Impact of Aggressive Video Games on Social Behavior
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This essay explores the relationship between aggressive video games and social behavior, discussing the impact and implications of extensive indulgence in violent games.
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1SOCIOLOGY Abstract Aggressive video games present a range of unconstructive and violent threats to its users. Earlier research exploring the impact of violent video games has continually established a connection with increased aggression and violence. It is important to note that the General Aggression Model has included several diverse theories of aggression into a unified model which further proposes routes such as priming and desensitization through which indulgence to aggressive video games show critical implication of increasing aggressive behavioral patterns. The essay has offered inclusive insights of the way substantial indulgence into video games leads to aggression in individuals.
2SOCIOLOGY Introduction InWesternsocieties,videogameshavedevelopedintoaubiquitoustypeof entertainment, amusement and education for individuals across an extensive age span. Video game addiction is identified as the extreme as well as compulsive use of video games in a way to cause social and emotional issues further than the regulation of the user (Greitemeyer, 2018). Several scholars have aimed to investigate the association between aggression from brutal and harmful computer games. Kühn et al. (2018) have observed critical association between media channels and the effect on behavior for over a century. Studies have evolved from a focus on television in the 1950’s to video games in the 2000’s. The following essay aims to shed light on the relationship between video games as well as aggressive social behavior. Discussion Currentstudiesintendtoseekassociationbetweenvideogamesandimpacton individuals’ social behavior. In dealing with this issue, a number of factors are considered which includes amount of time spent in playing video games, the kind of game whether violent or non- violent in addition to individuals’ personality as well as history of aggressive behavior (Lobel et al., 2017). Comprehensive studies related to the association between video games and destructive actions are comparatively recently and thus have not attained an existing conformity on their effect. It has been universally established that video games tend to create a short-term raise in levels of aggression in addition to extensive and enduring effects of video games. Kühn et al. (2018) have mentioned that the study on video games has been receiving attention since 2000’s, thus has become an additional room of the anxiety of aggressive behavior. Calvert et al. (2017) developed the Generation Aggression Model (GAM) as an explicit justification for the role that
3SOCIOLOGY content shown in video games tends to have on propensity of an individual towards hostile behavior, judgments, feelings and thoughts. Furthermore, it has been revealed that regardless of rewards or penalties or punishments shown in video games, the violent or harmful content shown in video games has the tendency to increase in a intimidating effect. Therefore, Gentile et al. (2016) have claimed that reward or prize for violence in a video game tends to produce an elevated aggressive cognition as well as behavior in an individual in comparison to video game that punishes violence. Moreover, Szycik et al. (2017) have noted that an increase in physical aggression subsequent to the exposure to sadistic video games further leads to direct as well as indirect rewards and also elevates level of aggressioninreal-lifesituations.InWesternculture,videogameshaveemergedasan omnipresent form of entertainment, amusement and education for individuals across an extensive age span. At this juncture, Velez et al. (2016) have noted that the old stereotype of a gamer as an introverted young boy is no understood to be true. Reports of Sauer, Drummond and Nova (2015) have revealed that the average age of an individual who self identifies as a gamer in the United States is aged around 31 years, while in Europe around 50% of all video-gamers are aged around 35 years or higher. Furthermore, reports have mentioned that those who indulge themselves in video games play them often, with around 39% of the U.S. inhabitants aged 9 years as well as older engaged in video games for an average of 7.4 hours per week. At this point of discussion, Lobel et al. (2017) have noted that the individuals with elevated prior exposure towards video games tend to display higher aggressiveness in comparison to individuals with reduced prior contact only in violent game settings. As the practicality, engagement along with violent behavior depicted in the content of video games has been increasing on yearly bases in
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4SOCIOLOGY addition to most popular games each year have been constantly the most brutal and violent; wide range of academia have been continuing to explore the implications and consequences of these games on the individual and social behavior. At this juncture, Kühn et al. (2018) have shed light on the cognitive models as well as physiological arousal within individuals due to the exposure of violent content in video games. Additionally, according to Lobel et al. (2017), the Excitation Transfer Theory (ETT) is primarily based on a two factor model of sentiment in which arousal as well as cognitive assessment contributes to emotion. As per the studies of Greitemeyer (2018), the ETT claims that the experience of feelings and sensation are based on the level of arousal and the way that arousal has been cognitively assessed as well as attributed. Moreover, the level of interdependence of arousal as well as cognition in emotional experience can further explicate augmented aggression because of violent video game exposure by means of two routes. Velez et al. (2016) have claimed that the increased arousal naturally caused by perceiving violence can be misattributed to another experience in real life further causing the feeling to be cognitively associated with the incorrect source. On the contrary, research conducted by authors has shed light on association between aggressivevideogamecontentandindividual’sdrivetoplaygamesthroughtheself- determination theory. As per studies of De Freitas (2018), the self-determination theory (SDT) is primarily concerned with an individual’s psychological needs as well as the drive in showing inclination towards the preferences which young individuals tend to make regardless of any external interference. As per the SDT theory, studies linked to video games have explicitly mentioned that aggressive and sadistic contents are likely to contribute to motivation for a typical player such as focusing on level of competence as well as autonomy. De Freitas (2018) further
5SOCIOLOGY have noted that fundamentally, individuals are likely to indulge into video games primarily because of intrinsic motivation and the high level of excitement associated with the activity. However, Sauer, Drummond and Nova (2015) have argued on the positive implications of video games and further have explored the unconstructive effects of violent video games on the level of trust and cooperation of players. Research conducted by authors has noted that aggressive game exposure mainly develops hostile information processing which consequently results to perception bias and increased aggression. Furthermore, Allen and Anderson (2017) have noted that the linkage between personality disposition and situational cues show a tendency to fluctuate an apprehensive outlook that involves superior hostile information processing in addition to a decline in pro-social and cooperative behavioral patterns. Additionally, Bormann and Greitemeyer (2015) have revealed that virtual aggression related to video game can decline cooperative behavior of players while the video game is played but not observed. At this juncture, research of Gentile et al. (2016) have claimed that players who have high engagement into the sequence with highly aggressive non-player characters are likely to have less financial investment in the social dilemma situations in comparison to the less aggressive NPC section who primarily exhibit a significant lack of trust and expectations. Thus, authors have noted that exposure to aggressive video games have critical unconstructive impacts on individuals’ pro- social behavior related to trust and cooperation along with an increase in an aggressive behavioral patterns. Moreover, Kühn et al. (2018) have noted that while media investigations have revealed that aggressive games can augment hostile and destructive behavior, they do not hold the similar degree of consequence on public guidelines as well as communal concerns as real-life scenarios. According to Greitemeyer (2018) with the advent of personal computers along with video game consoles as well as their consequent proliferation, substantial level of the
6SOCIOLOGY media implication have shed light on the highly violent impact on video games. At this juncture, Calvert et al. (2017) have found that young children tend to show greater degree of aggressive after a violent game in comparison to young adults. Alongside, considering the explosion of video games within modern culture, older vide-gamers have the propensity to have greater prospects to familiarize in playing video games. Meanwhile, as per the view of Velez et al. (2016), behavioral implications of aggression have lesser degree of sensitivity to the effects of aggressive media exposure in comparison to self-report. As per studies of Szycik et al. (2017), Social Learning Theory primarily predicts that replica of human characters in the video game have the implication increases the level of violent behavior additional than modeling by nonhuman typeset in the video game, while reports have suggested the contradictory with more hostility exhibited subsequent to playing games with non human characters. Moreover Bormann and Greitemeyer (2015) have found that destructive violence in video games have been critically rising the level of aggressive and sadistic behavioral patterns at a greater degree in comparison to sanctioned violence. Furthermore, Social Learning Theory further has predicted a constructive and effective association between times spent in video games and levels of aggression and further suggests significant negative connection between play time and hostile behavioral patterns. Conclusion Hence to conclude, General Aggression Model (GAM) focuses on routes through which aggressive video game play have the tendency to give rise to greater level of aggressive behavioral patterns such as priming as well as dehumanization. It is important to note that video games are competitive as well as have the ability to influence individuals’ behavioral patterns. Alongside,thedesensitizationstudyhasalsosuggestedthatextensiveexposuretowards
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7SOCIOLOGY aggressive video games thus causes the natural unconstructive response towards violence to decline through process of habituation.
8SOCIOLOGY References Allen,J.J.,&Anderson,C.A.(2017).Generalaggressionmodel.TheInternational Encyclopedia of Media Effects, 1-15. Anderson, C. A., Bushman, B. J., Bartholow, B. D., Cantor, J., Christakis, D., Coyne, S. M., ... & Huesmann, R. (2017). Screen violence and youth behavior.Pediatrics,140(Supplement 2), S142-S147. Bormann, D., & Greitemeyer, T. (2015). Immersed in virtual worlds and minds: effects of in- game storytelling on immersion, need satisfaction, and affective theory of mind.Social Psychological and Personality Science,6(6), 646-652. Calvert, S. L., Appelbaum, M., Dodge, K. A., Graham, S., Nagayama Hall, G. C., Hamby, S., ... &Hedges,L.V.(2017).TheAmericanPsychologicalAssociationTaskForce assessment of violent video games: Science in the service of public interest.American Psychologist,72(2), 126. DeFreitas,S.(2018).Aregameseffectivelearningtools?Areviewofeducational games.Journal of Educational Technology & Society,21(2), 74-84. Gentile, D. A., Swing, E. L., Anderson, C. A., Rinker, D., & Thomas, K. M. (2016). Differential neural recruitment during violent video game play in violent-and nonviolent-game players.Psychology of Popular Media Culture,5(1), 39. Greitemeyer,T.(2018).Thespreadingimpactofplayingviolentvideogameson aggression.Computers in human behavior,80, 216-219.
9SOCIOLOGY Kühn, S., Kugler, D. T., Schmalen, K., Weichenberger, M., Witt, C., & Gallinat, J. (2018). Does playingviolentvideogamescauseaggression?Alongitudinalintervention study.Molecular psychiatry, 1. Lobel, A., Engels, R. C., Stone, L. L., Burk, W. J., & Granic, I. (2017). Video gaming and children’spsychosocialwellbeing:Alongitudinalstudy.Journalofyouthand adolescence,46(4), 884-897. Sauer, J. D., Drummond, A., & Nova, N. (2015). Violent video games: The effects of narrative contextandrewardstructureonin-gameandpostgameaggression.Journalof experimental psychology: applied,21(3), 205. Szycik, G. R., Mohammadi, B., Münte, T. F., & Te Wildt, B. T. (2017). Lack of evidence that neural empathic responses are blunted in excessive users of violent video games: an fMRI study.Frontiers in psychology,8, 174. Velez, J. A., Greitemeyer, T., Whitaker, J. L., Ewoldsen, D. R., & Bushman, B. J. (2016). Violent video games and reciprocity: The attenuating effects of cooperative game play on subsequent aggression.Communication Research,43(4), 447-467.