Video Game Violence Criminal Behavior Article Review

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[. . .] 2012, Commonwealth of Australia: 18).

Sociological critics of these studies further note that the experiments fail to take into consideration important cultural factors which influence the video game debate. First of all, while the United States is not the only nation where violent video games can be purchased, it has substantially higher rates of violence in general, and specifically amongst the category of young men who are video games' most enthusiastic consumers. Sociological factors seem to have a clear influence on the individual's receptivity to video game violence. "A 2007 Finnish correlational study sought to examine the roles of age, social intelligence and parental communication in the relationship between VVG exposure and direct and indirect aggression. It was found that where parent-child communication was poor, effects on aggression tended to be higher, particularly among the younger group of children. Other studies have also found good parent-child communication tends to reduce negative VVG effects" (Literature review on the impact of playing violent video games on aggression. 2012, Commonwealth of Australia: 19-20). Even if violent video games seem to have an effect, external conditions can influence the inhibition or expression of violence, such as the presence of supportive parents in the home -- or, in contrast, a larger social context which valorizes violence and makes access to weapons relatively easy.

Other recent studies of actual children who played video games in the home vs. children in an experimental construct yield a far more tenuous connection between violence and playing video games. A study of 333 child participants who "were asked to list their 3 favorite video games and rate how often they play the game and were evaluated for antisocial behavior during the initial interview and after a year's follow-up" found "little evidence for a relationship between video game violence use on either clinically significant aggression or civic behaviors... behavioral outcomes generally were better predicted by internal factors such as antisocial traits and current depressive symptoms, or by family and peer influences" (Ferguson et al. 2012).

Critics of experimental 'lab' studies which show a link between aggression and video games see their opponents as using contrived methods to simply confirm their bias that "media violence creates cognitive scripts that involve considering aggression as more acceptable while simultaneously reducing empathy toward victims of suffering" (Ramos 2012:2) But you cannot take behavior out of the real-life environment where it occurs. Violence is likely rooted in a confluence of society, genetics, peer and parental influences, and the context in which the media is perceived. Of course, proponents of the video-games-cause-violence theory respond that even if certain persons are more susceptible to violence, this still is an argument for attempting to prevent them from inciting criminal behavior in a vulnerable population.

The question as to whether video games cause violence is unlikely to be answered any time soon. However, it is important to remember "during the years in which video games soared in popularity, youth violence has declined to 40-year lows" (Ferguson 2012). The perception of a rapidly-escalating crime rate and a rise in violent video games is created more by media publicity and the highly public nature of the most famous atrocities linked to persons who allegedly were fans of video games. Research studies linking violence and video game consumption yield highly contradictory results and are influenced by many factors, including the construction of the research experiments themselves. Longitudinal and short-term studies also often yield different results. This debate will continue, and will sadly likely be revitalized again and again, as more violence occurs in society.

References

Anderson Craig. (2003). Violent video games: Myths, facts, and unanswered questions. APA.

Retrieved: http://www.apa.org/science/about/psa/2003/10/anderson.aspx

Ferguson, Christopher J., Adolfo Garza, Jessica Jerabeck, Raul Ramos & Mariza Galindo.

(2012). Not worth the fuss after all? Journal of Youth and Adolescence. Retrieved:

http://www.tamiu.edu/~cferguson/Not%20Worth%20the%20Fuss.pdf

Ferguson, Christopher J. (2012). Sandy Hook shooting: Video games blamed again. Time.

Retrieved:

http://ideas.time.com/2012/12/20/sandy-hook-shooting-video-games-blamed-again/

Ferguson, Christopher. (2013). Video games and violence: What link? Arizona Daily Sun.

Retrieved:

http://azdailysun.com/news/opinion/columnists/video-games-and-violence-what-link/article_e38a8f64-124d-5a2c-b843-0014f31753de.html

Literature review on the impact of playing violent video games on aggression. (2012).

Commonwealth of Australia. Retrieved: http://www.classification.gov.au/Pages/Public/Media-And-Student-Resources/Other%20Resources/Literature%20review%20on%20the%20impact%20of%20playing%20violent%20video%20games%20on%20aggression.pdf

Ramos, Raul (2012 et al.). Comfortably numb or just yet another movie? APA. Retrieved:

http://www.tamiu.edu/~cferguson/desensitization.pdf

Shuttleworth, Martin. (2008). Bobo doll experiment. Explorable. Retrieved:

http://explorable.com/bobo-doll-experiment.html [END OF PREVIEW]

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APA Format

Video Game Violence Criminal Behavior.  (2013, January 11).  Retrieved February 18, 2019, from https://www.essaytown.com/subjects/paper/video-game-violence-criminal-behavior/4530332

MLA Format

"Video Game Violence Criminal Behavior."  11 January 2013.  Web.  18 February 2019. <https://www.essaytown.com/subjects/paper/video-game-violence-criminal-behavior/4530332>.

Chicago Format

"Video Game Violence Criminal Behavior."  Essaytown.com.  January 11, 2013.  Accessed February 18, 2019.
https://www.essaytown.com/subjects/paper/video-game-violence-criminal-behavior/4530332.