Violent Video Games
and Their Relationship with Actual Violence
According to the
World Health Organization, Violence is the use of physical force or power
intentionally against oneself, another individual or a group (Adachi &
Willoughby, 2011). The application of violence has a higher tendency of
resulting in injury or suffering of the involved parties. Modern media world is
surrounded by various forms of violence especially in video games. For this
reason, fingers of blame are pointed around prompting the question of the
legitimacy of violent video games (Dittrick, Beran, Mishna, Hetherington &
Shariff, 2013). To what extent do video games contribute to violence among
youths and in the society? The paper evaluates a number of factors correlating violence
to violent video games.
Research and
statistical data indicate that approximately 79 percent of youths in America
play video games for at least eight hours weekly (Adachi & Willoughby,
2011). A majority of the video games are characterized by violence and scenes
of obscenity, and one wonders about the effect of such exposure. Teenagers are
socially evolving and during their development, their emotions are vulnerable
and adaptive to their interactions. Therefore, exposure to violence instills
violence traits in their structurally and social development. Such violence is
later exposed in their interaction with others and in the society as a whole.
Videogames date back
to roughly 20 years ago when the development of technology took
full fledge. For this reason, there lack empirical evidence simulating the
challenges posed by video games to the traits of violence in the society.
Cause-effect studies that try to relate violent individuals with a history of
violent upbringing (One associated with video game playing), indicate a closer
relationship (Dittrick, Beran, Mishna, Hetherington & Shariff, 2013). For
examples, a majority of individuals prosecuted with car stealing
cases poses a background of playing Grand theft auto, a game where
players take cars and violate traffic rules. Such studies are indicative that
violent games instill a culture of violence among the youths.
Physiological signs
of aggression are prevalent to individuals’ teens who participate in playing
violent video games. From a psychological point of view, during participation
in the competition, the individuals’ blood pressure and heart rate drastically
increases on the basis of the thrill of the match (Dittrick, Beran, Mishna,
Hetherington & Shariff, 2013). Similar changes are experienced in the real
world in fights and physical encounters. Such reactions induce changes in the
behavioral models of the individual and, as a result, increase chances of
being aggressive in the real world. Through classical conditioning, the
mentality of the youth adapts to the environment in which they interact and
spend time (Markey, Markey & French, 2014). Cases have been cited where
teenagers playing games such as Mortal Kombat result in physical violence
against each other once a particular party is dissatisfied with the results on
the screen.
Despite that
correlation does not directly imply cause, the evidence behind the changes in
the behavior of individual’s teenagers is attributed to exposure to violent
environments (Adachi & Willoughby, 2011). Video games provide a platform of
violence that is readily available by the young. The blame games shifts from
parenting to game developers and governmental regulation. However, the need to
regulate violent games provision is an essential requirement; one that will
inculcate moral uprightness among the young. Parenting also plays a critical
role in ensuring that violence is regulated and mitigated in the society
(Dittrick, Beran, Mishna, Hetherington & Shariff, 2013). Taking video games
as the sole causative agent of violence is escaping the roles of parenting and
regulation.
References
Adachi, P., & Willoughby, T. (2011). The
effect of violent video games on aggression: Is it more than just the violence?. Aggression And Violent Behavior, 16(1),
55-62. doi:10.1016/j.avb.2010.12.002
Dittrick, C., Beran, T., Mishna, F.,
Hetherington, R., & Shariff, S. (2013). Do Children Who Bully Their Peers Also Play Violent Video
Games? A Canadian National Study. Journal Of
School Violence, 12(4), 297-318. doi:10.1080/15388220.2013.803244
Markey, P., Markey, C., & French, J.
(2014). Violent Video Games and Real-World Violence: Rhetoric Versus Data. Psychology Of Popular Media Culture.
doi:10.1037/ppm0000030
2 comments
As per the World Health Organization, Violence is the utilization of actual power or force purposefully against oneself, another individual or a gathering (Adachi and Willoughby, 2011).Do My Assignment
The use of brutality has a higher inclination of bringing about injury or enduring of the elaborate gatherings. Present day media world is encircled by different types of savagery particularly in computer games.
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