By: adam weseloh
The link between violent media (i.e video games) and aggression has been a controversial and debated topic (Anderson, Bushman, Donnerstein, Hummer, & Warburton, 2014). The prevalence of video game playing is one of the fastest growing forms of entertainment in the world and many adolescents play video games for hours every day (Adachi & Willoughby, 2012). One study found that over 50 percent of the adolescents surveyed reported playing video games involving violence (Willoughby, Adachi, & Good, 2012). Theories such as the social learning theory predict repeated simulation of antisocial behavior such as depicted in some video games will produce an increase in antisocial behavior (e.g., aggression) and a decrease in prosocial behavior outside the simulated environment (Sestir & Bartholow, 2010). For many, the link between video game playing and violence was first hypothesized during the Columbine Shooting where two students killed twelve of their peers and a teacher and wounded several others before killing themselves (Ferguson, 2013). The link between videos games and this school shooting was made due to the fact the shooters spent a significant amount of time playing video games. It would of be unfair to characterize video games as the sole cause of these shootings. There are a wide range of contributing factors that go into the development of violence and perhaps video games play a part. It seems obvious, but it bears reporting. Not all people who engage in violent video games end up having difficulties with violence. Video games have also been shown to have positive effects on the brain. Non-violent video games have been shown to increase pro-social thoughts (Sestir & Bartholow, 2010). This same study also showed immediately following playing video games measures of aggression were rated as elevated, but after a short period those measures of aggression were greatly decreased.
The Evidence
While many of the previous studies have demonstrated a link between video games and violent behaviors Sestir & Bartholow (2010) showed a reduction in aggressive measures after a set time period had elapsed. A longitudinal study found the negative long term effects of violent video games on antisocial feelings, thoughts, and behaviors (Sestir & Bartholow, 2010). They also found non-violent video games had positive long term outcomes. They went on to note the findings suggest that the long-term effects stem from both a reduction of aggressive inclinations and the activation of opposing, prosocial constructs. They also note further research was needed in order to confirm this hypothesis.
It is interesting to note there have been ways shown to decrease this inappropriate behavior in people who engaged in a lot of video game play. One way that was found to be effective in reducing anti-social tendencies was a self-monitoring component (Moller, Krahe´, Busching, & Krause, 2012). They found that by teaching children to monitor their use of violent videos games as well as limit their exposure lead to a reduction in violent tendencies. Over a five-week school based intervention demonstrated a reduction in the use of media violence and aggressive behaviors. The results of the study were also found to have sustained effects over time.
Conclusion
Video games clearly have significant place in our society. There have been several studies that demonstrated the negative effects of violent video games. There is evidence to suggest both short-term and long term effects of violent video games. Increased levels of aggression levels were shown to be a short term and long term consequence of violent media exposure. It is difficult to say video games cause violence, but it appears they certainly can be a contributing factor. There is also evidence to suggest pro-social behaviors can occur because of playing non-violent videos. Differentiating between violent and non-violent is important, as non-violent video games can have a positive impact on our functioning. Non-violent video games were shown to increase positive attributes such as our problem-solving ability.
Work Citied
- Adachi, P. J., & Willoughby, T. (2012). Do video games promote positive youth development? Journal of Adolescent Research, 28(2), 155-165.
- Anderson, C. A., Bushman, B. J., Donnerstein, E., Hummer, T. A., & Warburton, W. (2014). SPSSI Research Summary on Media Violence. Retrieved from The Society for Psychological Study of Social Issue: http://www.spssi.org/index.cfm?fuseaction=page.viewPage&pageID=1899&nodeID=1
- Ferguson, C. (2013). Violent video games and the supreme court. American Psychologist, 68(2), 57-74.
- Moller, I., Krahe´, B., Busching, R., & Krause, C. (2012). Efficacy of an intervention to reduce the use of media violence and aggression: An experimental evaluation with adolescents in Germany. Journal of Youth Adolescence, 41, 105-120.
- Sestir, M. A., & Bartholow, B. D. (2010). Violent and nonviolent video games produce opposing effects on aggressive and prosocial outcomes. Journal of Experimental Social Psychology, 46, 934–942.
- Willoughby, T., Adachi, P. J., & Good, M. (2012). A longitudinal study of the association between violent video game play and aggression among adolescents. Developmental Psychology, 48(4), 1044–1057.