A correlation between violence in video games and teen violence
Contents
1. Introduction
2. Influence of violent video games
3. Surveys and researches
4. The popularity of violent video games
5. The process of forming violence
6. Methods of prevention
7. Conclusion
Introduction
Video games are becoming really dangerous now as their violence and blood-thirst
affect thoughts and behavior of teenagers. People from 4 to 45 years are fond
of video games and their state of irritation, depression and even aggression
can be provoked by them. The statistic shows that every third child in his early
teens plays video games and 7% of children spend 30 hours a week playing video
games. Moreover, these games can cause a real addiction and it’s very
difficult to get rid of it. Such games as Mortal Combat, Marvel Vs. Capcom,
Doom and others are full of blood and murder, their main aim is killing all
the opponents. One of the latest and most popular video games is “25 To
Life”. Its popularity in the market of video games is very big and growth
with every day. In fact this game is the most atrocious variant of violent games
and looks like has no other aim as preparing gangsters and murders out of people
who pay it. What can such games give to a child? How will they influence his
inner world?
Influence of violent video games
The video games producers put such labels on their production: "Real-life
violence" and "Violence level - not recommended for children under
age of 12". It doesn’t stop customers; on the contrary, such games
are in a great demand. In addition, shop assistant will most probably sell such
a game to a kid without any hesitation. Even the latest scientific researches,
which proved the addictive effect of video games don’t stop partents from
buy their beloved kids new “bloody” game.
Strong correlation between the violent nature of video games and their players
is traced. The results of the cruelty of video games are evident and its consequences
can’t be left without attention. Cruel games give rise to cruel behavior
and now we even have terrible examples of it: in the year 1999 two boys, Eric
Harris and Dylan Klebord organized an assassination on High School in Littleton.
The result is 13 men killed and 23 wounded and two suicides of these boys. We
can’t determine the exact aims and motives of boys’ actions but
it’s known about boys’ passion to gorier video game called Doom.
Harris even created his web site where he placed a video similar to action of
the game. In this video two men, dressed and armed like the chracters of Doom
video game were shouting at defenseless people. In less than a year they brought
their terrible video to real life. Such reality is terrible and frustrating.
Influence of video games is unpredictable: some children feel frustration and
stress, some become very aggressive and can bring mental, emotional or even
physical harm to their surrounding. The increase of aggressive attacks and behavior
of teenagers led to the necessity of finding the reason and methods of its discontinuance.
Surveys and researches
Calvert and Tan (Calvert, Sandra L., & Tan, Siu-Lan, 1994). who compared
the effects of different video games made a number of tests and researches in
order to find out the influence of video games on the metal processes and feelings
of teenagers. Finally, they found out that violent games influence the state
of health very much: they cause insomnia, high blood pressure, disgust, giddiness,
heart rate becomes higher. Teenagers who play violent games are oftener haunted
by aggressive and cruel thoughts. The influence of nonviolent games is much
weaker and doesn’t affect average level of our health. Another group of
researchers compared second-grade boys playing aggressive and non-aggressive
games. The first showed inadequate reaction and physical aggression to other
objects. The third investigation was made by Kirsh (Calvert, Sandra L., &
Tan, Siu-Lan). He quizzed third- and fourth-graders after playing violent games
about literary characters. Student’s estimation of main characters’
behavior was more negative than before playing these games. A study made by
Karen E. Dill, Ph.D. & Craig A. Anderson, Ph.D (Anderson, C. A. & Bushman,
B. J.) ascertained the stronger influence of violent games than violent movies
or TV programs because in the first case the person is an active participator
of the game and it causes the increasing of aggression. Even brief passion for
blood video games leaves an indelible trace in person’s life. The research
was made between 227 college students with aggressive behavior. They all used
to play violent games and depending on the time of playing the behavior was
more aggressive. Playing video games affect the level of progress in studies.
Low academic grades mean appearance of frustration and anger. Dr Anderson explored
the effects of violent video games played for a short period of time. He made
such a conclusion: "Violent video games provide a forum for learning and
practicing aggressive solutions to conflict situations. It the short run, playing
a violent video game appears to affect aggression by priming aggressive thoughts."
(Grossman).
The results of all these tests and statistics show that violent video games
form hostile attitude of children to other people and reality.
The popularity of violent video games
The increase of video games’ popularity can’t stay in shadow and
makes worried the parents of inveterate players. In the rating of popularity
video games occupy the second place after television, but their harm, especially
of violent games, takes first place. More then a half of children and teenagers
have video play stations or computers that give them an opportunity to kill
and shoot in virtual reality and to transfer these negative emotions to real
world. It is a common practice that parents’ rules concerning the computers
playhours are less strict than according to TV programs and movies. It’s
also known that parents extremely rarely control what type of video games their
child plays and realize the existent danger of such dereliction. Eighty percent
of video games are characterized by violent and brutal tendencies and in twenty
percent the aggressive actions are aimed against women and even children (Grossman).
Surveys show that typical American boys who reached 18-19 years have already
seen 40 thousand murders and 200 acts of aggressiveness. On the one hand it
won’t be a deep shock for them if they confront such things in reality.
On the other hand their hearts can so harden and get used to them, that will
except them as normal situations or even worse – to resort to some acts
of violence.
The process of forming violence
Influence and correlation between virtual and real violence was reflected in
Lieutenant Grossman’s book, Stop Teaching Our Kids to Kill. The author,
who is also a psychologist of Arkansas State University, examines the nature
of the wish to kill. He explains it by the disappearance of sensitiveness. Person
stops feeling disgust for murders and seeing repeated actions of violence get
accustomed to them. Violent video games provide this habituation and Grossman
has even invented his own games in order to teach soldiers to kill. Killing
another person is not a natural action and it needs special training. According
to Grossman program the soldiers of the Martine Corp use the cruelest versions
of video games to be ready to kill people. They “are used to develop the
"will to kill" by repeatedly rehearsing the act until it feels natural”(Grossman).
So it’s even difficult to imagine what such games can do with unstable
psychic of teens if they can influence grown-up soldiers.
Surrounding provokes violence in children. Children are not born to be violent
but they can easily reach this state if we’ll continue to use the same
methods of upbringing children and soldiers. The limited production or even
prohibition of violent video games is necessary if we want the normal development
of further generations. Everything that happens influences human thinking especially
if the action is repeated and causes strong emotions. Just the same affect have
video games.
Seeing cruelty every day in games children start developing immunity to real
cruelty. At first violence is unnatural for kids and in games they accept it
just as fun and kind of entertainment. Then the feeling of its natural origin
comes. Such process is called “AVIDS - acquired violence immune deficiency
syndrome” by Colonel Grossman. Violence is accepted by children as the
main characteristic of the main character of the games and later they want to
adopt this patterns to their own behavior.
It was found out that children with low self-certification and no power in the
family are more influenced by the violent video games, trying to compensate
the lack of something in real life. These games help them to find the way out
and to feel masters at least in virtual world. Very often these children yield
to temptation to take the same place in the real society. They know no other
effective method but violence taken from the games. The role of violent character
in role-playing games pleases young boys and girls, but these roles are not
suitable for the real life, it’s not funny but harmful and dangerous.
These powerful, strong, cool and violent characters turn into aggressive children
that can’t control their emotions and behavior.
The child should see the world in bright and mild colors while violent video
games portray it as something brutal, fearful and violent. So boys and girls
in their teens are set against each other and the entire world. The American
Academy of Pediatrics treats screen violence as a kind of disease being at the
same level as cancer and smoking. It’s necessary to cure serious forms
of video games’ dependence and now methods are working out. The Academy
also advises to take a media history during check-ups at school.
Methods of prevention
Practically the only people who can influence the teenagers and enclose them
from the violence of video games are their parents. The methods may be different
depending on the character of the child. They can just make a list of forbidden
things and violent video games must be on the first place. Another way would
be to involve children in other actives that are useful, such as sport, singing,
dancing and others. All teenagers have hidden natural capacities that need to
be developed and realized. It will also raise their self-certification. Parents
should discuss violence on TV and in video games and explain how harmful and
dangerous it can be and allow playing only limited time weekly. Mothers and
fathers should control what types of games their child plays and preview them.
It’s necessary to pay attention to ratings: "EC" (early childhood),
"E" (everyone), "T" (teens), "M" (mature), and
"adults only," which are forbidden for people younger than 18 years.
Caution is also very important because rating not always correspond with indications.
There are also special labels: yellow or red labels suggest that game can contain
violence, bad language or sexual scenes; green label signs that the game is
suitable even for small children. Being closer with own children and sharing
their interests and hobbies can help a lot. William Shakespeare mentioned it
many years ago: “It’s a wise father that knows his own child.”
Conclusion
Violence children meet in everyday life turns to serious social problems in
the future. Video games, becoming more and more popular among teens, are among
the main sources, which give children the opportunity to meet violence. Unfortunately,
in a rush for wealth, producers of video games forget about harmful and even
dangerous effect of the repeated scenes of violence to the unstable psychics
of teenagers.
Teenagers got accustomed to brutality and murders. What is more dangerous, they
get active roles in the games, which can be even more dangerous than watching
violent movies, where children get the passive role of observer. Such games
are full of blood, broken bones, corpses and acts of violence and all this influence
inner world of young boys and girls. Sometimes both children and grown-ups can’t
differ reality from virtual video life and project the scenes of games into
real life. New means and methods should be found out in order to oppose the
destructive power of violence of video games.
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