This paper examines the relationship between violent video game exposure and aggressive behavior in children and adolescents. Drawing on empirical studies, it documents physical effects such as sleep disruption and increased heart rate, as well as cognitive and behavioral outcomes including aggressive cognition and reduced prosocial behavior. The paper argues that while violent video games alone do not cause violent crimes, they function as a significant risk factor, particularly when combined with mental health issues, family background, and other environmental factors. The paper concludes that parental monitoring, media literacy, and awareness of warning signs are essential protective measures.
On December 14, 2012, a young man named Adam Lanza entered an elementary school in Newtown, Connecticut and went on a shooting rampage, killing 20 children and 7 adults. In another incident on July 20, 2012, as people enjoyed the opening night of the movie The Dark Knight, James Holmes began randomly shooting people, resulting in multiple casualties and fatalities. One similarity between these two incidents is that both killers played violent video games.
While playing video games alone may not have been the single cause of these devastating tragedies, they did play a role. Many studies reveal that playing video games affects players physically and mentally (E. C. Hastings). This paper examines the relationship between violent video game exposure and aggressive behavior in children, exploring the physiological mechanisms, cognitive effects, and risk factors that contribute to increased aggression and behavioral problems.
Playing video games can cause measurable physical changes in the player. Research demonstrates that violent video games affect sleep patterns in children and adolescents. A study revealed that when children play video games close to bedtime, they have a harder time falling asleep and are not able to reach REM (rapid eye movement) sleep, which is the deepest and most restful part of sleep (The Impact of Prolonged Violent Video-Gaming on Adolescent Sleep: an Experimental Study).
Sleep deprivation caused by video game use can produce emotional and behavioral issues, as well as affect physical health. Another physical change that can occur due to playing video games is an increase in heart rate. Research shows that playing violent video games versus non-violent video games can significantly increase the player's heart rate variability.
These physical effects have behavioral and cognitive consequences. According to research by Anderson and Bushman (2001), violent video game use was significantly related to aggressive behavior, aggressive cognition, aggressive affect, and physiological arousal, and negatively related to helping behavior.
Most research on violent media defines aggressive behavior as actions "intended to injure or irritate another person" (Huesmann & Taylor, 2006, p. 395). The key mechanism by which violent video games affect behavior is through active participation and learning. In violent video games, the player—and those observing—witness aggressive and violent acts and see that behavior being rewarded. Consequently, the player learns that aggressive behaviors are acceptable, especially when reacting to violence in the world around them.
These "scripts" help teach a pattern of violent and aggressive behaviors in some players, which become part of their future behaviors (Huesmann, 1933; Rosenkoetter et al., 2004). In one study, players would begin to see non-violent objects that were used in violent acts in video games as a source of violence and may contribute to triggering aggressive and inappropriate behaviors. The study concluded that after playing or observing violent scenarios, individuals may re-enact the behaviors in reality.
In another study, players' vital signs were monitored before, during, and after playing violent video games. The players also kept a diary of their sleep patterns. The study showed that vital signs increased while playing video games exhibiting violence and promoting aggressive behaviors, and their sleep quality was also negatively affected. They had a harder time falling asleep, especially if they played video games right before bedtime (Ivarsson).
However, Dr. Craig Anderson suggests that the important question regarding children playing violent video games is, "Do violent video games cause school shootings?" He points out that researchers have known for a long time that there are usually multiple risk factors present with violent behaviors (Anderson). Jesse Steinfeld, the Surgeon General of the United States, responded to Congress in March 1972, stating that "the causal relationship between [exposure to] 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." The U.S. public health system, in conjunction with several other organizations, concluded that "viewing violence may lead to real-life violence. Children exposed to violent programming at a young age have a higher tendency for violent and aggressive behavior later in life than children who are not so exposed." It was decided that a ban on video games was not necessary, but that there needed to be other options to protect children and adolescents from harm.
"Game ratings and family oversight"
A study was performed by Erin Hastings, PhD, in which monitoring of playtime, gender of the child, and playing context were all explored. Information regarding the child's gameplay, behavior, and school performance was gathered and reported by parents. There was a correlation between the amount of time spent playing games and aggressive behavior, as well as school competence. Children who played video games with violent content did have a negative outcome on academics and issues with attention problems, while those playing educational games had a positive bearing on academic performance.
This proved that if there was a large amount of time spent playing violent video games, the child did have behavioral and academic concerns. Conversely, playing video games with educational content provided assistance with academics. Parents reported that parental monitoring and gender did not seem to have any bearing on the outcomes of this study (E. Hastings).
The findings of this study point to the theory that with exposure to violence in media—television and video games—there are increased levels of aggressive and violent behaviors. These are learned and imitated in real-life, and children will grow up to be adults who have aggressive tendencies and academic concerns (E. Hastings).
The findings strongly support that playing video games does have an effect on academics and behavior. However, as mentioned previously, there are often other factors that heighten the risk of violence from video games, such as mental health issues. Schizophrenia, bipolar disorder, mood disorders, and paranoia can all play factors in the behaviors of individuals playing violent video games.
Research suggests that the increased risk of violent behaviors from violent video games is especially heightened in youths with pre-existing mental health problems. They are at increased risk for displaying aggression and violence among peers, including bullying, physical fighting, criminal assaults, and homicide (Yes, Violent Video Games Do Cause Aggression).
In another study, Matt DeLisi, a professor of sociology, found that there was a link between playing violent video games and aggressive behaviors. He found a stronger link if the individual had a history of violence and psychopathic traits. The results revealed that how often the individual played video games and their affinity for violence were strongly linked to delinquent and violent behaviors. Violent video game exposure is not the lone cause of violence, but it is a strong risk factor.
DeLisi asked the question of whether we can say that Adam Lanza or others went on their killing rampages because of media violence. The study determined that juvenile offenders have multiple risk factors that play a distinct role in how they behave. It is therefore important to revise the study to build on the research to determine what combination of factors make one most volatile. One variable found to be significant was parents' control of the amount of time a child spends playing violent video games. Parents need to be educated and made aware of these risk factors so they can make a conscious effort to observe whether their child's mood and behavior change after playing violent video games.
DeLisi stated, "I think parents need to be truthful and honest about who their children are in terms of their psychiatric functioning." He also says, "If you have a kid who is antisocial, who is a little bit vulnerable to influence, giving them something that allows them to escape into themselves for a long period of time isn't healthy." The research concurred that playing violent video games did affect violent behaviors, but there are additional risk factors that should be studied and considered in the bigger picture (Violent Video Games Are a Risk Factor for Criminal Behavior and Aggression, New Evidence Shows).
Significant research shows evidence that exposure to violent video games is a risk for increased aggressive behavior, aggressive cognition, and aggressive affect, and decreased empathy and prosocial behavior, but only in part. It is revealed that cultural differences in susceptibility and sex differences play a small part in this risk factor (Yes, Violent Video Games Do Cause Aggression).
"Experimental design and causation debate"
"Action steps for families and society"
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