Thesis Masters 1,464 words

Violence in Video Games and the Role

Last reviewed: March 18, 2011 ~8 min read

Violence in video games and the role of culture.

The video game industry is a multi-billion dollar industry representing about $9.9 billion dollars in retail sales in the U.S. alone in 2004 (Greitemeyer and Osswald, 2010). In this paper, video games refer to electronically controlled games played on any platform including console units, computers, internet, hand-held devices or various technology toys. In recent years, video games have redefined leisure activities among children as studies conducted in U.S. estimated that 99% of boys and 94% of girls play video games (Whitaker and Bushman, 2009), with children age 2-7 years spending an average of 3-5 hours a week playing games, while 8th and 9th grade students spend an average of 9 hours per week (Greitemeyer and Osswald, 2010). According to Whitaker and Bushman (2009), violence in video games is also commonplace with violent content available in over 85% of video games.

The effects of violent games on children have been reviewed extensively in the literature. For example, Dill and Dill (1998) suggested that exposure to violence in video games increases short-term aggressive behaviors due to identification with video-game characters particularly with aggressors in the game. In terms of gender, Funk and Colleagues (2000) noted that there were no gender difference with preference for violent video games as a higher preference for violent video games were observed in boys and girls. Recently, Sestir and Bartholow (2010) noted that the simulated experience with exposure to violent video games may increase aggressive feelings, thoughts and behaviors while decreasing prosocial behaviors and attitudes such as helping people in real-life situations. Bushman and Anderson (2002) conceptualized the General Aggression Model which illustrates the relationship between violent video games and aggression. Indeed, the authors noted that there are short-term and long-term effects of violent video games on aggression, with short-term effects leading to increased aggressive behavior over time, while long-term effects ultimately dictate that aggressive behaviors or attitudes are effective and appropriate with addressing issues related to conflict and anger (Anderson and Bushman, 2002).

Although the influence of violent-video games on aggressive behaviors is well established in the literature, the role culture plays in determining the level of aggression (whether short-term or long-term) exhibited from engaging in violent video games particularly among children of Hispanic origin is unknown. Indeed, it is possible that having Hispanic ethnicity (such as with being Puerto Rican, Mexican-American, Cuban, or Southern American) may act as protective factor by creating little or no form of aggression with exposure to violent video game given the level of acculturation with the American culture. Also Hispanic children with parents with low levels of acculturation may retain aspects of their parent's original culture which may reduce the opportunity to play with violent video games. As a result, lack of exposure to violent video games may reduce the effects of increased aggressive behavior over time as well as decrease the opportunity to interpret real-life conflicts in aggressive manners. Given that belonging to an ethic group with strong family ties such as the Hispanic culture may determine the type of activities, beliefs or practices that children are exposed to, it is important to explore cultural differences with exposure to violent video games.

Thus, the present study seeks to expand upon existing literature by examining whether there are cultural differences with exposure to violence in video games among children of Hispanic origin. This study is exploratory in nature in that it utilizes qualitative data to explore the role culture plays with violence in video games among children of Hispanic origin. The study is guided by the following research questions:

1. Are there cultural differences in short-term aggression from exposure to violence in video games in children of Hispanic origin vs. children with non-Hispanic Heritage?

2. What cultural factors are perceived to be protective against violence in video games among children of Hispanic heritage?

Methods: Qualitative research methods consisting of participant observations and in-depth interviews will be used to collect data for this study. Since this study is exploratory in nature, qualitative research methods such as observations and in-depth interviews are ideal in that they allow a better exploration of the cultural factors (such as language, family ties, cultural beliefs and practices etc.) that may influence short-term aggression due to exposure to violence in video games. Given the lack of data on culture and violence in video games, particularly with identifying cultural factors that may protect children from exhibiting aggressive behaviors or attitudes, qualitative research methods will allow the exploration and generation of themes as well as specific hypothesis on the influence of culture with exposure to violence in video games.

Participants: A purposive sampling approach will be used to identify and recruit 20-30 eligible participants for this study. Participants will include children aged 10-14 recruited through local social services agencies that provide extracurricular activities and various opportunities to all children including children with Hispanic heritage and those belonging to other ethnic group. The age group is ideal as it ensures that only children with knowledge of the rules of the video game and proficient skills to perform some aspects of playing the game over time will be recruited. The social service agencies are also ideal from recruiting participants as they offer spaces and opportunities for children to engage in extracurricular activities particularly given their after-school programs. Verbal and written consent will be requested from parents of each participant prior to commencement of the study.

Materials: All children will be given violent video-games consisting of karate-type movements which last for about 10 minutes to play with. These games will allow children to use karate movements and weapons to avoid defend themselves from their attackers. Each child will be given the instructions for the game as well as information on the basic goals and tasks to accomplish. Parents of participants will wait in nearby rooms while their children complete the games.

Data Collection: The researcher will observe the children from an adjoining room, paying close attention to facial expressions and reactions of the child during the course of playing the game and immediately after. Parent-child relationships immediately following the games will also be recorded to examine whether parental level of acculturation in terms of culture-specific forms of interactions may provide additional insight into cultural factors that reduce short-term aggression from exposure to violence in video games. Also, prior to the start of the game, each participant's will be interviewed by the research on their beliefs, attitudes and practices related to playing with video games. Immediately, after the games, each child will also be interviewed on their views, beliefs, and practices related to playing the video games.

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PaperDue. (2011). Violence in Video Games and the Role. PaperDue. https://www.paperdue.com/essay/violence-in-video-games-and-the-role-120662

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