The Relationship Between Video Game Violence and Aggression

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This essay delves into the ongoing debate surrounding the relationship between exposure to violent video games (VVG) and the exhibition of aggressive behaviors. It examines different viewpoints, including the learner-based causal influence, the pre-existing aggression hypothesis, and the role of third variables like upbringing and environment. The main body of the essay analyzes several studies, such as those by Kϋhn et al. (2018), Greitemeyer & Mugge (2013), and Anderson et al. (2010), which investigate both short-term and long-term impacts of VVG on aggression, pro-social behavior, and cognitive processes. The essay highlights the complexities of the issue, acknowledging both potential negative impacts, such as increased aggression and decreased pro-social behavior, and the possibility of neutral or positive effects, particularly when games involve teamwork and cooperation. The conclusion summarizes the current state of research, emphasizing the correlation between VVG exposure and aggressive behavioral patterns while also noting the influence of confounding third variables.
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Investigating the relationship between
exposure to video game violence
and aggression
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Table of Contents
INTRODUCTION...........................................................................................................................1
MAIN BODY...................................................................................................................................1
CONCLUSION................................................................................................................................4
REFERENCES................................................................................................................................5
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INTRODUCTION
There is significant debate existing in relation to the enquiry about the relationship that
exists between exposure to video game violence and aggression. The relationship between
violent video games (VVG) and aggression is mainly dependent upon one of 3 main point of
views. The first view point is that violent video games have a learner based casual influence
upon subsequent aggression. The second view point that prevails is that personnel having a priori
aggression are mainly inclined towards the games that contain an element of violence. The third
and the last view point is that the relationship between exposure to video games and aggression
prevails owing to the third variables like schooling, parental upbringing, poverty and other such
factors. The following paper will thus establish the relationship existing between violent video
games and the increment within aggressive behaviour demonstrated by the people.
MAIN BODY
A violent video game is the one that constitutes an antecedent variable pertinent to
aggressive behaviour. In other terms, it can be said that it is the video game which has substantial
exposure to violence. Additional evidences have showcased that violent video games exhibit
utmost forms of aggression. Hereby, aggression can be said to be the behavioural conduct which
is aimed at causing harm to other individuals. Many of the meta analytical reviews have led to
the synthesis that violent video games play in a manner such that their dominant aim is to cause
harm to a character within the game. When individuals are exposed to violent video games, there
are short run as well as long run impacts of the same. However, some of the studies have
demonstrated that the results are yet inconclusive.
A study carried out by Kϋhn, Kugler, Schmalen, Weichenberger, Witt & Gallinat (2018)
demonstrated the long run impact of violent video games upon aggression. This study aimed at
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testing the hypothesis that long run exposure to VVG do not lead to increment in aggression or
decrement in pro-social behavioural patterns. The sample of respondents hereby contained
college students as well as community members that were selected on a random basis while
ruling out the self selection impact. The participants were segmented into one of the 3 groups
named violent video games, non violent games and passive control (those individuals that did not
play). Behavioural activities as well as questionnaires were leveraged for the purpose of
assessing the measure of pro-social behavioural patterns as well as aggression. The outcome
measures of the pro-social behavioural pattern as well as aggression can be attributed onto
adverse test standardisation. In addition to this, pre-tests were not carried out in many studies
which made it impossible to carry out the measurement of the extent to which change can be
facilitated by the game intervention. The results of this study stipulated extensive evidence
against the adverse impacts of playing violent video games, even when a small effect within the
instant short run effect could be observed. The study was carried out for 2 months of excessive
game intervention accounting to almost an average of 35 hours. It demonstrated no alterations
within the behavioural measures of aggression or adverse impacts against the violent video game
play.
A study conducted by Greitemeyer & Mugge (2013) aimed at investigating the increment
in aggression and associated behavioural patterns as a result of exposure to the violent video
games. All kinds of effect sizes were calculated by way of usage of Comprehensive Meta-
Analysis. Many of these effects were impacted upon by the game content. The study aimed at
testing the hypothesis that the content of violent video games impact upon the aggressive
cognition and social behaviours. By making use of the General Learning Model (GLM), the
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study demonstrated that the video game content might be learned, thereby having the off chance
that it may place impact upon the emotions as well as mood of the user.
Another study executed by Anderson, Ihori, Bushman, Rothstein, Shibuya, Swing,
Sakamoto & Saleem (2010) demonstrated that exposure to violent video games is a risk factor
for increment in the aggressive behaviours as well as decrement in the pro-social behaviours.
The findings of some studies have led to the inference that exposure to violent video games is
linked to harmful impacts, extensive levels of aggressive behavioural patterns, aggressive
cognition, production of lower level of pro-social behavioural patterns and effect physiological
arousals.
Playing violent video games tend to play a significant impact upon the psyche of the
users and thereby stimulate their overall behavioural conduct. This reinforces their overall
behavioural conduct in a manner such that they get inclined to demonstrate aggressive behaviour
in their day to day conduct. This aggression may come upon their studies, parents, peers or
acquaintances. Often, it is also seen that when the parents, acquaintances, and peers confront the
violent video game users in relation to the demonstration of aggressive behavioural pattern by
them, it is more often seen that the users neglect or avoid responding to the same. Some of the
violent game users are also seen to alienate themselves from other individuals and display anti
social behaviour even among the group of their family members, peers and acquaintances.
However, some studies conducted in the past have also exhibited that there are certain
violent video games which require the users to play as a part of a team. This makes the the users
play in cooperation as well as collaboration with their team members to make sure that they are
able to harm the opposite character in the video game. In this relation, the scholars, researchers
and scientists have pointed out towards the stance that playing within the teams of 2 or more
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individuals leads to counteracting of the negative impacts of violent video game play. This
implies an overall increment in the cooperative behaviour exhibited by the players of these
games. It also shows the evidence that this results into emergence of empathy for the members
with whom the users play within a team. Thus, many of the researchers have stressed upon this
point to gain the attention of people towards the fact that playing violent video games do not just
have negative impacts but also neutral or positive impacts in some of the cases.
Some of the studies indicate the need to control the third variables when associating VVG
exposure and aggression. Third variables include: increase in aggression in high school students
when exposed to high levels of sustained VVG play, delinquency when controlling for screen
time, years played and personality traits, cultural differences, family environment, sex, and age
amongst other things, however, controlling all these variables is problematic and so research
cannot truly reflect what happens in real life.
CONCLUSION
On the basis of the study conducted above, it can be comprehensively stated that playing
violent video games may or may not induce the users to exhibit aggressive or associated
behavioural patterns. There has been enough debate that has been conducted over this subject in
the past time and is still continuing to take place. However, majority of the studies have pointed
out that there is a correlation between the exposure of users to violent video games and
exhibition of aggressive behavioural patterns by them. Some researchers have also stressed that
there are third variables that lead to generation of aggression within those individuals who are
inclined to playing violent video games.
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REFERENCES
Books and Journals
Anderson, C.A., Shibuya, A., Ihori, N., Swing E. L., Bushman, B.J., Sakamoto, A., Rothstein,
H.R., & Muniba Saleem (2010). Violent Video Game Effects on Aggression, Empathy,
and Prosocial Behavior in Eastern and Western Countries: A Meta-Analytic Review.
Psychological Bulletin. Vol. 136. No. 2, pp. 151-173. doi: 10.1037/a0018251
Bushman, B. J., & Gibson, B. (2011) Violent video games cause an increase in aggression long
after the game has been turned off. Social Psychological and Personality Science, Vol. 2,
No. 1, pp. 29-32.
Greitemeyer, T & Mugge, D.O. (2013). Video games do affect social outcomes: A meta analytic
review of the effects of violent and prosocial video game play. Personality and Social
Psychology Bulletin, Vol. 40 No. 5, pp. 578-589
Kϋhn, S., Kugler, D.T., Schmalen, K., Weichenberger, M., Witt, C., Gallinat, J. (2018). Does
playing violent video games cause aggression? A longitudinal intervention study.
Molecular Psychiatry, Vol. 24, 1220-1234. doi: 10.1038/s41380-018-0031-7
Shao, R., & Wang, Y. (2019). The Relation of Violent Video Games to Adolescent Aggression:
An Examination of Moderated Mediation Effect Front. Frontiers in Psychology.
Sedgwick, P. (2014). Cross sectional studies: advantages and disadvantages. BMJ.
Willoughby, T., Adachi, P. J. C., & Good, M. (2012). A longitudinal study of the association
between violent video game play and aggression among adolescents. Developmental
Psychology, 48(4), 1044-1057.
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