Skip to main content
Research Paper Undergraduate 3,258 words

Effects of violent video games on adolescent aggression and behavior

~17 min read 9 sections
✍️ How to write this paper — guide & tools ▾
Essay 3,258 words

¶ … violent video games is having. Indeed there are numerous effects of watching violent video games. Above all its effects, it causes violence due to its effect on thought, cognition and human behavior. Several experimental studies have shown that playing video games that are violent are resulting into higher hostile cognition levels, aggressive affect, and provocation physiologically and also aggressive behavior in the short-term more than the video games that are not aggressive.

It is very true that Video games have turned into one of the preferred activities of the American children. As stated above, increasing bodies of research connects aggressive video game play to hostile cognitions, approaches, and also behaviors. Six hundred and seven 8th- and 9th-grade learners coming from four schools took part. Adolescents who render themselves to larger quantities of video game violence were more aggressive, were reported to get into a lot of quarrels with the teachers more regularly, were more probable to get caught up in physical fights, and also did more badly in school. Hostility intercede the association between aggressive video game publicity and results.

The scope

The first goal of this research is to document the video games habits of the adolescents and also the parental monitoring level of the use of video games by the adolescents. The second goal is to critically asses the associations that exist amongst violent video game experience, hostility, constant arguments with the teachers, the grades of the school, and also physical fights.

Background

Previous Research on the disclosure to television and also movie violence is suggesting that the act of playing the violent video games is highly capable of increasing hostile behavior. A meta-analytic evaluation of the video-game research literature is revealing that the violent video games are adversely increasing the aggressive behavior of not only the young adults but also children. Both experimental and also the studies that are not experimental with females and males in a laboratory and ground settings is supporting this conclusion. Besides, analyses are also revealing that a lot of exposure to violent video games is increasing not only physiological arousal but also thoughts and feelings that are related to aggression. The act of playing vicious video games is also capable of decreasing pro-social behaviors.

Definitions

The key terms that are applied by the researchers always mean other different things to other people and also the policy makers of the public. The following are some of the definitions that are applicable to this research.

Violent Media

Violent media refers to those that are depicting deliberate endeavors by individuals to cause harm to others. An "individual" is capable of being a nonhuman caricature character, an existent person, or any other thing in between. Therefore, customary Saturday-morning cartoons (like the "Mighty Mouse or the "Road Runner") are characterized with violence.

Aggression

Aggression can be defined as a behavior that is intended to cause harm to a different individual who is determined to keep away from that harm. Aggression is not an influence, sentiment, or violent plan, thought or wish. This definition is excluding unintentional acts that might result into harm, like the lost of control of an auto, thereby by accident killing pedestrians, but it also include behaviors that are intentional to cause harm whether the attempt does not go through, like when a bullet that is fired from a gun fails to hit its human target.

Violence

Violence is referring to intense forms of hostility, like physical attack and assassination. All violence is hostility, but not all anger results into violence.

Violence at the movies

Fifty years of serious study into the results of the disclosure of violent movies and television have given out systematically documented and extremely complicated research findings. It is now evident that even concise revelation to aggressive movie scenes or television are causing momentous increases in hostility, that continued exposure of young children to media violence is capable of increasing their ferociousness as young adults, and also that media hostility is a very important risk issue in violence of the youth (Bushman & Huesmann, 2001; Huesmann et al., 2001). Similar to the seats of a three-legged stool, the huge research literature on movie and television violence is resting on a solid establishment of three research types. The first one is an investigational research: the Participants are at random allocated to watch either violent or nonviolent movies and later, they are evaluated for hostility. This work is establishing a fundamental link between aggressive media and the successive hostility. The second one is a cross-sectional association research: both the television's participants - and also movie-viewing habits and hostility are evaluated at a single point in time. This paper is establishing a connection between real world aggression and media violence. The third one is longitudinal research: Television and also movie-viewing behaviors and hostility are evaluated frequently over time. This paper definitively finds out the primary connection from media violence to real-world aggression. The reliability of the findings both between and within the three types of the television and the movie-violence researches are making this paper the biggest research stages in all psychology researches. Quite a number of the fundamental psychological processes that are recognized in the television and movie literature are also applying to the video games. The study literature on television-movie violence is very wide, while the literatures on video-game violence are very little. For that mater, television and movie literatures were adopted for this research.

Why media violence increases aggression and violence

The General Aggression Model (GAM; Anderson & Bushman, in press), with the foundation on numerous previous models of human hostility (like Anderson, Anderson, & Deuser, 1996; Anderson, Deuser, & DeNeve, 1995; Bandura, 1971, 1973; Berkowitz, 1993; Crick & Dodge, 1994; Geen, 1990; Huesmann, 1986; Lindsay & Anderson, 2000; Zillmann, 1983) is a vital structure for comprehending the outcomes of aggressive media. The performance of violence widely has its basis on the activation, learning, and usage of hostile-related structure of knowledge that are stored in the memory (like scripts and schemas). The variables of situational input (like current violent media exposure) affect hostile behavior via the impacts they have on the individual's current interior state, characterized by cognitive, sentimental, and stimulation variables. Hostile media maximizes aggression by instructing the observers the way to be violent, through priming hostile cognitions (as well as formerly learned hostile scripts and hostile perceptual schemes), by escalating provocation, or by making a hostile emotional state. Long-term results are also involving learning processes. From childhood, human beings study how to interpret, perceive, respond and judge events, both in the social and physical environment. Different types of knowledge organization for these tasks are developing with time. They have their basis on daily observations of other people and also the connections with other people. Every episode of violent-media is fundamentally one additional learning trial. When these structures of knowledge are rehearsed and practiced over time, they get more compound, differentiated, and hard to alter.

Unlock this full paper and 135,000+ more
View Full Document

Several experimental studies have shown that playing video games that are violent are resulting into higher hostile cognition levels, aggressive affect, and provocation physiologically and also aggressive behavior in the short-term more than the video games that are not aggressive.

Some research papers are investigating if the hostile content of the video games or the competitiveness of the game is what is initiating the outcomes of the hostile video games on the players. A distinct focus is laid on the other games that are based on sport that are portraying hostile episodes and also moves when compared to other sports games that are not violent. The results are indicating that hostile video games are capable of causing an increase in the levels of hostility, influencing attitude, cognition and also behavior. The research is pointing out the "shooting" and also the "killing" that accompanies the video games and thereby causing aggression. Violent sport-based games are also capable of having similar effects (Anderson, & Carnagey, 2009).

Carmen Russoniello conducted an evaluation on the results of video games that are not violent, not only on the brain activity but also on the heart rates of those who are participating. The conclusion that she made was that video games are capable of effectively being applied to treat high blood pressure and also depression. The significance of the article is that it is portraying the other positive and the beneficial side of video games that are not violent like its therapeutic applications (Begley, 2009)

Another article discusses the effects of video game Grand Theft Auto on a very small town that was located in the Fayette, Alabama. Two different boys who previously played the game killed three people, among them two police officers. The article is presenting expert ideas which laid blames on the murders on thorough involvement on the video games. Here, real life examples of the hostile effects of video games are shown (Bradley, 2005).

The analysis of the outcomes of video games both on aggressive behavior and also delinquency has also been established. The contents of graphical violence of the video games are increasing the aggression levels in individuals who are aggressive. Video games are resulting into very poor grades at school. Besides, violence is having numerous effects on males more than on females. The effect of violent video games on grade as well as the difference on the effect among different gender is also stated (Fox, 2009).

The effects of violent video games like Grand Theft Auto and Mortal Kombat on violent and aggressive behavior are also useful. The television is having more effect on violent behavior than video games. The effects of several media types and also the times of exposure on the aggression of the respondents have also been got (Gentile, et al.2004).

Ivory and Srinam (2009) conducted a research involving a total of one hundred and twenty two undergraduate students from two universities. The research was exploring the perception of the students on the censorship of video games. The result was that many people recognized the aggressive effects of video games while they are never supporting censorship. The paper is significant because it is portraying the public insight of hostility in video games and suppression ( Ivory and Sriram,2009)

Other articles are providing a history of the aggressive character of video games. They are stating the tendency and how there has existed an enlargement in the level of violence as time moves on. Other results are giving account of the precise violent acts that are resulting from the hostile video games and the tendency of violence (Kooijmans, 2006))

Some students who were sharing rooms with individuals having a video game were losing approximately forty minutes daily. The loss of forty minutes resulted into a drop of about 0.241 on the student's GPA. A rise in the time of play did not result in a reduction in the attendance. Therefore, this paper is showing the effects that the video games are having both on study time and the grades (Naseef, 2007)

Skelton, (2007) carried out a research were he was having college students who were playing non-violent video games and also violent video games for approximately twenty minutes and thereafter put them in a room that was closed with a huge questionnaire. When a brawl was staged inside the hall, the actors commenced to argue loudly and a person was thrown down to the floor and began to groan. The players who were non-violent took approximately 18 seconds to render aid as the brutal players took thrice the amount. Other Studies are proving that the act of playing of violent video games is making people to be desensitized and again to act more viciously in the short-term. Long-standing exposure is capable of leading to a rise in antagonistic personality.

Conclusion

These findings are showing the effects that the violent video games are having. Indeed there are numerous effects of watching violent video games. Above all its effects, it causes violence due to its effect on thought, cognition and human behavior. This paper is showing that playing video games that are violent are resulting into higher hostile cognition levels, aggressive affect, and provocation physiologically and also aggressive behavior in the short-term more than the video games that are not aggressive. Even the previous research on the disclosure to television and also movie violence is suggesting that the act of playing the violent video games is highly capable of increasing hostile behavior. The numerous evaluations of the video-game research literature are revealing that the violent video games are adversely increasing the aggressive behavior of not only the young adults but also children. Both experimental and also the studies that are not experimental with females and males in a laboratory and ground settings is supporting the thesis statement. Besides, analyses are also revealing that a lot of exposure to violent video games is increasing not only physiological arousal but also thoughts and feelings that are related to aggression. The act of playing vicious video games is also capable of decreasing pro-social behaviors.

493 Words Hidden
Statistics of the Video games493 words
The population of the United States is overwhelming with much media hostility. Youths whose ages are between 8 and 18 are spending extra forty hours…
Cite This Paper
PaperDue. (2011). Effects of violent video games on adolescent aggression and behavior. PaperDue. https://www.paperdue.com/essay/violent-video-games-is-having-11161

Always verify citation format against your institution’s current style guide requirements.