Sunday, July 14, 2013

The Effects of Video Games on Society : Part Two

            Here follows the second half of the paper on violent video games. The works cited are available in the links on the side of the page. 

            Some other studies have shown that, while not all children and young adults exhibit violent tendencies, the instances do rise immediately following the consumption of violent media (Anderson). While some aggressive children do play more aggressively themed games, they actually do not commit significantly more aggressive or violent crimes. However, they do exhibit other behaviors, such as lower grades and lower attendance scores. These children also tend to be more anti-social in environments other than co-operative gaming. Some aggressive children are, in more extreme cases, more likely perform a direct imitation of the depicted violent acts. Even college-aged subjects have shown increased aggression, proving that it is not the age of the subject but the media content providing the impetus. A major gap in the studies, according to Dr. Craig Anderson, is the fact that no studies have been done on the longer-term effects of violent games. He questions how to select the correlating amounts of aggression in order to compare video games to other media, for example television and horror movies. A study along these lines could shed some light on increasing aggression and violent crime by gamers as they progress into adulthood (Anderson). While there have been some positive uses for some violent games (i.e. military training and a game named “Re-Mission” used to teach cancer patients about after-care (Simnacher)), these games are primarily about senseless violence and general mayhem.   
            Although addiction issues and violence are serious problems, even more disturbing are the experiments conducted by researchers at the Institute for Social Research, University of Michigan, which have shown that violent video games and movies desensitized the subjects to the perception of actual violence (Bushman). In a number of subjects, even the perception of the severity of violence or an emergency presented in the study was lowered or negated. The desire to help a person perceived to be in danger was reduced (or in extreme cases, eliminated) during and immediately following consumption of violent media. Subjects in the experiment were given a bogus questionnaire after a gaming experience. During the questionnaire, a simulated fight was played out just outside the door to the room. The verbal questionnaire given following the staged fight dealt with the subject’s perception of the violence outside the door. A similar study was performed with violent movie content, with much the same result. Subjects presented with content that is more violent were markedly less likely to show a desire to aid the victim and most claimed the violence was not as severe, even though there were simulated injuries involved. In other studies of violence in games, this is a common trend among consumers of violent media.
            In conclusion, we should be aware that, while there are some beneficial effects from video games in general, the more violent games only bring about negative effects on society. Addiction in younger children, anti-social behavior, and a general desensitization to violence are occurring in our society. Parents and older teens can aid in the reduction of negative effects by reducing the amount of time spent playing these games and helping to insure that younger children cannot purchase adult or mature rated games. Spending more time with our children instead of parking them in front of the electronic babysitter is also a way to reduce these effects. Less violence and more educational content could also be explored as an alternative in co-operative gaming, as these types of games seem to promote teamwork and lowered aggression in most gamers, even though the content itself is violent.    

The Effects of Video Games on Society

           As a second in the series of papers written for Composition Class, I have a debate 

paper written as the negative (or 'con') view on the effects that violent video games have on 

society. Hopefully, it proves as interesting as my Science Fiction paper from last year.
            
            Comments (good or bad) are welcomed but keep it clean please!

Ray Bardin
GE217, Composition II
D. McWhorter and V. Sweetser
24 Nov 2011

The Effects of Video Games on Society
            As video games and other media have become more and more violent, the age of the consumer has become younger and younger. More of our young people are playing violent games that were originally intended for adults or older teens. As our children and young teens consume this media, they are bombarded by a constant stream of violence and gory mayhem. The effects of this have been an increase in instances of violence by younger and younger persons, and desensitization to violence in general. As purchasing rules have been relaxed, as in California where the Supreme Court struck down a law banning the sale of violent games to minors (Olsen), younger children have had easier access to these games. Video games, as a whole, have had a negative effect on society in general through addiction issues, violence by minors, and desensitization to violence.
            Studies have shown that some children are more likely to be addicted to video games, violent and otherwise. These addictions increase in children who have been diagnosed with attention deficit and hyperactivity disorders, possibly due to a connection with the activities in the game causing an autistic-like concentration on the action. These “pathological gamers” (McCoy) spend an in-ordinate amount of time playing games and are as addicted to the games in the same ways as some adults who are addicted to gambling. Addicted gamers show some of the same traits as gambling addicts, such as lying about the amount of time played, skipping school or schoolwork in favor of game time, and restlessness or irritability when not engaged in gaming (McCoy).  While most researchers admit that this problem is limited to a small percentage of subjects, they do agree that parents are the first line of defense in reducing the effects of addiction by reducing the time allotted to gaming and presenting more positive sources of entertainment. On a more positive note, a Pew Internet American Life Project Survey in September of 2008 found that a number of frequent players were as socially engaged as less frequent players and gained a positive social benefit from co-operative gaming in a few select games.