Exploring the Connection: Violent Video Games and Aggressive Behaviour

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Added on  2023/01/11

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This essay delves into the controversial topic of the relationship between violent video games and aggressive behavior, a key subject in psychology. The introduction defines video games and their potential impact on individual behavior, setting the stage for an examination of research on the topic. The main body analyzes various studies, including those by Ferguson and Kuhn, to explore the effects of violent video games on aggression, feelings, and thoughts. It discusses both short-term and long-term impacts, considering factors like gender, desensitization, and the role of social networks. The essay also touches upon the ongoing debate surrounding the issue, including legal challenges and the ambiguity of research findings. The conclusion summarizes the positive and negative impacts of video games, highlighting their influence on teamwork, communication, and analytical skills, as well as potential for addiction and aggressive behavior. The essay concludes that the debate is ongoing and further research is required to fully understand the correlation between video games and aggressive behavior.
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Brain And Behaviour
PSY10007
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Table of Contents
Topic: Relation between violent video games and aggressive behaviour.......................................3
Introduction......................................................................................................................................3
Main Body.......................................................................................................................................3
Conclusion.......................................................................................................................................6
References........................................................................................................................................7
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Topic: Relation between violent video games and aggressive behaviour
Introduction
Psychology refers to science of mind and behaviour. Basically, it is a phenomenon of
scrutiny of conscious, unconscious, feelings and thought of an individual. Video game is
defined as electronic game which is involved within communication among users interface for
generating visual feedback with respect to two or three dimensional video display device like
virtual reality headset, touch-screen, etc (Anderson and et. al, 2010). The activities which are
carried out by individuals create a probable impact on their behaviour and it is assumed that
same is being done by playing violent video games. This essay will provide an insight into
impact that is being created on individuals by video games on their behaviour in terms of
aggressive nature. In this context research will be carried out with respect to work done by
different researcher.
Main Body
Video games are kind of entertainment that is being enjoyed by adults as well as children
on daily. They can be related with dance, sports or mystery games which furnishes hours of
entertainment. But there are certain controversial violent video games which make people
aggressive as well as develop hostile attitude among children. To understand the concept of
video game violence and aggression an instance can be taken like Pubg is a video game which
can be played in groups and if someone dies in game due to mistake of other then they get hyper.
When such kind of games is played in continuity then this is obvious that there will be sudden
impact on their aggressiveness levels or the way in which they behave (Ferguson, 2020).
Exposure to video games is not harmful but excessive involvement within them and spending lot
of time playing them will have significant impact on individuals. For an instance any online
game is played with different players those are from different cultures and same game is played
for hours then different sort of conversation takes place then obviously the environment which
prevails within game is completely different from the one in real life so this will have probable
impact on their intensity levels or ways in which they behave.
Studies illustrates that when violent video games are played then it leads to enhancement
of aggressive behaviour, feelings and thoughts in both short as well as long term (Teng and et. al,
2020). Violent video games desensitize people to see aggressive behaviour along with this
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reduce prosocial behaviour like assisting other individuals as well as feeling of empathy
(capability to acknowledge or understanding others). These effects have been seen both in
Eastern as well as Western countries. Along with this, males spend more time as compared to
females who play violent video games. The impact of violent video game on youth is still a
controversial issue. It has not been identified that whether they contributes within long term
youth aggression or there is any third variable involved within this. This study is based on work
done by Christopher J. Ferguson in which impact of violent exposure to video games on
bullying and delinquency behavior is illustrated. Here, sample size of 1254 is taken who are
seventh and eighth grade students. Along with this, other variables such as trait aggression,
parental involvement and participation within extracurricular activities are also taken into
consideration (Ferguson and et. al, 2014). From this study it has been identified that the behavior
of child’s trait aggression as not due to video games or any other third variable.
The article by author Simone Kuhn, emphasised on analysing long term violent video
play by making use of time spanning questionnaire, sexiest attitude, interpersonal competencies,
impulsivity related constructs along with executive control functions before and after 2 months
when games are played by them. The participants played Grand Theft Auto V which is a non-
violent video game, Sims 3 and no game at all for time period of 2 months on daily basis. There
have been not identified any relevant changes when comparison is made between group playing
violent, non-violent game or passive control group is being made (Kühn and et. al, 2019). Along
with this, no effects have been observed among baseline as well as post test directly after having
observation. This paper strongly furnishes evidence against negative impact of playing violent
video game and has assisted with in communicating realistic perspectives on this.
The question that whether violent video games make player aggressive is not answered
and is a topic debate even after number of research that have been conducted. As per the study,
individuals who even do not play these games also have higher aggressive levels. The
correlational designs do not furnish any casual conclusion. Experimental or longitudinal studies
are required for furnishing evidences related with hypothesis that influence of violent video
games on aggression of players spreads via social network which leads them to be more
aggressive who are linked with player or playing together (The spreading impact of playing
violent video games on aggression, 2020). Along with this, egocentric network information
depends on perceptions of participant about friends characteristics. Thus, this is conceivable that
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participants have overestimated extent with reference to similarity with their friends. For an
instance, they perceive friend is aggressive and infer that they play violent games due which their
behavior has altered. This implies that friends judge each other on the basis of self-ratings. On
the other hand, finding from communication which takes place among participants who do not
play violent games is more aggressive.
Psychological constructs seems to spread to different degrees of separation. Players of
VVE (violent video games) may enhance aggression within their social network, that in turn will
response at higher intensity of aggression against third person and as a consequence it will be
more aggressive. It is convincing that video game industry must develop cooperative games
which can attract more number of customers and may ameliorate pessimistic impact of VVE
within day to day life (Ferguson and et. al, 2014). Any policy intervention which is liable for
altering aggression of players but also will lead to indirect impact on their social network. This
study emphasizes ways in which characteristic spreads via social network. Basically,
transmission of aggression by playing violent video games while playing online. Even in case if
this is not spread via social network then also there will be same consequence. Along with this, it
is not necessary that video game exposure creates a negative impact on interpersonal relations.
This illustrates that violent video games leads player to be more aggressive which is spread via
social networks. Along with this, it has been identified that not only violent players but social
network also contributes within this phenomenon.
Video games are common among children at present scenario but association of these with youth
aggression is not known. The fierce opponents argue that these aspects are related in most cases.
On the other hand, proponents argue that there is no relation in between aggression and violent
video games. Along with this, the important aspect is that sales of these violent games are high
(Krahé and Möller, 2010). There are various lawsuits which ban sales of such kind of games to
minors and thus +18 labels are used. An instance can be taken; EMA (Entertainment Merchant
Association) has overturned this law which banned which banned sales to children. The reason
behind this is that there is a belief that VVE enhances chances of violent as well as aggressive
behavior among children and causes harm to minors. EMA argued that banning is violation of
First Amendment as it will restrict free speech. Court ended this up by favoring EMA, that there
may be a correlation between VVE and aggression but as such there is no evidence to prove this
aspect. Therefore, banning of violent video games was seen as violation of children’s first
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amendment rights. Different research has been student but as such there is no evidence and it is
not determined that violent video games are related with aggressive behavior. Researchers tend
to either prove or disprove this relationship with information ending up as ambiguous (Kühn and
et. al, 2019).
Conclusion
From the above, it can be concluded that video games are source of entertainment which
will have both affirmative and pessimistic impact on individuals. From positive side, how to
work in a team means team working skill will be acquired along with this communication skills
will also be enhanced when games are played over a network and in a team. Furthermore, it will
also develop analytical abilities and problem solving capabilities to deal with different situations
though it is all fictitious but still some aspects can be learnt. When negative aspects are taken
then addiction to them will be a adverse impact and there is a probability that when violent
games are being played then it alters behaviour of individuals like they leads to aggressive
behaviour in individuals. But as such there are no evidences which prove this perception as there
are people who do not play violent video games or any kind of game are also aggressive.
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References
Books and Journals
Anderson, C. A. & et. al (2010). Violent video game effects on aggression, empathy, and
prosocial behavior in Eastern and Western countries: A meta-analytic
review. Psychological bulletin, 136(2), 151.
Ferguson, C. J. (2020). Aggressive video games research emerges from its replication crisis (sort
of). Current opinion in psychology, 36, 1-6.
Ferguson, C. J. & et. al, (2014). Violent video games, catharsis seeking, bullying, and
delinquency: A multivariate analysis of effects. Crime & Delinquency, 60(5), 764-784.
Krahé, B., & Möller, I. (2010). Longitudinal effects of media violence on aggression and
empathy among German adolescents. Journal of Applied Developmental
Psychology, 31(5), 401-409.
Kühn, S. & et. al, (2019). Does playing violent video games cause aggression? A longitudinal
intervention study. Molecular psychiatry, 24(8), 1220-1234.
Teng, Z. & et. al, (2020). Violent video game exposure and (Cyber) bullying perpetration among
Chinese youth: The moderating role of trait aggression and moral identity. Computers in
Human Behavior, 104, 106193.
Online
The spreading impact of playing violent video games on aggression. 2020. [Online]. Available
through: <https://www.sciencedirect.com/science/article/pii/S074756321730660X>.
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