Violence in Video Games
Peter Simpson
Mr. Scuito Junior Morality
4/18/06
As technology improves so does video
game realism. Games have come a long way since the blocky and innocent pong to
the violent scenes of street shooting in games like Grand Theft Auto or bloody
decapitations in Mortal Kombat. These have sparked a lot of worry that the
violence in games like these can have negative effects on children. This was
based on the evidence from the American Psychological Association, American
Academy of Pediatrics, and the American Medical Association that violence in
television can cause violence in children; this lead to hypotheses that violent
video games would cause violence in children even more so than television.
These hypotheses said there are four main things that theoretically would
contribute to video games being worse than television in causing violence in
children. Video games tend to have the player play from the point of view of
the character doing the violent actions; this can result in the child having a
greater tendency to imitate the characters’ actions. Unlike the passive
watching of television video games require participation which can lead to a
greater chance of imitation. Video games also tend to be repetitive by their
very nature and repletion is a known learning tool and therefore could cause
children to “learn” to be like the characters in their games. Lastly video
games often use reward systems which similar to repetition is a known tool in
the learning process.[1]
The Columbine shooting in which 13 students were
killed and 23 were wounded was the result of two students, Harris and Klebold.
After the shooting an investigation was held to shed some light on what could
have caused such horrible actions on their fellow students. The investigation
found heavy evidence that video games might have played a key role in the
shooting. They found that their favorite game to play was the bloody first
person shooter DOOM. They had even made their own customized version of the
game where they could both play at the same time and walk around with unlimited
ammunition and shoot people that couldn’t fight back, essentially playing the
game in “God mode”. They also made a video for a class project where walked around
in trench coast with guns and killed athletes. After the shooting one of the
investigators said Harris and Klebold were “playing out their game in God
mode.”[2]
There have been many studies to test
these theories and hypothesis. A study by Ballard & Weist tested the
physical responses to violent video games versus non violent games. He tested
it by having children play Mortal Kombat, a violent fighting game that depicts
blood, gore, and scenes such as ripping an opponent’s spine out, with the blood
and gore turned off. Then he had them play the same game with the blood and
gore turned on. When the blood and gore was turned on they found that heart
rate, blood pressure, adrenaline, and testosterone was increased from when they
played with the blood and gore off. With further study they found that the
increase was more drastic in children that already showed hostile tendencies.[3]
This is important because it shows that the effects from violent video games
might be worse on children that already have problems with violence.
A study held by Kirsh found that
compared to violent video games cause children to have a greater chance of
interpreting others actions to have hostile intent. This is called hostile
attribution bias and has been linked to depression, negative self perception,
and peer rejection.[4]
Another study measured how violent
video games affect the actual actions of children. This study took a group of 8th
and 9th graders and scored their hostility rating and asked them how
many fights they has been in the previous year. They then had them play violent
video games for a controlled amount of time over the next year. The results
showed an increase in physical fights across the board, even for the children
who scored low hostility ratings. This shows that violent video games can cause
violence in children who don’t even have a natural inclination towards
hostility.[5]
Another study tested college
students instead of children. They had a set of students play violent and non
violent video games. They then had the students compete against each other in
non video game related tasks. The student that won got to blow a loud noise at
the loser, and the winner could control how loud and long the sound blast was.
They found that the students who had played the violent games made their sound
blasts louder and longer than the students who had played the non violent video
games.[6]
This shows that violent video games have effects on people regardless of
age.
A more detailed study factored in the amount of time
playing violent games and how often the children’s parents either limited play
time or what games they played. The study used a rating system to calculate
time played, parent involvement, violence of games played, trait hostility, and
whether violence was preferred in the games they played of six hundred and
seven 8th and 9th students. They then compared that to
frequency of arguments with teachers and physical fights. The results showed
that the children who had the least parent involvement and highest ratings of
time playing games and amount of violence in the games showed the highest
amount of arguments and got into physical fights. The problem was that these
children also had the highest trait hostility so one could theorize that they
children that were hostile were the ones attracted to violent games and the
games had no part of causing the hostility but instead were just played by
children that were already hostile. A continuation study was held to test if
this was true or not. Even when trait hostility was controlled exposure to
violent video games had significant effect on whether or not the students got
into physical fights one thing to notice though in parent involvement also had
significant influence.[7]
Another study took two hundred
twenty seven college students and had them answer an extensive survey about
their interaction with video games and about themselves. They found that the
students who played violent games more frequently had more aggressive actions
and aggressive personality. This experiment was repeated with different pools
of participants and slightly different questions and the same results were
found and were even more severe than the affects of violence in television.[8]
A collection of studies and
information was used to come up with conclusions on the overall short-term and
long-term affects violent video games have on the player. The short term
affects are feelings of aggression and hostile feelings. The long-term effects
which result from repeated game play over years include vigilance towards
enemies, aggressive action, expectations of aggressive action from others,
positive attitude towards violence, and tendencies to use violence to solve
problems. They also found that the people who are affected like this from
long-term use tend to lose touch with previous social contacts and interact
with people who have similar hostile personalities.[9]
There are numerous other studies
that all have similar results. Violent video games seem to have a definite
effect on those who play them and as one study concluded age doesn’t matter,
they had hostile affects on college students. As technology increases so will
the realism of games and from that the violence will only continue to get more
harmful. The video game industry isn’t helping either. In 2000 70% of “M” rated
games, those appropriate for age 17 and up, were targeted towards an audience
younger than 17.[10]
Since this information was collected the Advertising Review Council was created
to make codes and principles for industry marketers to follow to make sure
games are targeted to the audience that is appropriate for their rating. Though
this helps there is still the problem that they can not enforce these rules at
the retail level due to the First Amendment that protects the writes of the
buyer, the ESRB, the overseeing board that rates every games content, have to
rely on parents to enforce control over which games their kids play.
Bibliography
Anderson, Craig A, and Karen E. Dill. “Video Games and Aggressive Thoughts, Feeling, and Behavior in the Laboratory and in Life.” Journal of Personality and Social Psychology. 78.4 (2000): 772-790. 15 Feb. 2006
http://www.apa.org/journals/features/psp784772.pdf.
Gentile, Douglas A, Jennifer Ruh Linder, Paul J. Lynch, and David A. Walsh. “The Effects of Violent Video Game Habits on Adolescent Hostility, Aggressive Behaviors, and School Performance.” Journal of Adolescence. 27 (2004): 5-22. 15 Feb. 2006 http://www.psychology.iastate.edu/faculty/dgentile/Gentile_Lynch_Linder_Walsh_2004.pdf.
Walsh, David A. “Video Game Violence and Public Policy.” National Institute on Media and the Family. 2001. 24 Jan. 2006 http://culturalpolicy.uchicago.edu/conf2001/papers/walsh.html.
[1] Walsh David, Video Game violence and Public Policy (National Institute on Media and the Family, 2001) 1-2.
[2]
[3] Walsh 2.
[4] Walsh 2-3.
[5] Walsh 3-4.
[6] Walsh 3.
[7] Gentile, Douglas A, Jennifer Ruh Linder, Paul J. Lynch, and David A. Walsh, The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance ( Journal of Adolesence, 2004) 8-12.
[8]
[9]
[10] Walsh 5.