Video Games Impact Adolescent Aggression Essay

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While concluding, these researchers, pointed out that if children continued to play these kinds of violent and aggressive video games, then it is highly likely that negative and anti-social behavior becomes a norm for them (Nicoll and Kieffer, 2005). In one study carried out by Williams and Skoric (2005) revealed that gamers who spent an approximately fifty six hours every month playing a special type of game called "Asheron's Call 2" had not been statistically any different from those gamers who did not play any game during the same time period. The results indicated that video games are not linked with adolescent aggressive behavior. This study was considered to be the first of its kind, since it studied a particular game over a month long period.

It is noteworthy here that the video game that this study chose was not as graphic and contained only some acts of violence. It is an online game that can allows multiple players to play at the same time. These kinds of games are quite different from offline games such as doom, which are not only graphic but also contain extreme acts of repeated violence (Williams and Skoric, 2005). As Derrick and Myna (2008) noted, "In these games when characters get shot there is a large spray of blood that covers the walls and floor near the character, also on the occasions in which explosives are used characters burst into small but recognizable body parts. Now ask the same question about their being a high degree of violence in video games and almost every one would agree that yes there is. Even thought the level of realism and gore have increased it is harder to say that video games have become more violent over time, since the basic goal behind most games from any time is the kill everything and anything which get in your way."

Similarly, Dill and Dill (1998) in their study illustrated these same dilemmas. They made their case that gamers have got to take aggressive actions and are subsequently toughened for this kind of aggression behavior. They write, "In violent video games, aggression is often the main goal, and killing adversaries means winning the game and reaping the benefits. While in real life, murder is a crime, in a violent video game, murder is the most reinforced behavior.... The violent video game player is an active aggressor and the players' behavioral repertoire is expanded to include new and varied aggressive alternatives." In addition, they argue "...If violent videogame play indeed depicts victims as deserving attacks, and if these video games tend to portray other humans as 'targets,' then reduced empathy is likely to be a consequence of violent videogame play, thus putting the player at risk for becoming a more violent individual."

Bushman and Anderson (2002) in their study established that those gamers who were highly exposed to violent content anticipated and assumed that others will act and behave violently to a greater extent than those gamers who were not as exposed to violent content (Bushman and Anderson, 2002). Similarly, Anderson et al.'s (2004) found that those gamers who played video games displaying higher levels of violence associated their feelings and thoughts with words and phrases that were aggression-oriented (Anderson et al.'s, 2004).

Similarly, Anderson and Bushman's (2001) study established that video games increased recurrent aggressive cognitive behavior. Similarly, they also found that neither player age, nor sex, nor study type had any impact on this affect (Anderson and Bushman, 2001). Other research studies carried out by Anderson along with his colleagues have yielded similar results as well. For case in point, in one of their recent studies (2004), which included not only adolescents but also adults as subjects as well, concluded that playing video games increased aggressive cognition and behavior (Anderson et al., 2004). In another study (2003a), they included only children as participants and found results to be more or less similar (Anderson et al., 2003a). Finally Experimental researches carried out by the same group revealed that subjects who were exposed to violent video games disciplined their peers and friends with extreme levels of white noise explosions. On the other hand, participants who were not exposed to violent video games did not carry out such acts (Anderson et al., 2004; Anderson & Murphy, 2003; Bartholow & Anderson, 2002).

Conclusion

It is clear that video games have some connection with violent and aggressive acts displayed by adolescents. However, it is important to also take into consideration that video games have become a major part of today's world. Children receive entertainment at the comfort of their homes where they are proactively engaged instead of sitting passively in front of television. While aggression and violent behavior may have other indicators as well, one cannot be certain about who will exhibit acts of violence just be exploring their video game tendencies. Nonetheless, it is safe to say that those individuals who have already been exposed to violent material, whether witnessing it through television, films, video games, homes or neighborhood are more likely to engage in violent and aggressive acts then those who are not exposed to it.

References

Anderson, C. A et al. Video games and aggressive behavior. In D. Ravitch & J.P. Viteritti (Eds.), Kid stuff: Marketing sex...

...

143-167). Baltimore: Johns Hopkins University Press, 2003a.
Anderson, C. A et al. An update on the effects of playing violent video games. Journal of Adolescence, 27, 113-122, 2004.

Anderson, C.A., & Bushman, B.J. Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12, 353-359, 2001.

Anderson, C.A., & Dill, K.E. Video games and aggressive thoughts, feelings, and behav-ior in the laboratory and in life. Journal of Personality and Social Psychology, 78, 772-790, 2000.

Anderson, C.A., & Ford, C.M. Affect of the game player: Short-term effects of highly and mildly aggressive video games. Personality and Social Psychology Bulletin, 12, 390-402, 1986.

Anderson, C.A., & Murphy, C.R. Violent video games and aggressive behavior in young women. Aggressive Behavior, 29, 423-429, 2003.

Bartholow, B.D., & Anderson, C.A. Effects of violent video games on aggressive behavior: Potential sex differences. Journal of Experimental Social Psychology, 38, 283-290, 2002.

Bushman, B.J., & Anderson, C.A. Violent video games and hostile expectations: A test of the general aggression model. Personality and Social Psychology Bulletin, 28, 1679-1686, 2002.

Carnagae, Nicholas L. "In Video Games, Not All Mayhem Is Created Equal." PyscologicalScience.org. 30 Nov. 2005. Association for Psychological Science. 15 Oct. 2008 http://www.psychologicalscience.org/media/releases/2005/pr051130.cfm

Children Now. Fairplay? Violence, gender and race in video games. Los Angeles: Author, 2001.

Derrick Janushewski and Myna Truong. Video Games and Violence. October 27, 2008: http://socserv.mcmaster.ca/soc/courses/stpp4C03/ClassEssay/videogames.htm.

Dietz, T. An examination of violence and gender role portrayals in video games: Implications for gender socialization and aggressive behavior. Sex Roles, 38, 425-442, 1998.

Dill, K. & Dill, J. Video game violence: A review of the empirical literature. Aggression and Violent Behavior, 3, 407-428, 1998.

Dmitri Williams & Marko Skoric. Internet Fantasy Violence: A Test of Aggression in an Online Game. Communication Monographs, June 2005.

Dominick, J.R. Videogames, television violence, and aggression in teenagers. Journal of Communication, 34, 136-147, 1984.

Elmer-Dewitt, P. The amazing video game boom. Time, 67-72, 1993.

Flatin, P. Do video games trigger violence? 2000, Retrieved at http://www.policy.com/news/dbrief/dbriefarc578.asp

Gegax, T.T., Adler, J., & Pedersen, D. The boys behind the ambush. Newsweek, 21-26, 1998.

Gentile, D.A., & Anderson, C.A. Violent video games: The newest media violence, 2003. In D.A. Gentile (Ed.), Media violence and children: A complete guide for parents and professionals (pp. 131-152). Westport, CT: Praeger.

Jessica Nicoll & Kevin M. Kieffer. Violence in Video Games: A Review of the Empirical Research., Presentation to the American Psychological Association, August 2005.

Kaiser Family Foundation. Kids & media @ the new millennium: A comprehensive national analysis of children's media use. Menlo Park, CA: Author, 1999.

Lin, S., & Lepper, M.R. Correlates of children's usage of videogames and computers. Journal of Applied Social Psychology, 17, 72-93, 1987.

Mcrae, Tegan. "The impact of video games on society." Helium. 15 Oct. 2008 http://www.helium.com/items/388566-the-impact-of-video-games-on-society

Nauert, Rick. "Violent Video Games Leave Impact." PsychCentral. 14 June 2007. 15 Oct. 2008 http://psychcentral.com/news/2006/11/29/violent-video-games-leave-impact/

Nicholas L. Carnagey and Craig a. Anderson. The Effects of Reward and Punishment in Violent Video Games on Aggressive Affect, Cognition, and Behavior. American Psychological Society. 16:1. Iowa State University, 2005.

Smith, S.L., Lachlan, K., & Tamborini, R. Popular video games: Quantifying the presentation of violence and its context. Journal of Broadcasting & Electronic Media, 47, 58-76, 2003.

Wiegman, O., & van Shie, E.G.M. Video game playing and its relations with aggressive and prosocial behavior. British Journal of Social Psychology, 37, 367-378, 1998.

Yang et al. 29 Nov. 2006. Radiological Society of North America. 15 Oct. 2008. http://richarddawkins.net/article,381,violent-video-games-leave-teenagers-emotionally-aroused, radiological-society-of-north-america

Argument essay on how video games impact adolescent aggression

Sources Used in Documents:

References

Anderson, C. A et al. Video games and aggressive behavior. In D. Ravitch & J.P. Viteritti (Eds.), Kid stuff: Marketing sex and violence to America's children (pp. 143-167). Baltimore: Johns Hopkins University Press, 2003a.

Anderson, C. A et al. An update on the effects of playing violent video games. Journal of Adolescence, 27, 113-122, 2004.

Anderson, C.A., & Bushman, B.J. Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12, 353-359, 2001.

Anderson, C.A., & Dill, K.E. Video games and aggressive thoughts, feelings, and behav-ior in the laboratory and in life. Journal of Personality and Social Psychology, 78, 772-790, 2000.
Carnagae, Nicholas L. "In Video Games, Not All Mayhem Is Created Equal." PyscologicalScience.org. 30 Nov. 2005. Association for Psychological Science. 15 Oct. 2008 http://www.psychologicalscience.org/media/releases/2005/pr051130.cfm
Derrick Janushewski and Myna Truong. Video Games and Violence. October 27, 2008: http://socserv.mcmaster.ca/soc/courses/stpp4C03/ClassEssay/videogames.htm.
Flatin, P. Do video games trigger violence? 2000, Retrieved at http://www.policy.com/news/dbrief/dbriefarc578.asp
Mcrae, Tegan. "The impact of video games on society." Helium. 15 Oct. 2008 http://www.helium.com/items/388566-the-impact-of-video-games-on-society
Nauert, Rick. "Violent Video Games Leave Impact." PsychCentral. 14 June 2007. 15 Oct. 2008 http://psychcentral.com/news/2006/11/29/violent-video-games-leave-impact/
Yang et al. 29 Nov. 2006. Radiological Society of North America. 15 Oct. 2008. http://richarddawkins.net/article,381,violent-video-games-leave-teenagers-emotionally-aroused, radiological-society-of-north-america


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