Kacy Romero
University of Louisiana at Lafayette
Abstract
In this paper, the effects that violent video games have on adolescents will be discussed. Mentioned throughout this paper will be results from specific studies that both support and oppose the theory that violent video games increase aggression in adolescents. The theory that violent video games do encourage aggression will be the main focus, specifically supported the study conducted by Weber, Ritterfeld, and Mathiak in 2006. Evidence from their studies will be used to prove this point by discussing the physical and neurological effects of exposure to violent media. Results from other related studies will also be discussed to support this theory, such as the study done by Barlett, Branch, Rodeheffer, and Harris on the short-term effects of video games, and the study by Carnagey and Anderson, which examines the effects on adolescents of rewards and punishments of violent behavior in video games. Studies that support the opposing theory will be criticized for their vague results and lack of concrete evidence.
The Controversial Issue of Video Game Effects on Adolescents
Video games have become and increasingly popular pastime since the late twentieth century among adolescents. Violence in video games tends to be very common, and it presents certain political issues. Whether or not violence in the media has an effect on teenagers has been a consistent controversial topic in modern society. Certain studies tend to show positive correlation between the aggression levels of teenagers who play violent video games, while other studies do not. Supporters of the theory that violent video games increase aggression in adolescents use results from studies that show these trends. People who disagree with this idea would say that these studies are circumstantial or simply coincidental. Although this type of research cannot be proven entirely, enough studies show that violent video game exposure increases aggression in teenagers. Research has been done to determine a relationship between aggression and violence in adolescents. Many experiments simply provide measurements of the levels of aggressive behavior or cognition before and after playing such video games. While these studies are great examples of direct correlation, the study I find to be most convincing is that of Weber, Ritterfield, and Mathiak. In their research, they look at the different areas of the brain and note the activity present while participants are involved in video game play. Their results are intriguing and are concrete evidence as to why violence in the media has a negative impact on society.
In Weber, Ritterfield, and Mathiak’s experiment, thirteen German males participated in playing the violent video game “Tactical Ops: Assault on Terror.” While playing, areas of the brain were measured with an fMRI to detect an increase in cognitive activity. They discovered that exposure to virtual violence causes an increase in variations of the dorsal anterior cingulate cortex, lessened activity in the rostral anterior cingulate cortex, and lessened activity in the amygdala (Weber et al., 2006).
Since these areas of the brain deal with emotions and feelings, this cross-sectional study represents a solid idea of what goes on in the brain during video game play. When violence was absent in the game, the activity of the amygdala could not be observed. This study supports the theory that violent media does affect a person’s cognitive activity and could potentially estimate long-term effects due to the presence of dopamine during video game play (Weber et al., 2006). The lack of activity in the amygdala during video game play tells us that there is a lack of fear. Consistent exposure could eventually lead to the absence of fear and emotion within a person. The mental emotional deficit is dangerous as it alters the brain from a general feeling of warmth and sensitivity to apathy or violence. Carnagey and Anderson also conducted experiments in order to examine the effects of violent video games on adolescents. Their experiments were successful at proving that violent video games increase aggression more than nonviolent video games. It also proved that violence-rewarding games could increase aggressive thought (Carnagey et al., 2005). These results are important because the goal of most violent video games is to attack, wound, or kill. Being rewarded for this type of behavior in a fantasy world could create a sense of confusion. Adolescents’ brains are not fully developed, therefore if society is teaching them that violence is not acceptable, but these video games are telling them that violence is necessary, their brain is experiencing a major contradiction. If exposed to this fantasy world too much, the constant rewarding of violent behavior could erase the realistic views on violence.
Barlett, Branch, Rodeheffer, and Harris conducted an experiment which focused on the how long the effects of violent video games last on adolescents. In their first study, they expected that four minutes after violent video game play, there would be heightened aggressive feelings, thoughts, and physiological arousal among the participants. After nine minutes, they predicted that these levels would significantly decrease. They hypothesized for their second study that each of these three variables, aggressive feelings, aggressive thoughts, and physiological arousal, were required to be internally present in the participants previously to have a significant effect on the results of the first study (Barlett et al., 2009).
Ninety-one mostly male undergraduate freshmen were selected as participants. The experiment required participants to play either a violent or nonviolent video game for fifteen minutes and then mix hot sauce into a person’s meal either four or nine minutes later. Results showed an increase in aggressive feelings, thoughts, and physiological arousal in those playing violent video games compared to those who had played nonviolent video games. Results also showed that increases in aggressive thoughts and feelings after playing a violent video game did not last longer than about four minutes, while increased heart rate lasted between four and nine minutes. Although internal aggressive feelings, thoughts, and physiological arousal all proved to be a main indication of the effects of violent video games on adolescents, aggressive thoughts were shown to have the biggest impact on the relationship between playing violent video games and having aggressive behavior (Barlett et al., 2009). Adolescents who play video games often get carried away. They will play for hours at a time. The constant exposure to violence could eventually result in long-lasting violent effects. If playing for fifteen minutes results in increased violence for four minutes after, then the prediction of how long the effects would last on someone who plays excessively is scary. Unsworth, Devilly, and Ward conducted an experiment regarding the effects of violent video games on adolescents. Their results actually opposed the popular belief that violent video games increase aggression in young adults. In this study, 107 adolescents were instructed to play the violent video game “Quake II” for five minutes and then speak into a microphone about their thoughts for fifteen minutes. Results showed that while some players show a short-term tendency of increased anger, most of the players reflect no change in their anger level. Some participants’ anger levels even decreased after playing the game. (Unsworth et al., 2007). However, this study would be considered more valid if proven over a long period of time rather than measuring the short-term effects of game play. Konijn, Bijvank, and Bushman conducted an experiment aimed at further explaining the effects of violent video games on adolescents. The results of this experiment proved that those who wished to be more like the violent character in the video game was affected more by playing the game. Their aggression levels were higher than those who had no desire to be like the character (Konijn et al., 2007).
This experiment presents a new idea that people from low SES are more likely to become immersed in the games and therefore be negatively affected by the violence it portrays. This is interesting because it acknowledges the issues of circumstance. Obviously, not every person who plays violent video games is guaranteed to exhibit violent behavior or aggression. However, the amount of people in today’s society who are already emotionally unstable is high. This means that if a large number of adolescents are looking for someone to look up to, and violent video games provide them with this, then the negative effects could be significant.
It has been proven by numerous researchers that aggression increased after being involved in raging video games. However, this controversial issue cannot easily be solved in the United States. Attempts at restricting the sale of violent video games have been found to be unconstitutional. According to the authors, reasons for this include the legislation’s comparison of violent content with sexual content, lack of sufficient evidence that violent video games cause criminal behavior, and the vague, overly restrictive means (Collier et al., 2008).
Generally, too much exposure of any type of negative behavior will eventually cause some degree of emotional and mental damage. Many scientists have studied the effects of participating in violent games, and their results are convincing. Levels of aggression increase during and after violent video game play. The brain is physically affected and the heart rate increases during such activity. Mental and physical behavior during and after has also been proven to change. Although these are short-term results on the body, repetition of this could be potentially influential regarding the psychological development of adolescents. However, the controversial issue of whether or not these theories are accurate continues to exist. Even while the majority of research suggests violent video games are harmful to the teenage population, preventing sales of such games presents certain constitutional issues. More substantial evidence and enough serious reasoning would be necessary in order for the authorities to create a realistic solution.
References
Bartlett, C., Branch, O., Rodeheffer, C., & Harris, R. (2009). How Long Do the
Short-Term Violent Video Game Effects Last?.
Collier, J., Liddell, P., & Liddell, G. (2008). Exposure of Violent Video Games to
Children and Public Policy Implications.
Unsworth, G., Devilly, G., & Ward, T. (2007). The Effect of Playing Violent Video
Games on Adolescents: Should Parents be Quaking in Their Boots?.
Weber, R., Ritterfeld, U., & Mathiak, K. (2006). Does Playing Violent Video
Games Induce Aggression? Empirical Evidence of a Functional Magnetic
Resonance Imaging Study.
Carnagey, N., and Anderson, C. (2005). The Effects of Reward and Punishment in Violent Video Games on Aggressive Affect, Cognition, and Behavior.
Konijn, E., Bijvank, M., and Bushman, B. (2007). I Wish I Were a Warrior: The
Role of Wishful Identification in the Effects of Violent Video Games on
Aggression in Adolescent Boys.
References: Bartlett, C., Branch, O., Rodeheffer, C., & Harris, R. (2009). How Long Do the Short-Term Violent Video Game Effects Last?. Collier, J., Liddell, P., & Liddell, G. (2008). Exposure of Violent Video Games to Children and Public Policy Implications. Unsworth, G., Devilly, G., & Ward, T. (2007). The Effect of Playing Violent Video Games on Adolescents: Should Parents be Quaking in Their Boots?. Weber, R., Ritterfeld, U., & Mathiak, K. (2006). Does Playing Violent Video Games Induce Aggression? Empirical Evidence of a Functional Magnetic Carnagey, N., and Anderson, C. (2005). The Effects of Reward and Punishment in Violent Video Games on Aggressive Affect, Cognition, and Behavior. Konijn, E., Bijvank, M., and Bushman, B. (2007). I Wish I Were a Warrior: The Role of Wishful Identification in the Effects of Violent Video Games on
You May Also Find These Documents Helpful
-
This unhealthy obsessive addiction with violent video games has been seen as a growing influential factor to great violent behavior in children. Years have gone by and specialists have been observing and studying of the variety of health hazards that violent video games may cause on individuals. A large number test and observational studies have been proven to find the true effect of violent video games and how they influence aggressive behavior and thinking towards children of all ages. Violent video games such as Call of Duty and Grand Theft Auto are negatively affecting children, expected behavior by excessively cultivating violence, inappropriate language and sexual…
- 888 Words
- 4 Pages
Good Essays -
References: Anderson, Craig A. (2004). “An update on the effects of playing violent video games,”Journal of Adolescence 27, 113–122.…
- 1272 Words
- 6 Pages
Powerful Essays -
In the United States video games and violence have become synonymous to each other. Some of the most popular games today tend to be the most violent. This has brought up the issue of video game violence and its relation to adolescent violence. Many argue that video game violence primes anger and aggressive thoughts in the individual using them. But research and proof of this argument has been limited, inconclusive, or contradictory which has brought up debate over the issue. Two scholarly research articles, “Video Games and aggressive thoughts, feelings, and behavior in the laboratory and in life.” by Craig A Anderson and Karen E Dill and “Video Games and Youth Violence: A Prospective Analysis in Adolescents” by Christopher J Ferguson, published in 2000 and 2010 respectively, debate this topic and discuss the psychological effects of violent video games on the user. The article by Anderson and Dill asserted that video game exposure increased aggressive traits long-term and short-term while the research article by Ferguson made the claim that outside conditions and factors such as personality traits, family environment, and depressive symptoms far better indicated increased aggression or youth violence than violent video game play. Both articles conducted their own studies in attempts to measure the correlation between video game violence and aggression level. However, Ferguson’s article had a more complete argument, accounting for more outside third variables, expanding upon data from previous conducted studies, and counter-arguing opposing studies and evidence against video game violence. Overall Ferguson’s article provided a stronger argument against video games causing violence and aggression, drawing upon more references and evidence, counter-attacking and pointing out flaws of previous research conducted, and analyzing numerous other factors.…
- 1577 Words
- 7 Pages
Better Essays -
References: Anderson, C. A., Gentile, D. A., & Buckley, K. E. (2008). Violent video game effects on children and adolescents: theory, research, and public policy. Oxford: Oxford University Press.…
- 3479 Words
- 14 Pages
Powerful Essays -
A problem challenging the world today is the scientific linkage to video games and violence in today’s youth. As the mother of a pre-teen boy I chose to investigate the surrounding evidence to educate myself and my peers on this seemingly growing problem which I believe connects violent game play with youth aggression. I hope to learn whether or not the games put out on today’s market need to be removed from the shelves and furthermore, I would like to know if they are teaching the children the wrong things and corrupting their minds at early ages.…
- 2257 Words
- 10 Pages
Better Essays -
The scientific debate over media violence effect “is basically over”. Researches are now shifting their attention to video games, which have exploded in popularity and are exploding with increasing brutality (Myers). Educational research shows that “video games are excellent teaching tools” (Myers). In 2007 the video-game industry celebrated its 35th birthday. Since the first video game in 1972, we have moved from Ping-Pong to splatter games. By the turn of the twenty-first century, Americans were purchasing some two hundred million games a year, and the average girl was playing six hours a week and the average boy twelve hours (Anderson). In the popular Grand…
- 826 Words
- 4 Pages
Good Essays -
Gentile, D., Lynch, P., Linder, J., Walsh, D. (2004) The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Retrieved November 11, 2006, from www.psychology.iastate.edu…
- 1748 Words
- 7 Pages
Better Essays -
The video games phenomenon is somewhat new in this modern society. Although they often to be entertaining, the contents have become more violent and disturbing as computing technology has become much more advanced. These days, the popularity of violent video games has caused an increase in controversy. Parents and experts feel that some games are just too violent and they demand the government to regulate the sales of these games. However, I strongly believe violent video games do not cause an increase in aggression in adolescents and the forceful plan by the government is caused by an exaggeration of the effects of violent video games and this plan are indeed pointless.…
- 964 Words
- 4 Pages
Good Essays -
In 1972, the Surgeon General issued the following warning on violent TV programs: "It is clear to me that the causal relationship between televised violence and antisocial behavior is sufficient to warrant appropriate and immediate remedial action…there comes a time when the data are sufficient to justify action: that time has come” (Steinfeld, 1972). Since the time that video games began to dominate the market, media has been investigated as one of the major sources of malevolent behaviors in society. “In the years since this Surgeon General warning was issued, hundreds of additional studies have shown a link between violent media exposure and aggression”(Anderson& Bushman, 2002).Although this warning related to television, it is a wonder if these same negative effects could be present in the use of violent video games. With all of the violence occurring in and surrounding schools in this current day, it is possible that violent video games also have a negative effect on the behaviors and interactions of those who use them. In the following, we will discover three different reasons why violent video games have a negative effect on players. Although video games are touted as being responsible to the refinement and advancement of fine motor skills and creative thinking, there are some issues when it comes to violent video games. When compared with television, there are some overlapping concerns. There are some benefits to playing video games over television, however. While video games involve active play, television uses more passive interaction between the player and the media. Information is better transmitted when a person is actively involved with the media being used. For instance, most children would prefer to learn a new skill or…
- 2000 Words
- 8 Pages
Best Essays -
Iowa State University Research on exposure to television and movie violence suggests that playing violent video games will increase aggressive behavior. A metaanalytic review of the video-game research literature reveals that violent video games increase aggressive behavior in children and young adults. Experimental and nonexperimental studies with males and females in laboratory and field settings support this conclusion. Analyses also reveal that exposure to violent video games increases physiological arousal and aggression-related thoughts and feelings. Playing violent video games also decreases prosocial behavior.…
- 5815 Words
- 24 Pages
Powerful Essays -
Video games, especially those that contain violence, are becoming increasingly popular with children of young ages. Playing violent games may be associated with a tendency to behave more aggressively, although the data are inconclusive about the cause and effect nature of this relationship (2). In a study by Irwin and Gross, children who played a violent video game displayed a higher level of aggression than children who played a nonviolent game (2). Similarly, another group of researchers found that college students who played a violent video game reported more aggressive thoughts after playing the game than students who observed the game (2). However, it should be noted that simply because these students reported more aggressive thoughts does not indicate that they were more likely to behave in a violent manner. Furthermore, it is likely that participants would have been focused on a particular behavior, regardless of the type of behavior, after they had previously spent a significant amount of time engaged in that activity; therefore, there do not appear to be firm conclusions that can be drawn from this study. Future studies could more effectively investigate this topic by exposing participants to different types of video games and then observing the types of behaviors in which the participants engage after playing the games. A study of this nature would allow a causal conclusion to be drawn about the relationship between…
- 2148 Words
- 9 Pages
Better Essays -
Since the 1999 merciless shooting of students in Colorado High School by their fellow students, a lot questions have risen on the effect of violent video games on people’s overall behavior. This is because, as per investigations, the two used to play numerous violent games such as Wolfenstein 3D and Mortal combat. The recent shooting of students at Sandy Hook made this scenario worse, because according to the preliminary report of the team that was formulated to investigate the matter, the shooter was acting out of a video game fantasy. Therefore, although video games are very enjoyable and some of them can help somebody to learn some important life concepts, the violence in some video games has made many to question their overall effect on people’s behavior. As compared to some few years ago, nowadays it is very rare to find a child without a video game or who is not actively involved in playing some form of video game. This is because, nowadays even if you do not own a game console, one can play most of the video games online, as long as one has access to the internet or a local network. As of 2001, research studies showed that over 79% of American teens actively played video games. This has made many to question how such exposure may translate to peoples’ behavioral change. When looking at this subject, the first assumption one gets, especially when the question is posed in its entirety, is that a violent game should naturally attract violent tendencies from the one playing the game, as this assumption is supported by the ever-increasing cases of violent and antisocial behavior of majority of those who play these video games (Anderson and Bushman 353-359). This paper is going to explore how exposure to video games can cause behavioral changes in individuals.…
- 1544 Words
- 7 Pages
Powerful Essays -
The debates all begin with violent video games contributing to aggressive behavior both in and out of the classroom. Reports show clear evidence that exposure to violent video games increases aggression in terms of behavior, cognition, and effect, including serious real world aggression, and violence. (Kutner, Baer, Beres, Warner, & Nicholi II, 2009).…
- 761 Words
- 3 Pages
Good Essays -
It is believed that constant exposure to real life and to virtual entertainment violence may bring affective and provoke behavioral processes. Also this can possibly be leading to desensitization in adolescents. I believe that exposure to video game violence sometimes may not affect how a child acts in all cases. Some I feel this is true, and some I feel that it is not true. The nature of playing video games and all of the intense engagement in these violent video games have the tendency to be translated into virtual play and may explain some negative impact, even though causalities was not involved in a lot but very few crimes amongst youth. Children with low exposure to real life violence may have limited to realize the identification of the relationship between real life violence and virtual video game violence.…
- 5060 Words
- 21 Pages
Powerful Essays -
Does playing violent video games lead to violent behaviour? There are many arguments both agreeing and disagreeing with this statement, in my own opinion, I believe that playing such games does have a negative impact on player based on the research I have done for this essay. Video games are becoming more easily accessible to both children and adolescents. Nearly every major leading supermarkets sell the top rated video games of all genres, including violence. Although the recommended age ratings on these games may prevent adults from purchasing these games, it does not stop both children and adolescents from playing them online or at their friend’s houses. Due to the fact that these games can be so easily obtained, it is obviously a growing concern for parents, governments and psychologist if these games are having any effect on their children. In this essay I would like to discuss the following: how to tell if a video game is violent, what is considered a violent video game, the different forms and theories of aggression, some real life examples of the negative effects video games have on the player and finally some links between violent video games and behaviour, all focused on children and adolescents being the players.…
- 1084 Words
- 5 Pages
Good Essays