Can playing violent video games be addictive- and harmful? There is a continuous controversy on the harmful effect of violent video games. In this paper, I will address the pros (successes) and cons (failures/consequences) of this subject.
Violent video games have been the subject of argument between the video companies and the consumers (parents, teacher and government officials). Debates often focus on topics such as video game graphic violence, virtual sex, violent and gory scenes, partial or full nudity, protrayal of criminal behavior or other provocative and objectionable material. Video games have been studied for links between addiction and aggression and several studies found that video games do not contribute to these problems(1). Several groups have argued that there are few if any scientifically proven studies to back up these claims, and that the video game industry has become an easy target for the media to blame for many modern day problems (2).
Several researches have proposed potential positive effects of video games on aspects of social and cognitive development and psychological well-being (3). It has been shown that action video game players have better hand-eye coordination and visual-motor skills, such as their resistance to distraction, their sensitivity to information in the peripheral vision and their ability to count briefly presented objects, than non-players (4).
As video games have increased in popularity over the years, politicians around the country have tried to outlaw the sale of some violent games to children because it is strongly believed, especially by parents and educators, that there is a link between aggression and violent video games. To date, all efforts to block the sale of some violent games to children have failed. Some retailers do require the permission of the parent before some violent video games are sold to children.
Federal judges, citing the Constitution's protection of free speech, have rejected attempts by groups to regulate the sale of video games in eight cities and states since 2001 (Courts Block Laws on Vidoe Game Violence) (5). In Oklahoma, a judge has temporarily blocked a law pending a final decision. There are no laws upholding such laws. All attempts by politicians, including Gov. Arnold Schwarzenegger of California, to appeal the ruling of judge's interpretation of the First Amendment, have failed. Ronald Collins, a scholar at the First Amendment Center in Washington, said: "It's more than a trend; it seems the cases are moving uniformly down the same track and that is that such laws are unconstitutional. Such uniformity in declaring a category of laws unconstitutional is very rare." (6)
Video games are a new medium, and while people are used to scary stuff in the movies, they aren't used to having scary stuff in interactive media, so there is political value in passing these laws even if they are ultimately rejected by the courts, said Paul M. Smith, Jenner and Block law firm (7). The United States Supreme Court has interpreted the Constitution as allowing states broad leeway in regulating minor's access to sexually explicit material, which is why it is illegal around the country to sell pornography to children. Courts have not, however, said that states have a similar right to regulate media based on violence for children. Most of the city and state video game laws, as mentioned above, that have been struck down in recent years have tried to ban the sale or rental of certain violent games to minor. In most of the cases, states and cities tried to apply the legal rules for pornography into the interpretation of regulating violent video games.
The opinion in the first major video game was written in 2001 by Judge Richard A. Posner of the United States Court of Appeals for the Seventh Circuit. He wrote that exposure to imaginary violence – whether in "the Odyssey," "War and Peace" or Ultimate Mortal Kombat 3" – can play an important role in the development of a child's moral, social and political outlook (8).
Most politicians see regulating games not as a First Amendment matter but as a public health and safety issue, using the argument that we prohibit children from smoking; we regulate driver's licenses; we prohibit alcohol; we prohibit lots of things from children, and we think it's logical that kids should not be able to purchase violent video games. New York decided to take a different approach; under the bill passed in June 2010 by the Assembly, it would become a felony in New York to sell or rent to a child any game that includes both pornographic images and egregious violence (9).
After students Dylan Klebold and Eric Harris shot 20 people and killed 13 in their Colorado high school in 1999, the media reported that Harris and Klebold played a lot of violent video games, including Wolfenstein 3D, "Doom," and "Mortal Kombat." One of the widowers, whose husband was killed at Columbine, filed a lawsuit, naming multiple video game publishers, including Sony and Nintendo, in the suit as well as Time Warner and Palm Pictures because the shooters had also watched "The Basketball Diaries," in which a character uses a shotgun to kill students at his high school. With the amount of violence in the media, especially, video games, which are played an average of 4 to 5 hours a day by most teens, there is an ongoing debate of violence in the media (10).
According to the National Institute of Media and the Family, as of 2001, approximately 79 percent of America's youth play video games, many of them for at least eight hours a week (11). In addition to the obvious concern with the lack of physical activity, i.e. riding bikes or playing basketball, concerned citizens, parents and politicians are wondering how this type of exposure to violence as an adolescent affects social behavior. Some social scientists link the dramatic rise in violent shootings by teenagers, many of whom apparently played violent video games, which translates into real world situations. But other people are not convinced and insist that video games are a scapegoat for a shocking social trend that has people scared and looking to place blame.
Video games as we know them are only about 20 years old, so there is not a lot of research on this subject for or against their violent effect. So what exactly does science have to say about violent video games? Is there any evidence that shows a cause-effect relationship between shooting people in a game and shooting people in real life?
Studies on Video Game Violence
In 2006, an 18-year old named Devin Moore was arrested in Alabama on suspicion of car theft. The police officers brought him into the station and started booking him without any trouble. Minutes later Moore attacked one police officer, stole his gun, shot him and another officer and then fled down the hall and shot a 9-1-1 dispatcher in the head. He then grabbed a set of car keys on his way out the back door, got in a police car and drove away.
Moore had no criminal history. According to the lawsuit filed against video game companies after the incident, Moore had been playing a lot of "Grand Theft Auto" before the killings (12). One can easily see the possible connection between one playing a lot of the video game "Grand Auto Theft" and someone later stealing a car, but this would not explain the senseless shootings.
The basic claim in the video game controversy is that video games are even more likely to affect people's behavior than TV because they're immersive. People don't just watch video games as they do TV; they interact with them. The games are also repetitive and based on a rewards system. Repetition and rewards are primary components of classical conditioning, a proven psychological concept in which behavioral learning takes place as a result of rewarding (or punishing ) particular behaviors (13). Because the brains of children and teens are still developing, they would in theory be even more susceptible to this type of training (14).
In a 2001 study, Psychological Science analyzed 35 individual studies on video games violence. It found several common conclusions:
Children who play violent video games experience an increase in physiological signs of aggression. According to the authors, when young people are playing a violent video game, their blood pressure and heart rate increased. They experience the same hormones like adrenaline flood to the brain as in a real fight.
Children who play violent video games experience an increase in aggressive actions. (15)
One of the most recent studies conducted in 2006, scanned the brains of 44 kids immediately after they played video games. Half of the kids played "Need for Speed: Undergroup," an action racing game that doesn't have a violent component. The other played "Medal of Honor: Frontline," an action game that includes violent first person shooter activity. The brain scans of the kids who played the violent game showed increased activity in the amygdala, which stimulates emotions, and decreased activity in the prefrontal lobe, which regulates inhibition, self-control and concentration. These activity changes did not show up on the brain scans of the kids playing "Need for Speed." 16)
If so much evidence points to a relationship between virtual aggression and real world aggression, why are impressionable kids still playing "Medal of Honor" and why aren't our society (politicians) not doing anything to regulate the selling of violent video games to our youth, as it does for cigarettes, alcohol, and pornography?
As stated earlier, lawsuits against video game companies for distributing violent content have been thrown out. In the Columbine tragedy lawsuit, the judge found that neither Nintendo nor Sony could have anticipated the shocking actions of Harris and Klebold. The First Amendment fully protects the companies' right to distribute games, even with violent content.(17)
David Walsh, National Institute of Media and Family, disagrees, writing that in some noted analytical studies, children who were determined to be inherently non-hostile actually showed a greater increase in real-world aggression than their hostile counterparts. Other arguments against cause-effect relationship between game violence and real-life violence focus on much wider trends than the occasional horrific school shootings. Some experts point to the fact that while violent video games sales are on the increase, violent crime rates in the United States are going down. (18)
This debate is far from over. Concern over the potential anti-social effects of violent games is not affecting sales or at least not in the direction activists might hope. The Associated Press reported in March 2009 that video games sales (hardware and software) reached 1.33 billion, for the month of February (19) .
CONCLUSION
According to recent conducted survey on crime and violence in America, violent crime is down. In recent months (October to December), there have been several horrific crimes involving the murder of children and women by their parents and spouses/boyfriends respectfully. In each of these cases there was no attempt to link these murders to playing violent video games. As an avid gamer, who has played most of the games mentioned in this paper, there has not been any noticeable change in my level of aggression or desire to commit any violent acts. If you asked my mom, she was say that I am still my "little lovely self."
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