Do Violent Video Games Increase Adolescence Violence?
April 14, 2014Do Violent Video Games Increase Adolescence Aggression? The debate over violent video games causing aggression in young people can be traced back to the 1976 release of the game Death Race. The object of the game was to run over screaming "gremlins" with a car, at which point they would turn into tombstones. Controversy erupted because the "gremlins" resembled stick-figure humans, and it was reported that the working title of the game was Pedestrian. After protestors dragged Death Race machines out of arcades and burned them in parking lots, production of the game ceased. (Jeffrey Hendricks, Steven Jacobson, & Natalie Leppard, 2014). However, video game advocates contend that a majority of the research on the topic is deeply flawed and that no causal relationship has been found between video games and social violence. (Jeffrey Hendricks, Steven Jacobson, & Natalie Leppard, 2014). Using sociological imagination helps us find the relation between increased aggression in youth’s and violent video games. It is essential to understand the effect of the relationship between youth’s aggression and violent video games because it offers a view into people’s fear of the unknown. In this paper I will examine how our fear of loss of control can cause mass confusion and misinform the public on a minor issue. Even though video games are thought to make young people lazy, resistant, and feed bad habits, games sales continue to grow. Even the top ten most played and sold games are violent. Take GTA (Grand Theft Auto) for example. A game series that was started in 1997 is one the most played and popular game series of all time. Last fall, in GTA 5’s release is sold 1 billion copies in a matter of three days. The main point of the game from the initial game was only to steal cars, make money, and cause as much chaos as possible while doing it. However, as the games continued it began to grow and become more dynamic in features. All the while gaining a following of irritated parents who were citing the game caused children to re-intact the crimes they saw in the games, though they continued to buy them. The problem with this claim was that, not only was it a blowout of proportion fear, but it seem as though the angry mass only feed the economic growth of the game culture. According to Jeffrey Hendricks, Steven Jacobson, & Natalie Leppard game sales of video games have more than quadrupled from 1995-2008, while the arrest rate for juvenile murders fell 71.9% and the arrest rate for all juvenile violent crimes declined 49.3% in this same period. Also, 97% of 9-17 year-olds throughout 2008 purchased and played violent video games. So looking at the information, it is showed that over time aggression in youth has gone down. It is mostly because of the ability to express emotions through the video game itself. The virtual reality allows for people to meet their need of fitting in a society and openly expressing their emotions without being criticized for doing it. There are some effects of only playing video games though (Paramjit, Joshi T., Fritz K. Gregory, & Sood "Bela" Aradhana, 2014). Studies of children exposed to violence have shown that they can become: “immune” or numb to the horror of violence, imitate the violence they see, and show more aggressive behavior with greater exposure to violence. Children and adolescents can become overly involved and even obsessed with videogames. Spending large amounts of time playing these games can create problems and lead to: Poor social skills, time away from family time, school-work, and other hobbies lower grades and reading less, exercising less, and becoming overweight, aggressive thoughts and behaviors. The effects shown above help show that too much video game violence is bad for young people and stifle their growth. A theory behind why video game culture strives and...
References: Saleem, M., Anderson, C. A., & Gentile, D. A. (2012). Effects of Prosocial, Neutral, and
Violent Video Games on Children 's Helpful and Hurtful Behaviors. Aggressive Behavior, 38(4), 281-287. doi:10.1002/ab.21428
Peckham, M. (2013). Researcher Says Linking Video Games to Gun Violence Is a
'Classic Illusory Correlation '. Time.Com, 1.
Whiteman, H. (2013, November 29). "Violent video games reduce teens ' self-control, study
Jeffrey Hendricks, Steven Jacobson, & Natalie Leppard, (2014). "Video Games ProCon.org." ProCon.org Mar. 2014. Web. 17 Mar. 2014.
Paramjit, Joshi T., M.D., Fritz K. Gregory, M.D., and Sood "Bela" Aradhana, M.D. Children and Video Games: Playing with Violence. Children and Video Games: Playing with Violence. Web. 15 Mar. 2014.
New Releases." Violent Video Games and Young People. Harvard University, n.d. Web. 14 Mar. 2014.
Heiken, Elisa. "Gamasutra: Elisa Heiken 's Blog - How Social Casual Games Meet Our Unmet Psychological Needs." Gamasutra Article. UBE Tech, 22 Jan. 2014. Web. 14 Apr. 2014.
Please join StudyMode to read the full document