By: amanda cosgriff
Technology Today
Technology dominates our world in almost every area of living. So much so that there exists a phrase called a “Tech Break”, which simply means taking a break from technology. As someone who was born in a time where technology was not as advanced, there is an apparent increase in technology exposure to children. Besides the increased growth in cell phone use in individuals under 15, video gaming is also extremely popular. In fact, video games are considered the fastest form of growing media (Anderson, Bushman, Donnerstein, Hummer, & Warburton, 2014). According to the research, about 97% of adolescents aged 12-17 years old play some type of video game (e.g., computer, Xbox, etc.).
Violence and Video Games
There is a large amount of violence observed in the media. Violence is defined as intentionally doing something to harm someone else, and can range from physical aggression towards someone or gossiping about someone. Research indicates 84% of Americans believe violence in movies and video games is linked to violence we see all over the world (Anderson et al., 2014). The link between violent video games and its effects on aggression has been a controversial issue. Studies exist providing positive and negative support behind player’s aggressive behaviors. The reason behind this inconsistency could be due to some researchers’ biased frameworks who appear to be looking for evidence to support why or why not violent video games lead to real-life aggressive behaviors. So, what is the consensus, does playing violent video games lead to more real-life aggressive behaviors?
The Models
Before delving into the research behind whether or not violent video games lead to more aggressive behaviors, two models should be discussed: the General Aggression Model (GAM) and the Catalyst Model (Elson & Ferguson, 2014). These two models attempt to explain the role violent gaming has on real-life aggression.
The General Aggression Model is based off the Social Learning Theory, which suggests behaviors are learned through individual experiences or through observations. This theory helps explain how aggressive behaviors develop. The GAM suggests things such as aggressive cues, incentives, and/or an individual’s traits, beliefs, etc. can affect the gamer’s situational interpretation and lead to a negative outcome behavior.
The Catalyst Model looks at the biological determinants and social contexts in the individual’s life. The CM does not believe violent video games are the sole cause of violent behaviors, rather, the individual is biologically predisposed to have an aggressive personality and are more likely to respond aggressively.
Violent video games are believed to associate with an increase in aggressive behaviors. Games are rated as violent based on the content (Willoughby, Adachi, Good, 2012) and are given a rating from the Entertainment Software Rating Board (ESRB; Ferguson, 2013). There exists a vast amount of literature on the effects of violent video games on behavior. A number of cross-sectional studies have drawn conclusions that media violence is associated with higher levels of aggression and violent behaviors (Bushman & Anderson, 2009). Many researchers are convinced there are detrimental effects on virtual violence, specifically in player aggression (Adachi & Willoughby, 2012). It is believed individual’s repeated exposure to violent video games increases their likelihood to engage in aggressive behavior through the promotion of aggressive beliefs (Anderson & Carnagey, 2004). In addition to repeated exposure, it is widely assumed players could begin to use their avatars as social models to structure their behaviors (Elson & Ferguson, 2014), which is the idea behind social learning theory. Previous research has shown adolescent boys who play violent video games and want to be like their violent character in their assigned game, compared to participants who did not, were most aggressive (Konijn, Bijvank, & Bushman, 2007). Although there is no empirical literature directly linking a single risk-factor of violent gaming to real-life aggressive behavior, research has suggested there are a variety of risk factors (when put together) increases the likelihood of individuals to engage in aggressive behaviors (Anderson et al., 2014).
Violent Video Games: The Good
The opposing view is gaming isn’t all that bad. In fact, no existing study has directly linked violence in video games causes aggression (Bushman & Anderson, 2009). Research has suggested competitiveness has a greater influence on aggressive behavior (Adachi & Willoughby, 2012). This may be because players experience feelings of frustration when they are losing a game and thus become aggressive. Also, Adachi and Willoughby (2012) suggest video games elicit the same feelings of initiative as organized activities (e.g., sports teams and clubs). Researchers indicate playing video games intrinsically motivate adolescents to play games due to the games’ exciting and challenging contents. They also suggest video games require intense concentration and cognitive effort due to the increase in difficulty as the player advances in the game. Lastly, video games require cumulative effort over time to achieve the goal to complete the game. As the individual plays the game, their skills increase building off the previous skill therefore suggesting new skills develop subconsciously.
Conclusion
There is no existing research specifically indicating whether there is a link between violent video games and aggression, however the current research provides evidence for both sides. Therefore, what is the conclusion? I believe there are a multitude of factors that are responsible for aggressive behaviors. I think the most significant factors behind an individual’s aggressive behaviors is the individual’s biological predisposition and environment. For example, Adam Lanza, who was responsible for the Sandy Hook massacre, was reported to have a mental illness (genetics), be extremely isolated (environment), and play violent video games. Based on his history and media reports, his genetics and environment appears to be the most significant factor that lead to his aggressive behaviors.
References
- Adachi, P. J. C., & Willoughby, T. (2012). Do video games promote positive youth development? Journal of Adolescent Research, 28(2), 155-165.
- Anderson, C. A., & Carnagey, N. L. (2004). Violent evil and the general aggression model. In A. Miller (Ed.), The social psychology of good and evil (pp. 168–192). New York, NY: Guilford Press.
- Bushman, B. J., & Anderson, C. A. (2009). Comfortably numb: Desensitizing effects of violent media on helping others. Psychological Science, 20, 273-277.
- Elson, M., & Ferguson, C. J. (2014). Twenty-five years of research on violence in digital games and aggression: Empirical evidence, perspectives, and a debate gone astray. European Psychologist, 19(1), 33-46.
- Ferguson, C. J. (2013). Violent video games and the supreme court: Lessons for the scientific community in the wake of Brown v. Entertainment Merchants Association. American Psychologist, 68(2), 57-74.
- Konijn, E. A., Bijvank, M. N., & Bushman, B. J. (2007). Wish I were a warrior: The role of wishful identification in the effects of violent video games on aggression in adolescent boys. Developmental Psychology, 43(4), 1038-1044.
- L. Rosen. (2011). The amazing power of “tech breaks”: Can “tech breaks” help us curb our obsession with technology? Retrieved from: https://www.psychologytoday.com/blog/rewired-the-psychology-technology/201105/the-amazing-power-tech-breaks.
- Matt Peckham. May 12, 2016. Everything to know about the new ‘Doom’ Game. Time Technology. http://time.com/4325961/doom-interview/.
- Insight into the Columbine High School Killings. April 6, 2012. [Web log comment]. Retrieved from: https://www.youtube.com/watch?v=PZwzUoFO8KI.
- 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.