Courtesy of Daily Mail Online |
The causes of
this aggression come from adolescents memorizing and acting out certain violent
acts that they see done by their favorite video game character in a virtual
world. Through constant exposure with no adult guidance, these children start
to believe that this type of violence and lifestyle is common in the real
world, such as in the picture above that shows a child shooting and killing someone in the game Grand Theft Auto. Repercussions of this include not only aggression towards people and
objects, but can even be linked to school shootings by adolescents.
Many of these
researchers have used meta-analysis and the General Aggression Model as a way
of analyzing the data and coming to conclusions about the behavior and thoughts
of these children from repeated and specific exposure to video games such as
Doom and Call of Duty.
The memorization of negative video game themes causes adolescents to respond to events much like how a video game character would
As children
repeatedly play a video game, they start to act and perform like the characters
of the game. According to the Director of Psychology at Iowa State University,
Craig Anderson, this is caused by the learning, activation, and eventually application
of the video game’s scripts and schema. A video game’s script is how the
characters act in the game, and contains information on beliefs, morals and
attitudes. What this does to children after long exposure to it is that it
makes them think that this type of behavior is acceptable and that it is common
to act in such a way.
It has also been
stated that after children have acted and demonstrated this aggression towards
others, it gives them some sort of feeling of excitement or satisfaction because
they have “won the fight” as they would in the video game. This makes it hard
for adolescents to distinguish the lines between fantasy and reality.
With violent
games such as Grand Theft Auto, this presents a problem because the scripts and
concepts to these games are to fight back whenever someone in the game says or
does something you don’t like. The other problem with these games is that the
player is most likely rewarded for fighting through money or
increasing in status in the game.
Psychology Professor
at the University of Maryland, Kent Norman, who specializes in cognitive
behavior and human/ computer interactions, gives his input about violent video
games and how it affects children.
Relating to a character in a violent video game leads adolescents to identifying and acting like said favorite character in a negative way
Courtesy of Instructables.com |
This can affect
the player’s emotions towards particular people or a concept by integrating the
emotions the character feels into how you play the game. While these effects
can still occur with people that do not identify themselves with a hostile
character, identifying with one increases their chances of embracing aggressive
behaviors.
These emotions
can translate into real life and affect a person’s relationships and how they
see the world. You can see where these acts of aggression come from because in
certain violent video games you must protect the character, or yourself, from
dying by fighting others. This does not mean that adolescents are going to be
killing everyone that gets in their way, but they will show slight signs of
aggression because it gives them the same satisfaction they get when they play
violent video games.
Not only does
constant exposure to violent video games cause aggressive behavior, but in
addition it has been proven to cause adolescents to be less sympathetic and
less sensitive to pain. The consequence to this behavior ranges from the
breaking of video game consoles, to bullying other people, and even worse it
can lead a child to bringing a gun to a public place or school and reenacting
what they did in the video game. Kent Norman in his studies has personally found that adolescents tend to take their aggression out on the video game controllers, but says that it can sometimes be taken out on other people though he has never seen that in his studies.
In 1997, Evan
Ramsey a student at Bethel Regional High School entered his school one day with
a 12-gauge shotgun and killed two people, blaming his shooting on the video
game “Doom” that he use to play. During a 2007 interview, Ramsey expressed his
confusion when he said, “I did not understand that if I… pull out a gun and
shoot you, there’s a good chance you’re not getting up.”
More recently in
2012 was the Sandy Hook Elementary School shooting where shooter Adam Lanza was
attached to violent video games including a computer game called “School
Shooter,” where the player controls a character that goes into a school and
shoots all the students. Besides having severe mental problems, CBS News
indicates that Lanza would spend hours on hours playing video games in his
room, where he did not let anyone enter his room and had blacked out windows.
Though we cannot
completely blame violent video games for these acts of violence, there are many
mental factors that lead to these irreversible acts that can be attributed to
these games.
Results from scientific techniques show
that there is data to back up aggressive behavior being linked to violent video games
The data that backs
up all of these claims comes from a technique called meta-analysis. According
to Wayne Warburton, meta-analysis is a statistical method where scientific
studies that have the same hypothesis and test the same outcome are combined to
retrieve the average results of the studies. The hypothesis that Anderson
investigated is that violent video game exposure compared to neutral video game
exposure will result in increased aggression, with the outcome being aggressive
behavior.
Anderson
conducted a massive amount of studies that used meta-analysis to show the
effect size of violent video games on six main categories. These categories
composed of aggressive behavior, aggressive thoughts, aggressive feelings,
physiological arousal, desensitization to violence/ low compassion, and lack of
pro-social behavior.This study was
composed of different amounts of tests and participants and included how
variable the findings were.
The results that they found were that after playing violent video games, the average effect for all the possible outcomes were increased. I asked Kent Norman what other factors are involved when talking about increased aggression in children with violent video games, and this is what he had to say.
Desensitization to violence was also increased in the meta-analysis, making the gamer think that these video games are normal, which again increases all of the other categories creating a never ending cycle as Norman mentions. The most interesting category that they saw a change in is that the participants become less social, a visible sign to detect mental problems or increased aggressive behavior.
The results that they found were that after playing violent video games, the average effect for all the possible outcomes were increased. I asked Kent Norman what other factors are involved when talking about increased aggression in children with violent video games, and this is what he had to say.
Desensitization to violence was also increased in the meta-analysis, making the gamer think that these video games are normal, which again increases all of the other categories creating a never ending cycle as Norman mentions. The most interesting category that they saw a change in is that the participants become less social, a visible sign to detect mental problems or increased aggressive behavior.
The ten billion dollar gaming industry draws in its audience to spend at least one hour a day gaming
On an infographic
from the Entertainment Software Rating Board, in 2010 the average gamer spent eight hours a week playing video games. These gamers are not only the stereotypical
teenager, but are composed of players that are under the age of 18, which makes
up 25 percent of all gamers in the United States. The chart on the right shows the 2010 age demographics of gamers in the United States.
Of these young
gamers, 17 percent of their parents do not place time limits on the amount of
time they play video games. This is a factor to think about when talking about
increased aggression as well as the fact that 7 percent of parents are not present
when their children purchase or rent a video game, which can lead to children
getting a more violent video game because they know that their parents wouldn’t
have let them get it if they were present.
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