:
http://www.usnews.com/opinion/articles/2010/05/10/video-games-dont-cause-children-to-be-violent
Hasan, Y., Begue, L., Scharkow, M., & Bushman, B.
J. (2012, November 22). The More You Play, the More Aggressive You Become: A
Long-term Experimental Study of Cumulative Violent Video Game Effects on
Hostile Expectations and Aggressive Behavior. Journal of Experimental
Social Psychology(49), pp. 224-227. Retrieved April 19, 2013, from
http://fallenapple.biz/Articles/Bushman_More%20You%20Play.pdf
Honorof, M. (2013, February 11). Congresswoman
Defends Violent Video Games. Retrieved from The Escapist:
http://www.escapistmagazine.com/news/view/122050-Congresswoman-Defends-Violent-Videogames
PBS Newshour. (2013, February 19). Can Violent
Video Games Play a Role in Violent Behavior? Retrieved April 19, 2013,
from
http://www.pbs.org/newshour/bb/social_issues/jan-june13/videogames_02-19.html
Prokarym, M. (2012, December). The Effect of Video
Games on Aggressive Behavior in Undergraduate Students. Retrieved April
19, 2013, from
https://dspace.uta.edu/bitstream/handle/10106/11536/Prokarym_uta_2502M_11974.pdf?sequence=1