jasonbocabil

My blog is about observation, future, and ideas

Media (and Video Game) Violence: How it affects our Attitude and Behavior

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Many movies and TV programs are saturated with violence. Still, hundreds of millions of people are entertained by media violence. It is healthy; however, to think carefully on this matter. And it is good to ask yourself: What effect does viewing aggressive models on TV or in movies have on our attitudes and behavior?  Social learning theorist argue that by providing numerous aggressive models—including many that reinforced—media violence is more likely to increase viewers’ aggressive behavior. For example, American children who watch greater amounts of TV violence are more likely than their peers to display physical aggression when they become young adults (Eron, 1987; Huesmann et al., 2003).  Research strongly suggests that viewing media violence

  • Decreases viewers’ concerns about the suffering of victims
  • Habituates us to the sight of violence;
  • Provides aggressive models that increase viewers tendency to act aggressively (Eron, 2000; Huesmann et al., 2003).

This association is not simply due to the fact that children who watch the most TV violence are already more aggressive to begin with.  Moreover, boys and girls who perceive TV violence to be highly realistic and identify strongly with same-sex aggressive TV characters are most likely to act aggressively as adults (Huesmann et al., 2003). Experiments in laboratory and field settings reveal a clearer causal link between watching media violence and behaving more aggressively (Leyens et al., 1975).

Media violence appears to exert its effects through multiple avenues (Huesmann, 1997):

  • Viewers learn new aggressive behaviors through modelling.
  • Viewers come to believe that aggression usually is rewarded, or at least rarely punished.
  • Viewers become desensitized to the sight and thought of violence and to the suffering of violence.

Beyond movies and TV, the question of whether violent video games promote aggression also has raised much public and scientific concern.  In 2005 some Washington State legislators drafted a bill to make it easier for parents to sue violent video game manufacturers in cases where playing those games could be linked to the commission of violent crimes (KING Broadcasting Company, 2005).

Do Violent Video Games Promote Aggression?

Millions of children and teens love violent video games.  Gintele et al., in their study of Midwestern junior high students: boys reported playing video games for 13 hours a week; girls, for five hours a week. Respectively, 70 percent and 50 percent of their favorite games had violent content. Do violent video games breed aggression? What does research say about this? Correlational studies find that compared to their peers, youngsters who have more exposure to violent video games get into more physical fights with other people (Gentile et al., 2004).

Passer & Smith (2007) in their study in correlation approach said those youngsters who play violent video games may cause them to get into more fights; secondly, perhaps getting into fights produces consequences (e.g, stress, anger, frustration) that prompt youngsters to play violent video games and lastly, perhaps these youngsters have a more hostile, aggressive personality to begin with, which causes them to play more violent video games and also to get into more fights. Indeed, Gentile and coworkers (2004) found that among young adolescents, those exposed to more violent video games also scored higher on psychological test of hostility. So, to take this possible confounding factor into account, researchers Roland Irwin and Allan Gross (1995) conducted some special analyses that statistically adjusted for the hostility differences among adolescents.

Experiments in which researchers directly manipulates people’s exposure to violent video games provide a clearer casual picture. Roland Irwin and Allan Gross randomly assigned sixty 7- and 8-years old boys to play either a violent or nonviolent video game for 20 minutes.  In the violent video game, Double Dragon, the player assumed the role of a martial arts hero who kicks, punches, and uses a rope or chain to whip and defeat ruthless street gang members. In the on violent game, Excitebike, the player raced a motorcycle against the clock.

After playing one of the games, each child engaged in a 10-minute “free-play” period with another boy (an accomplice). Next, as each participant competed against this boy on a task for a prize, the boy (according to plan) cheated. Compared with participants who had played Excitebike, those who had played Double Dragon displayed more physical and verbal aggression toward inanimate objects (e.g., toys), more verbal aggression toward the other boy during the free play period, and more physical aggression toward the other boy during the frustrating competition.

What do you think? Did Double Dragon’s violent content increase participants’ aggression, or was it simply a more exciting game?  If so, perhaps it was only greater arousal that led to more aggression? If you were the experimenter, what could you do to rule out this possible confounding factor?  Irwin and Gross measured participants’ heart rate both before and during the video game play. The result: no heart rate differences between the two video game conditions, strengthening the conclusion that the content of the violent game was the key factor.

Most studies employing this procedure have found that children’s aggression toward peers increases after playing violent video gamesFurthermore, even among college students, briefly playing a violent video game (Mortal Combat, DOTA, Counter Strike, and the like) increased women’s and especially men’s aggressive behavior toward a confederate who had earlier aggressed against them (Bartholow & Anderson, 2002).

WHAT DO YOU THINK?

Psychodynamic theorist agrees that by performing an act of aggression discharges aggressive energy and temporarily reduces our impulse to aggress. However, a recent meta-analysis of over 30 experiment and real-world correlational studies on violent video games indicates that:

  • The evidence clearly does not support the catharsis hypothesis (see what is Catharsis vs. Social Learning) that playing violent video games decreases people’s aggression by letting them blow off steam; and, to the contrary,
  • Playing violent video games is linked to increased aggressive behavior, thoughts, and emotions (Anderson, 2004).

Certainly, the overwhelming majority of children, teens, and adults who play violent video games do not go out and assault or kill people. But aggression comes in many forms, physical and verbal, obvious and subtle. Still, continued research focusing on long term effects is needed to pinpoint how strongly children and adults are affected by a world full of DOTA, Counter Strike and other violent (bloody) video games.

IN REVIEW

Most research supports that watching movie and TV violence and playing violent video games increase the risk that children and adults will act aggressively.

OTHER POINTS

                For parents, this is the time to make an action whether you let your children be influenced by media violence or violent video games.  This is also the best time to examine yourself whether you are doing your best to your child. In my next article, I’ll discuss the correlation of a parent and a teacher. Thanks for reading.

References

Anderson, C.A. (2004). An update on the effects of playing violent video games. Journal of   Adolescence, 27, 113-122.

Bartholow, B.D., & Anderson, C.A. (2002). Effects of violent video games on aggressive behavior: Potential sex differences. Journal of Experimental Social Psychology, 38, 283-290.

Eron, L.D. (1987). The development of aggressive behavior from the perspective of a developing behaviorism. American Psychologist, 42, 435-442.

Eron L.D. (2000). A psychological perspective. In V.B. Van Hasselt & M. Hersen (Eds.), Aggression and violence: An introductory text. Boston: Allyn & Bacon.

Gentile, D.A., Lynch, P.J., Linder, J.R., & Walsh, D.A. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of Adolescence, 27, 5-22.

Huesmann, L.R. (1997). Observational learning of violent behavior: Social and biosocial processes. In A. Raine, P.A. Brennan, D.P. Farrington, & S.A. Mednick (Eds.), Biosocial bases of violence. New York: Plenum Press.

Huesmann, L.R. Moise-Titus, J., Podolski, C.L., & Eron, L.D. (2003). Longitudinal relations between children’s exposure to TV violence and their aggressive and violent behavior in young adulthood: 1997-1992. Developmental Psychology, 39, 201-221.

Leyens, J.P., Camino, L., Parke, R.D., & Berkowitz, L. (1975). Effects of movie violence on aggression in a field setting as a function of group dominance and cohesion. Journal of Personality and Social Psychology, 32, 346-360.

Author: Jasonbocabil

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