Do violent video games have a negative influence on the player?
Video games! When parents think about the cause of children’s anxieties, when society thinks about the cause of violent acts of minor criminals, when there are bad things that happen amongst teenagers, video games are usually cited as a major cause for these behaviors. Although there is violence and sexuality in some video games, we need to ask the question: does the behavior portrayed in video games lead to similar acts in real life? Ultimately, there is no definitive evidence that proves a direct relationship between violence in video games and violent acts in real life.
One should begin this examination by looking at the primary market for video games to see what impacts it has on those who buy these products. Although the market used to be children “The game industry caters to adult tastes. Meanwhile, a sizable number of parents ignore game ratings because they assume that games are for kids. One-quarter of children ages 11 to 16 identify an M-Rated (Mature Content) game as among their favorites'' (Jenkins). So a lot of teennager are game players. Based on Henry Jenkins’ research, “approximately 90 percent of young boys play video games while 40 percent of girls are game players'' (Jenkins). But while most teenagers are game players, and some teenagers will be held accountable for criminal activity, one should not jump to the conclusion that violent video games lead to violence in real life. That the the video games
A major aspect in some video games is reckless shooting. It is not surprising to associate real life shootings with video game scenarios. Most school shooters are game players, and people believe that violence displayed in these video games leads to real life tragedy. However, evidence suggests that there is no direct correlation between video game violence and an increase in active shootings. “According to a 2001 U.S. Surgeon General's report, the strongest risk factors for school shootings centered on mental stability and the quality of home life, not media exposure. The moral panic over violent video games is doubly harmful. It has led adult authorities to be more suspicious and hostile to many kids who already feel cut off from the system. It also misdirects energy away from eliminating the actual causes of youth violence and allows problems to continue to fester” (Jenkins). With a proper home environment, school shootings may decrease.
Certainly, it sounds like the violence displayed in these games might have an influence on the players, but some researchers will point to other conclusions. In fact “the FBI released figures showing that the U.S. violent crime rate declined again last year. In fact, violent crime has dropped significantly over the past twenty years—just as video games have become more violent” (Radford). An unhealthy family relationship will cause pressure inside the family, and this pressure might affect the children in a negative way, but video games often help players to understand these societal situations. In video games, players do not need to think about all of society's pressures. They can take a break from these pressures by acting out in a game that does not have real world implications.
When we talk about violent video games, people usually think about games such as Grand Theft Auto (GTA), Modern Kombat, or Battlefield. In GTA, players can rob a bank, kill people they do not like, and break the law without punishment. In Modern Kombat, players can use guns to kill enemies to accomplish a mission. In Battlefield, players join with many other players to fight a war. The only way to win is to defeat the enemies by killing them using different weapons. However, it is nearly impossible for the gameplayer to physically or emotionally experience the activities of the video generated characters. Those video characters never feel tired, they can move in a way that most human beings can not move, and they can
even carry things that are more than three times their body weight. It is nearly impossible for a well trained soldier to accomplish video action let alone those players who have sat for hours in front of a screen just came playing.
Interestingly, there is some evidence that suggests that video games can actually have a positive effect on society. A study recently concluded that “the number of violent youth offenders in the United States fell by more than half between 1994 and 2010—while video game sales more than doubled since 1996. A working paper from economists on violence and video game sales published in 2011 found that higher rates of violent video game sales in fact correlated with a decrease in crimes, especially violent crimes” (Kain). Even though video game sales have doubled, the act of violence in American society has decreased more than half. From this study, one can conclude that while there is a connection between violent video games and violence in real life, this connection is positive! Violent video games may actually play a factor in reducing real world violence.
If the connection between violence in real life and violent video games is weak, then why do people still try to connect real life violent acts with violent video games? Just who is claiming this connection? NRA Executive Vice President Wayne LaPierre said that “Guns don't kill people. Video games, the media, and Obama's budget kill people. There exists in this country, sadly, a callous, corrupt and corrupting shadow industry that sells and stows violence against its own people through vicious, violent video games with names like Bulletstorm, Grand Theft Auto, Mortal Kombat, and Splatterhouse” (Kain).
What is your response to his claim? These games exist, and some are very violent. What should be done? What role do parents play in monitoring the activity of their children? What environment should parents create to aid in the education and constructive activity of their children? The answers are that parents should, instead of leaving their children with video games, parents should play with their children outside, enjoying some time with nature, spending time with exercise or sport. Parents should be the ones who check the games their children play to determine if they are appropriate or not. With care and companionship, children will have a healthy personality, then the violence will never have a chance to get attached with them.
There are additional insights into violent video games that must be considered. Games like dodgeball and paintball could also lead to aggressive action, but there is no outcry against these games. Just as Professor Markey points out, “The general research shows there is an effect of violent games on aggression, but what gets lost is [that] this effect isn't that big” (Kushner).
After all, violence is common in everyday life in America. “The explosion of mobile and social gaming has sucked all genders and ages into the gaming domain. Increasingly, it seems weird to even talk about "gaming culture"” (Lenoard). There are many violent television shows, violent sports, and dangerous activities. Some of them are much more violent than video games, but why are video games singled out? According to Dr. Christopher J. Ferguson of Texas A&M International University's Department of Behavioral, Applied Sciences and Criminal Justice, “Evidence for publication bias in video game violence affects literature: A meta-analytic review.” In it, he finds what he calls ‘a systematic bias for hot-button issues'’ that results in over-statements and misleading results” (Kushner). We can see that there is a lot of misunderstanding about video games. Parents like to see reports from the media, so when they read media reports about the bad aspects of video games, they might tend to accept these statements. The media responds to this interest (which results in financial gain) and will
continue reporting in this area to increase their profitability.. They don’t care if what they report is right or wrong. It’s all about profit, not facts.
Rather than blaming real life violent acts on video games, parents should be aware of what type of game their children are playing. “Parents need to share some of the responsibility for making decisions about what is appropriate for their children'' (Jenkin). It is easy to blame games, however, the problem of violence will still exist, even if there are no video games. These problems can only properly addressed with patience, love, and kindness that can come from family, friends, and society.
Bibliography
Jenkins, Henry. "Violent Video Games Do Not Create School Shooters." School
Shootings, edited by Susan Hunnicutt, Greenhaven Press, 2006. At Issue. Gale In Context: Opposing Viewpoints. Accessed 26 Oct. 2020.
This source provides specific information on the reason why violent video games do not create school shooters. In this article, the author told the reader why video games are not the leading cause of the shooting, but looks at other factors such as mental stability and the quality of home life. Also, no research shows there is a connection between violent video games and school shootings. This source is most useful in providing evidence to show violent video games did not make school shooters.
Kain, Eric. "Violent Video Games Do Not Cause Violence." Violent Video Games, edited by
Roman Espejo, Greenhaven Press, 2015. At Issue. Gale In Context: Opposing Viewpoints. Accessed 26 Oct. 2020. Originally published as "The Truth About Video Games and Gun Violence," Mother Jones, 11 June 2013.
This source provides specific information on why violent video games do not cause violence in players. In this article, the author shows the reader a person who claims violent video games cause violence, a man from the National Rifle Association. It also provides information on the research that has been done based on the connection between violent video games and violence in real life. It is extremely hard to get good research on this subject. This source is most useful in providing evidence to show there is not much connection between videogames and violence in real life.
Kushner, David. "Violent Video Games Do Not Cause Aggression." Video Games, edited
by Laurie Willis, Greenhaven Press, 2010. Opposing Viewpoints. Gale In Context: Opposing Viewpoints, Accessed 26 Oct. 2020. Originally published as "Off Target," Electronic Gaming Monthly, Aug. 2007, pp. 12-16.
This source provides specific information on the reason why violent video games do not cause aggression. In this article, the author includes information on the definition of aggression; it is hard to define. It also provides information on the cause of violence against teenagers. It is uncertain about connecting video games with aggression. This source is most useful in providing evidence to show there is no connection between video games and aggression.
Leonard, Andrew. "Video Game Culture Does Not Promote Antisocial Behaviors." Violent
Video Games, edited by Roman Espejo, Greenhaven Press, 2015. At Issue. Gale In Context: Opposing Viewpoints, Accessed 26 Oct. 2020. Originally published as "'Grand Theft Auto V': Gaming's Dark Misogynist Cesspool," 4 Oct. 2013.
This source provides specific information on the reason why video game culture does not promote antisocial behaviors. In this article, the author includes information on how video games help people with social connections; it is another form for people to express their ideas just like books and movies, from the examples of his son. This source is most useful in providing evidence to support the notion that videogames do not prompt antisocial behaviors.
Radford, Benjamin. "Violent Video Games Have Not Been Proven to Harm Teens." Teens
at Risk, edited by Christine Watkins, Greenhaven Press, 2009. Opposing Viewpoints. Gale In Context: Opposing Viewpoints, Accessed 26 Oct. 2020. Originally published as "Reality Check on Video Game Violence," livescience.com, 4 Dec. 2005.
This source provides specific information on video games that are not designed to harm teens. In this article, the author provides information that violence is in a lot of American entertainment, so it is not only video games, but also other entertainment that is showing violent scenes to the teenagers. And again, there is no evidence to show the connection between violent video games and violence. This source is most useful in providing evidence to support the idea that violent video games have no contact with violence in real life.
Video games! When parents think about the cause of children’s anxieties, when society thinks about the cause of violent acts of minor criminals, when there are bad things that happen amongst teenagers, video games are usually cited as a major cause for these behaviors. Although there is violence and sexuality in some video games, we need to ask the question: does the behavior portrayed in video games lead to similar acts in real life? Ultimately, there is no definitive evidence that proves a direct relationship between violence in video games and violent acts in real life.
One should begin this examination by looking at the primary market for video games to see what impacts it has on those who buy these products. Although the market used to be children “The game industry caters to adult tastes. Meanwhile, a sizable number of parents ignore game ratings because they assume that games are for kids. One-quarter of children ages 11 to 16 identify an M-Rated (Mature Content) game as among their favorites'' (Jenkins). So a lot of teennager are game players. Based on Henry Jenkins’ research, “approximately 90 percent of young boys play video games while 40 percent of girls are game players'' (Jenkins). But while most teenagers are game players, and some teenagers will be held accountable for criminal activity, one should not jump to the conclusion that violent video games lead to violence in real life. That the the video games
A major aspect in some video games is reckless shooting. It is not surprising to associate real life shootings with video game scenarios. Most school shooters are game players, and people believe that violence displayed in these video games leads to real life tragedy. However, evidence suggests that there is no direct correlation between video game violence and an increase in active shootings. “According to a 2001 U.S. Surgeon General's report, the strongest risk factors for school shootings centered on mental stability and the quality of home life, not media exposure. The moral panic over violent video games is doubly harmful. It has led adult authorities to be more suspicious and hostile to many kids who already feel cut off from the system. It also misdirects energy away from eliminating the actual causes of youth violence and allows problems to continue to fester” (Jenkins). With a proper home environment, school shootings may decrease.
Certainly, it sounds like the violence displayed in these games might have an influence on the players, but some researchers will point to other conclusions. In fact “the FBI released figures showing that the U.S. violent crime rate declined again last year. In fact, violent crime has dropped significantly over the past twenty years—just as video games have become more violent” (Radford). An unhealthy family relationship will cause pressure inside the family, and this pressure might affect the children in a negative way, but video games often help players to understand these societal situations. In video games, players do not need to think about all of society's pressures. They can take a break from these pressures by acting out in a game that does not have real world implications.
When we talk about violent video games, people usually think about games such as Grand Theft Auto (GTA), Modern Kombat, or Battlefield. In GTA, players can rob a bank, kill people they do not like, and break the law without punishment. In Modern Kombat, players can use guns to kill enemies to accomplish a mission. In Battlefield, players join with many other players to fight a war. The only way to win is to defeat the enemies by killing them using different weapons. However, it is nearly impossible for the gameplayer to physically or emotionally experience the activities of the video generated characters. Those video characters never feel tired, they can move in a way that most human beings can not move, and they can
even carry things that are more than three times their body weight. It is nearly impossible for a well trained soldier to accomplish video action let alone those players who have sat for hours in front of a screen just came playing.
Interestingly, there is some evidence that suggests that video games can actually have a positive effect on society. A study recently concluded that “the number of violent youth offenders in the United States fell by more than half between 1994 and 2010—while video game sales more than doubled since 1996. A working paper from economists on violence and video game sales published in 2011 found that higher rates of violent video game sales in fact correlated with a decrease in crimes, especially violent crimes” (Kain). Even though video game sales have doubled, the act of violence in American society has decreased more than half. From this study, one can conclude that while there is a connection between violent video games and violence in real life, this connection is positive! Violent video games may actually play a factor in reducing real world violence.
If the connection between violence in real life and violent video games is weak, then why do people still try to connect real life violent acts with violent video games? Just who is claiming this connection? NRA Executive Vice President Wayne LaPierre said that “Guns don't kill people. Video games, the media, and Obama's budget kill people. There exists in this country, sadly, a callous, corrupt and corrupting shadow industry that sells and stows violence against its own people through vicious, violent video games with names like Bulletstorm, Grand Theft Auto, Mortal Kombat, and Splatterhouse” (Kain).
What is your response to his claim? These games exist, and some are very violent. What should be done? What role do parents play in monitoring the activity of their children? What environment should parents create to aid in the education and constructive activity of their children? The answers are that parents should, instead of leaving their children with video games, parents should play with their children outside, enjoying some time with nature, spending time with exercise or sport. Parents should be the ones who check the games their children play to determine if they are appropriate or not. With care and companionship, children will have a healthy personality, then the violence will never have a chance to get attached with them.
There are additional insights into violent video games that must be considered. Games like dodgeball and paintball could also lead to aggressive action, but there is no outcry against these games. Just as Professor Markey points out, “The general research shows there is an effect of violent games on aggression, but what gets lost is [that] this effect isn't that big” (Kushner).
After all, violence is common in everyday life in America. “The explosion of mobile and social gaming has sucked all genders and ages into the gaming domain. Increasingly, it seems weird to even talk about "gaming culture"” (Lenoard). There are many violent television shows, violent sports, and dangerous activities. Some of them are much more violent than video games, but why are video games singled out? According to Dr. Christopher J. Ferguson of Texas A&M International University's Department of Behavioral, Applied Sciences and Criminal Justice, “Evidence for publication bias in video game violence affects literature: A meta-analytic review.” In it, he finds what he calls ‘a systematic bias for hot-button issues'’ that results in over-statements and misleading results” (Kushner). We can see that there is a lot of misunderstanding about video games. Parents like to see reports from the media, so when they read media reports about the bad aspects of video games, they might tend to accept these statements. The media responds to this interest (which results in financial gain) and will
continue reporting in this area to increase their profitability.. They don’t care if what they report is right or wrong. It’s all about profit, not facts.
Rather than blaming real life violent acts on video games, parents should be aware of what type of game their children are playing. “Parents need to share some of the responsibility for making decisions about what is appropriate for their children'' (Jenkin). It is easy to blame games, however, the problem of violence will still exist, even if there are no video games. These problems can only properly addressed with patience, love, and kindness that can come from family, friends, and society.
Bibliography
Jenkins, Henry. "Violent Video Games Do Not Create School Shooters." School
Shootings, edited by Susan Hunnicutt, Greenhaven Press, 2006. At Issue. Gale In Context: Opposing Viewpoints. Accessed 26 Oct. 2020.
This source provides specific information on the reason why violent video games do not create school shooters. In this article, the author told the reader why video games are not the leading cause of the shooting, but looks at other factors such as mental stability and the quality of home life. Also, no research shows there is a connection between violent video games and school shootings. This source is most useful in providing evidence to show violent video games did not make school shooters.
Kain, Eric. "Violent Video Games Do Not Cause Violence." Violent Video Games, edited by
Roman Espejo, Greenhaven Press, 2015. At Issue. Gale In Context: Opposing Viewpoints. Accessed 26 Oct. 2020. Originally published as "The Truth About Video Games and Gun Violence," Mother Jones, 11 June 2013.
This source provides specific information on why violent video games do not cause violence in players. In this article, the author shows the reader a person who claims violent video games cause violence, a man from the National Rifle Association. It also provides information on the research that has been done based on the connection between violent video games and violence in real life. It is extremely hard to get good research on this subject. This source is most useful in providing evidence to show there is not much connection between videogames and violence in real life.
Kushner, David. "Violent Video Games Do Not Cause Aggression." Video Games, edited
by Laurie Willis, Greenhaven Press, 2010. Opposing Viewpoints. Gale In Context: Opposing Viewpoints, Accessed 26 Oct. 2020. Originally published as "Off Target," Electronic Gaming Monthly, Aug. 2007, pp. 12-16.
This source provides specific information on the reason why violent video games do not cause aggression. In this article, the author includes information on the definition of aggression; it is hard to define. It also provides information on the cause of violence against teenagers. It is uncertain about connecting video games with aggression. This source is most useful in providing evidence to show there is no connection between video games and aggression.
Leonard, Andrew. "Video Game Culture Does Not Promote Antisocial Behaviors." Violent
Video Games, edited by Roman Espejo, Greenhaven Press, 2015. At Issue. Gale In Context: Opposing Viewpoints, Accessed 26 Oct. 2020. Originally published as "'Grand Theft Auto V': Gaming's Dark Misogynist Cesspool," 4 Oct. 2013.
This source provides specific information on the reason why video game culture does not promote antisocial behaviors. In this article, the author includes information on how video games help people with social connections; it is another form for people to express their ideas just like books and movies, from the examples of his son. This source is most useful in providing evidence to support the notion that videogames do not prompt antisocial behaviors.
Radford, Benjamin. "Violent Video Games Have Not Been Proven to Harm Teens." Teens
at Risk, edited by Christine Watkins, Greenhaven Press, 2009. Opposing Viewpoints. Gale In Context: Opposing Viewpoints, Accessed 26 Oct. 2020. Originally published as "Reality Check on Video Game Violence," livescience.com, 4 Dec. 2005.
This source provides specific information on video games that are not designed to harm teens. In this article, the author provides information that violence is in a lot of American entertainment, so it is not only video games, but also other entertainment that is showing violent scenes to the teenagers. And again, there is no evidence to show the connection between violent video games and violence. This source is most useful in providing evidence to support the idea that violent video games have no contact with violence in real life.