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Video Games with Violence Are Harmful to Teenagers - Research Paper Example

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Summary
The aim of the study is to demonstrate the negative impact of video games on teens. The phenomenon of the popularity of games is explained by their interactivity and strong involvement of the player, who feels himself to be part of the script, which does not happen when he passively watch a movie…
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Video Games with Violence Are Harmful to Teenagers
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Documenting the Media Revolution: Video Games and Violence For a period exceeding 20 years video games have been easily availed to consumers (Bushman and Anderson 1679). Their uniqueness is that they provide the player with a chance to be part of the script of the game. As compared to the passive watching of a movie, today’s game are that sophisticated that they require the player to pay high levels of attention all through the game. This has either positive or negative impacts on the players. The aim of this paper is to highlight the negative impacts of video games on players as well as providing recommendations on how to control the playing of video games among teenagers. LITERATURE REVIEW Despite the positive impacts associated with playing of video games, for instance improving the manual deftness as well as computer literacy of the players, a host of studies reveal that video games, particularly those with violent content makes the players more aggressive in life. The increase in aggressiveness is partly attributed to the amount of time the players spend playing the game. Walsh (2000) found that many teens have not been restricted by their parents for the amount of time they play games. In addition, most parents are neither aware of the video-game rating by the Entertainment Software Rating Board (ESRB) nor the content of the games. Furthermore, Gentile, Lynch, Linder, and Walsh (6) revealed in their research that adolescent girls played an average of 5 hours a week as compared to 13 hours played by boys. These studies concluded that those who played violent video games for longer periods: i. May engage in peer-to-peer fights ii. Are more inclined to aggressiveness iii. Record reduced performance/achievements at school iv. Are more likely to engage in confrontations with their teachers. Video games are very interactive and thus players benefit by engaging in violent acts so as to move to the next game level. Gentile and Anderson (2003) argue that playing violent video games can augment aggressiveness of an individual due to the continued persistence of violent acts in the game. Repetition has been accredited as an effective method of teaching or rather reinforcing a given learning pattern. Players emulate the role played by their favorite characters in the video game. Bushman and Anderson (2002) assert that frequent playing of such roles in violent games can automatically prime the aggressive thoughts of a player. As a result, the researchers concluded that a prior experience with violent video games can result in augmented levels of aggression by an individual when he/she encounters some form of confrontation. These groups of experts that view the violent content of games as a direct causal factor of increased aggressiveness among game players are referred to as causationists­. They argue that engaging in violent video game play has an increasing risk that samples in survey-based as well as laboratory studies will think, behave and sometimes feel more aggression as compared to those who did not play violent video games. In addition, they argue that may also result in reduced empathy levels and desensitization. Effects of Violent Online Video Games on Single and Multiplayer Users The increase in popularity of video games has resulted in development of playing modes that provide for multiplayer functionality – more than a single player can take part in a single game simultaneously. Numerous literatures exists that shows a link between single players of violent video games and increased aggression but few studies have been conducted to show links between the same but for multiple players. In addition, research shows that male teenagers are more likely to play violent video games as compared to their female counterparts. It has been established that frequent involvement in violent video game playing is a causal factor of increased aggressiveness in teenagers and reduced prosocial behavior as well as reduced academic achievements (Rosenthal 151). Multiple players playing online games can either be in each others’ presence or in different geographical locations. Although many studies show increased aggression with increased play of violent video games in single players, some studies show that playing online video games with others can be a bumper to the increasing aggressiveness of players. Williams and Clippinger (495-499:506) conducted a study to determine the levels of aggression in players after playing a human player or a computer. The game played was non-violent (Monopoly). The study revealed that encounters with players who had played against a computer were aggressive and the players were more frustrated as compared to after playing a human player. However, this study provides limited evidence of the effects the presence of a human player has in the levels of self-aggression exhibited by a violent video game player since the game itself is not violent. A second study took into account a game labeled the most violent with high levels of gore and blood, MMORPG Asheron’s Call 2 (AC2) (Williams and Skoric 217-233; Yee 189). The study was conducted for a period of one month where participants were aged between 14 and 68. This study took an elongated time to make sure that the participants had been exposed to the game at least on a daily basis. Findings of the Study After the estimated study time had ended, the research found that those who had played the violent video game with another person did not exhibit increased levels of aggression as a result of the constant playing of the violent video game AC2. This is however in contrast with previous research that shows that the levels of aggression in individuals playing violent games increase with elongated periods of play (Yee 192). However, this previous research only took into account those who played against a computer and not playing in a multiplayer environment. Study Limitations Many researchers are of the belief that exposure to violent media has reduced effects on adults as compared to its levels in children. This study can be considered as an adult study since it took into account teenagers from age 14 to adults aged 68. Children aged 14 and below are believed to the most players of video games and as a result, the result may be biased. In addition, it is quite impossible to alter the already established behavior and cognitions of an adult as compared to a child hence the ‘no increase in levels of aggression’ deduction can be approved. The study findings reveal that there are differences in the aggression levels of persons who play single-player violent video games as compared to those who play multiplayer online games, where single players show increased levels of aggression after playing a violent video game as opposed to those who take part in violent video games involving many players (Anderson and Bushman 38). A number of American medical associations released a joint statement in 2000 to caution parents regarding the levels of violence in media content and the negative impacts it had on children. These associations included American Academy of Family Physicians, the American Medical Association, American Psychological Association, American Academy of Pediatrics, and American Academy of Child & Adolescent Psychiatry (Joint Statement 2000). In their report, these associations believe that frequent exposure to violent content in media can augment the feelings and thoughts of aggressiveness especially in kids. In addition, the report reveals that these effects can either be short term but also in cases of severe exposure, the effects can be long-term. Despite the fact that limited studies exist on interactive games, research has it that continued involvement in playing violent video games can have adverse effects on the levels of aggression felt by the game player, in this case children and adolescents, when confronted (Anderson and Bushman 2377-2378). Managing the Media Consumption of Children. Video games have rose into popularity over the past 20 years and thus, eliminating them completely from the lives of children and other adolescent teenagers can prove to be a cumbersome task (Bushman and Anderson 482). As a result, parents can only regulate the usage of video games or work on reducing and or eliminating the negative impacts these violent video games have on children. As a parent, one should: i. Be aware of the video games’ rating as provided by the Entertainment Software Rating Board (ESRB). ii. Video game equipment should not be installed or allowed in the bedrooms of children so as to keep monitoring their activities easily. iii. Parents should set limits as to when to play a video game and for what period is the game played. This reduces the amount of time spent playing games by teenagers. iv. Keep track of children’s use of media. v. Monitor the internet activities of children to control playing of online games. vi. Take some time to engage kids in a discussion regarding the kind of games they play and media they use. vii. Parents should share information with each other regarding particular games or ideas to help one another in parenting. Violent video games can have adverse impacts on the aggressive nature of the individual players. However, more studies need to be conducted to determine the impacts playing online violent video games have on multiple teenage players and adolescents. Works Cited Anderson, C.A., & Bushman, B.J. (2002a). The Effects of Media Violence on Society. Science, 2002a. Print. 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, 2001. Print. Anderson, C.A., & Bushman, B.J. External Validity of "Trivial" Experiments: The Case of Laboratory Aggression. Review of General Psychology, 1, 1997. Print. Anderson, C.A., & Bushman, B.J. Human Aggression. Annual Review of Psychology, 53, 2002b. Print. Bushman, B. & Anderson, C. Violent Video Games and Hostile Expectations: A Test of the General Aggression Model. Personality and Social Psychology Bulletin, 28, 2002. Print. Bushman, B. J., & Huesmann, L. R. Effects of Televised Violence on Aggression. In D. Singer & J. Singer (Eds.). Handbook of Children and the Media. Thousand Oaks, CA: Sage Publications, 2000. Print. Bushman, B.J., & Anderson, C.A. Media Violence and the American Public: Scientific Facts Versus Media Misinformation. American Psychologist, 56, 2001. Print. Gentile, D. A. & Anderson, C. A.. Violent Video Games: The Newest Media Violence Hazard. In D. A. Gentile (Ed.), Media Violence and Children. Westport, CT: Praeger Publishing, 2003. Print. Gentile, D. A., Lynch, P., Linder, J. & Walsh, D. The Effects of Violent Video Game Habits on Adolescent Hostility, Aggressive Behaviors, and School Performance. Journal of Adolescence, 27, 2004. Print. Joint Statement on the Impact of Entertainment Violence on Children: Congressional Public Health Summit. 2000. Web. Nov. 24, 2012. Rosenthal, R. (1986). Media Violence, Antisocial Behavior, and the Social Consequences of Small Effects. Journal of Social Issues, 42, 1986. Print. Walsh, D. Interactive Violence and Children: Testimony Submitted to the Committee on Commerce, Science, and Transportation, United States Senate, 2000. Williams, D., & Skoric, M. Internet Fantasy Violence: A Test of Aggression in an Online Game. Communication Monographs, 72(2), 2005. Print. Williams, R.B., & Clippinger, C. A. Aggression, Competition and Computer Games: Computer and Human Opponents. Computers in Human Behavior, 18, 2002. Print. Yee, N. (2006). The Psychology of MMORPGs: Emotional Investment, Motivations, Relationship Formation, and Problematic Usage. In R. Schroeder & A. Axelsson (Eds.), Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments. London: Springer-Verlag, 2006. Print. Read More
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