Over the past few years, video game violence has become increasingly realistic. The gore found in many popular titles, such as the game Dead Space, is even more graphic than gore shown in the majority of R-rated films. I have observed the changes in the gaming industry personally. Through my observations and personal involvement in gaming, I have developed an interest in studying the possible effects that these gore-glorifying games have on child behavior.
Science Daily, a news organization which specializes in scientific news, notes Craig Anderson and his study involving 130 reports and over 130,000 test subjects, showing an increase in aggressive behavior in children who are exposed to violent video games (“Violent Video Game Play Makes More Aggressive Kids”). Many parents have few restrictions on the video games their children play. As a result, children gain access to numerous violent video games. Grand Theft Auto, an extremely popular third-person shooter, allows gamers to explore vast generated cities, engaging in endless acts of crime and immoral violence. Unfortunately, Grand Theft Auto is one of many games which reward players for completing objectives involving acts of violence. With games, comparable to Grand Theft Auto, sold in-stores everywhere, the need of restrictions for children on video games grows stronger. The Palo Alto Foundation, a not-for-profit health organization which provides research and educational information for the public, documents Lynch, Gentile, Linder and Walsh on their study stating that adolescent boys play an average of 13 hours of video games a week. They continue claiming teens that play violent video games for extended periods of time often show an increase aggressive behavior (“The Impact of Video Games on Children”). Appropriate steps can be taken to avoid violent content in video games. By placing restrictions for children on violent video games, aggressive behavior can be lessened.
Opponents argue that violent media does not affect child behavior. However, many studies have concluded that children whom indulge in violent movies, television shows, and video games are directly affected and often portray an increase in aggression. Aimee Tompkins, journalist for allpsych.com, writes the following on media violence and its connections to child aggression:
Current research tends to agree with the proponents who argue that violent media is associated with aggressive behavior. Risky behavior by children and young adults can include violence against others, lack of remorse for consequences. The type of faulty thinking creates stressors in children which can lead to the onset of many different symptoms. Children who view media violence are more likely to have increased feelings of hostility, decreased emotional response to the portrayal of violence and injury that lead to violent behavior through imitation. An example here would be the television show Jack A**. There have been several accidents related to young men attempting stunts that are done on the show. The act of imitating what they have seen on a television show causes injury to themselves or others around them. (Tompkins 1)
Constantly, children monitor people’s actions and the world around them, learning ways to interact and socialize with others. Joelle Ferrell, psychology and criminal justice graduate of Troy University, enlightens on this issue stating, “Children are very imitative in very much of their behavior, as that is one of the ways that they learn. So inherently, a child that witnesses violent behavior is likely to imitate such behavior” (Ferrell 1). When children watch or play violent media, the characters they observe can become role models. When these fantasy figures illustrate violence, children mimic their actions, which often results in aggression.
Opponents argue that video games are unrealistic, and do not exhibit realistic or explicit violence. Nevertheless, this accusation is no longer valid. In recent years, video games have become increasingly realistic. DICE, a Swedish game developer, recently advertised their new war-action game, Battlefield 3, in a TV trailer, mixing live-action footage with gameplay taken from the actual game. Surprisingly, the graphics shown from the game could be smoothly blended with the live footage. As video games continue evolving, it will become difficult for children to distinguish between real and animated violence, yet increasing the effects of violent video games. Dead Space, a sci-fi horror game released in 2008, is another example of how violence is becoming extensively realistic in video games. In Dead Space, players are forced to survive by dismembering and blowing apart horrifying aliens. Darren Gladstone, an editor for PCWorld.com, rates Dead Space to be the most violent video game ever made (Gladstone 16). As violence in games continues to intensify, the need of restrictions for children on violent games enlarges.
Opponents argue that playing violent video games are no worse than watching violent films. Nevertheless, it has been claimed that playing violent video games can lead to higher aggression than watching films. When children play video games they become mentally, sometimes emotionally, involved. Children can control their game character’s destiny, providing an addictive freedom which movies and TV shows lack. The Palo Alto Foundation proclaims that the interactive requirements of video games vary from movies because it allows gamers to partake in the role-playing of the game’s development. In order for players to continue through the game, they must complete assigned acts of violence (“The Impact of Video Games on Children”).
Proactive arguments in favor of more restrictions for children on violent video games demonstrate positive results. With restrictions on violent gaming, children will begin playing more non-violent games. By doing so, the market for non-violent games will increase, forcing game developers to produce more family-oriented content. As children play less violent games, aggressive behavior can be diminished. These possibilities are plausible, but adults and parents must take necessary steps to prevent violent games from being played and affecting their children.
The first proactive argument that supports restrictions for children on violent video games is that children who have restrictions will begin playing family-oriented games, making household entertainment less threatening. Nintendo’s Wii has been noted as one of the most successful gaming consoles ever made. Its success, partially due to its innovative motion sensitive controls, is a result of its appeal to the entire family. Julie Fletcher, a professional children’s book author, confirms this stating that the Wii is, “One of the most successful platforms of all time, [and]. . .is most likely the best family-oriented console available today” (Fletcher 1). Sony’s Playstaion 3 and Microsoft’s Xbox 360 are both noteworthy gaming consoles, but nearly all of their popular game titles have been rated T(Teen) or M(Mature) for violence, sexual content, and language. Avoiding consoles, which provide violent games, lowers the availability of violent content to children. Appropriate game choices may not only reduce children’s aggressive behavior but also decrease offensive content found in many family households.
The second argument which supports restrictions for children on violent video games is that children, who play more family-based video games, will push developers to produce fewer violent games. Aside from the Wii, the game library for most consoles consists primarily of violent shooters and sword play games. This means that kids have an extremely limited non-violent game selection. If parents place restrictions on violent games, sales for violent games will drop. To address the issue, developers will begin producing games featuring family friendly content which consumers desire for their kids.
The third argument which supports restrictions for children on violent video games is that children who play non-violent video games may show less aggression than children who play violent games. Grace Shin, a highly respected student of Bryn Mawr College, writes on a study, conducted by A. Irwin and M. Alan, which involved a group of 2nd grade students. Some students were asked to play an aggressive game while others were asked to play a non-aggressive game. After the study, the boys who had played the aggressive game exhibited more aggressive behavior than the boys who played the non-aggressive game (Shin 1). Many more studies have been conveyed, reinforcing that children who play non-violent games display less aggression than those who do. The APA notes Craig A. Anderson and his supporting of parents becoming involved in media selection for their children, and how creating alternate non-violent options can decrease entertainment’s effect on the youth (“Violent Video Games”). Parents who take the necessary action, refraining children from violent games, can diminish aggressive behavior.
When children express aggressive behavior, it is typically a result of their observations of how others interact with one another. Video games create hero figures which children can control and observe. Violent video games often require players to hunt, kill, and survive to progress through the game. Sadly, these violent interactions can alter a child’s behavior, increasing aggression. Parents and adults who allow their children to play violent games can reduce their children’s violent and aggressive behavior with appropriate restrictions for violent game content.
Sources Cited:
Ferrell, Joelle. Message to the author. 3 Dec. 2011. E-mail.
Fletcher, Julie. “Is the Nintendo Wii Console the Best Family Oriented Console Available?”
Ezinearticles.com. Ezine Articles. 30 Aug. 2008. Web. 27 Nov. 2011.
Gladstone, Darren. “The Most Violent Video Games Ever Made: Ready for a Bloody Good Time? We Dissect Some of the Goriest Video Games Ever Made.” Pcworld.com. PCWorld
Communications, Inc. 15 Mar. 2011. Web. 25 Nov. 2011.
Shin, Grace. “Video Games: A Cause of Violence and Aggression.” Serendip.brynmawr.edu.
Serendip. 4 Jan. 2008. Web. 24 Nov. 2011.
“The Impact of Video Games on Children.” Pamf.org. Palo Alto Medical Foundation. 2011. Web.28 Nov. 2011.
Tompkins, Aimee. “The Psychological Effects of Violent Media on Children.” Allpsych.com.
AllPsych and Heffner Media Group, Inc. 14 Dec. 2011. Web. 25 Nov. 2011.
“Violent Video Game Play Makes More Aggressive Kids, Study Shows.” Sciencedaily.com
Science Daily. 1 Mar. 2011. Web. 28 Nov. 2011
“Violent Video Games: Psychologists Help Protect Children from Harmful Effects.” Apa.org. American Psychological Association. 8 June 2004. Web. 1 Dec. 2011.
Saturday, August 31, 2013
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