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Psychological Impact: Violence

As more and more people are drawn into playing video games, more and more games are including violent content. In a recent survey, 40 out of the 47 top-rated video games from Nintendo contained violent and aggressive themes. This includes extremely accurate representations of fighting and weapons. A large majority of video games require the gamer to execute violent actions, such as killing the enemy with a gun, in order to win the game. There is also proof that many children find violent games more enjoyable and would prefer them over non-violent games.
Some argue that the emotions and attitude of the gamer can be affected with repeated playing of these video games. This argument is based on the assumption that as a gamer plays, he or she will actually feel like the character in the game. They will feel the emotions, use the language, and act in the same behaviour. This effect is enhanced with the technology available to gamers today, such as controllers shaped like guns and steering wheels which add to the realism of the illusion. In particular, youngsters often will follow the examples, acting out these violent roles themselves. Some studies link these games to hostile biases, increased arguments and physical fights, and lower awareness of one's personal conduct. Statistics from these kinds of studies show that there is an increase of children physically fighting, whether or not the children initially had hostile attitudes. In extreme cases, there have been incidents with young people pulling dangerous stunts with cars and firearms after playing video games containing the same actions. Some of these incidents have left tragic results.
The effects are generally divided into four categories: the aggressor effect, the victim effect, the bystander effect and the appetite effect.


Effects

1.The Aggressor Effect
2.The Victim Effect
3.The Bystander Effect
4.The Appetite Effect


The Aggressor Effect

The first effect, the aggressor effect, states that a person exposed to a substantial amount of violent video game entertainment will become more aggressive, more violent, more irritable and meaner.


The Victim Effect

The victim effect states that a person exposed to the same violent entertainment as above will feel less safe. The person will perceive the world as a scary, dangerous place, scaring themselves and becoming more self-protective, such as carrying weapons and fighting in self-defense. However, in their attempt to protect themselves, they usually bring attract more violence and harm instead.


The Bystander Effect

The bystander effect describes the condition in which a person has become desensitized, more callous and less sympathetic to violence and its victims as a result of extended exposure to violence itself.


The Appetite Effect

The last effect, the appetite effect, states that substantial amounts of exposure to video game violence will create a craving in the person for more experiencing more violent entertainment. In other words, the more one plays a violent game, the more a person wants to play it.
The accusations go further, stating that violent video games may be by far the most effect form of media to encourage violence. This reasoning is based on the six following points:
1. Research shows that people stand a greater chance of imitating a person if they find a way to identify or relate that person to them. Most of the time, people do not identify with characters in forms of media such as books and movies. However, video games bring gamers straight into the heart of the action. In fact, games such as “first person shooters”, which is designed to let the gamers see as if they were inside the bodies of the characters, are designed so that the gamers feel that they are actually committing and not just watching violent actions.
2. Additional research also show that violent video games very easily influence gamers because it require the gamer to actively participate, such as using issuing commands with the controller in response to the actions on the display Active participating is actually very effective method of teaching. Thus, gamers quickly learn to be violent when playing violent games. This is also the rational behind the effectiveness of educational video games.
3. To learn something properly, one must know every step. Video games are just the perfect way to learn how something is done because in most tasks there are many steps. Video games often do full simulations of these steps just as if the gamer was practicing them. This is why educational games, such as the Jump Start series, were created to teach children knowledge such as math. However, this also means that one can easily learn how to use a specific firearm if that firearm appeared in a “first-person shooter” game; whole sequences of reloaded, firing and other usages are depicted right in front of the gamers’ eyes. A television show or comic book usually does not display every single step; video games do, and so video games are more effective teachers that any other forms of entertainment. A gamer can learn how to use violence to a very high degree just by playing a game and in effect practicing virtually. In fact, video games are so effective at teaching the use of firearms that the U.S. Army has licensed the game engine of the Rainbow Six series to teach soldiers proper attack methods and the U.S. Marines used an adapted version of Doom II called Marine Doom to train Marines in 1998. A newer video game, America’s Army, has superseded these games as a training tool. America’s Army, a bloody “first-person shooter”, has also been released to the public as a recruitment tool for the U.S. military.
4. Video games contain continuous, uninterrupted violence. This kind of violence is not found in any other forms of media. Movies may show a few minutes of fighting and switch to the next scene, but a video game has the user continuously see and reacting to violence for the whole duration of the game. Studies conducted in 1994 have proven that violence has a far greater impact on people if it is continuous and so violent games make deep, lasting impacts on gamers.
5. Gamers experience the same violent act over and over in video games because video games are often replayed many times because of their attractiveness, or because gamers want to get better at the game with practice. The game itself will make the gamer do the same violent action again and again, such as firing a firearm. However, movies and books are not usually repeatedly viewed or read in repetition anywhere close to the repetition in video games. Thus, players develop violent habits by repeatedly playing violent video games that do the same act over and over again.
6. Almost all video games reward players that complete a goal and violent games are no exception. These reward system is unique to video games and is not found in other forms of entertainment. Rewards take the form of extra lives, new items, or unlocking new parts of the game. This reward system leads to three problems. First, the rewards increase the frequency of aggressive behaviours inside the game. Secondly, giving out rewards tends to instil a positive attitude regarding the use of force to solve conflicts inside the gamer. Thirdly, the reward patterns attract players to continue playing the game, exposing themselves to more violence.
In recent times, a couple of figures and organizations have publicly spoken out against the violent content available in video games. One of those, Jack Thompson, has created quite a stir in the media for his arguments and actions against the issue. His main objective is to prove that several recent acts of violence in the United States are perpetrated by those that play violent video games. Some of his targets are 1997 Paducah schoolhouse shootings, the Columbine shootings and the Washington Sniper. He claims that these incidents are the result of gamers that play games such as the Grand Theft Auto series and the Manhunt video game. Thus, he has mounted a vocal attack against Rockstar Games, maker of several violently-themed games such as those aforementioned.


Examples

1.Washington Snipers
2.Columbus, Ohio Sniper Shootings
3.Stefan Pakeerah Murder


Washington Snipers

This time, it was found that the sniper in this incident personally owned a Playstation 2 video game console, on which he played the driving/ shooting game The Getaway. Like before, Thompson reckons that the behaviour of the sniper is due to his playing of this video game.


Columbus, Ohio Sniper Shootings

The bystander effect describes the condition in which a person has become desensitized, more callous and less sympathetic to violence and its victims as a result of extended exposure to violence itself.


Stefan Pakeerah Murder

Last year, a murder occurred in Leicester, England, in which the victim was brutally stabbed to death by his friend. It was then discovered from the mother of the victim that the killer was obsessed with the game Manhunt, another violent video game by Rockstar Games. In fact, the way the killer stabbed Pakeerah was very similar to the way killings are carried out in the video game. Because of this, both Thompson and the killer's mother have blamed this act of violent on the influence of the video game, stating that it encourages “brutal killing”. Although Thompson has gained widespread media coverage for his views, there are a notable number of people, especially the gamers and game developers that have responded to his loud, open avocations. A widely accepted view among those who oppose him is that Thompson is not a serious advocate for restricting and managing video game production and distribution, but rather a man out to create a sensation for fame and profit. They explain that Thompson is from an older generation who cannot accept the new and the unknown and so tries to block video games. In addition, they have compared Thompson’s arguments to previous unsuccessful oppositions in the past against new trends such as comic books and rock and roll music. Finally, the greatest blow to Thompson’s creditability is that his license to practice law in the American state of Alabama has actually been revoked once after instigating a lawsuit with the Sony on the topic of violence in the Grand Theft Auto video game. He has also been involved in several investigations regarding his law practice.
One should also keep in mind that while there are studies that are out to prove that media violence, especially video games, are directly related to violent behaviour, there are also studies that attempted to prove that media violence is not a factor in violent behaviour. In the December of 2001, the Surgeon General of the United States was a figure who spearheaded a study that ultimately announced “findings suggest that media violence has a relatively small impact on violence.” Others claim that video games have little to no effect in creating violent behaviour, especially when compared to other forms of entertainment that contain violence such as movies. They point out that the graphics of the games are not entirely realistic and that many actions, such as shooting space ships in Space Invaders, are too abstract to be related to anything that is possible in everyday life. In addition, violence in video games are often directed against non-human characters such as robots, monsters and zombies. However, they did not have a rebuttal for the fact that new hardware and software allow games to be increasing realistic and that a slew of new games actually contain violence against humans.
Most of all, the supporters and members of the video games industries have criticised the studies against violent video games themselves. They state that there are many deficiencies in the studies. The following are some of the problems they see in these studies.
1. There are not enough studies to seriously consider possible negative influences from video games.
2. The experiments were conducted in a setting that did not take into account factors such as trivial measures, the artificial setting, and unrepresentative participants.
3. “Correlation is not causation.” Although the studies may have found a link between certain behaviours and video games, video games may not be the cause, or the sole cause of the behaviours.
4. Although studies show that violent video game play may change a person’s aggressiveness and views, they do not show that the games cause serious aggression or criminal acts.
5. The violent media affected only a certain number of already disturbed people and not the whole population.
6. The effects of media, such as video games, on people are trivially small.
7. The sample sizes of the studies are too small for accurate results.
8. Studies do not clearly differentiate the difference between “violent” and “non-violent” games based on their actual violent content. A “violent” game may contain a little violence such as reckless driving, to extreme violent such as mass murder.
9. Studies established weak control groups that played “non-violent” games that were actually more boring, frustrating and generally less attractive than the “violent” game. Thus, the results are not a good indication of the effects of the “violent” game.
10. Some studies have not properly defined the definition of “aggressive and violent” behaviour. However, these studies measured the effects of a “violent” game by measuring the amount of “aggressive and violent” behaviour displayed by a gamer. For example, some studies view hitting an inanimate object as “aggressive behaviour”, but modern definition of aggression state that the behaviour contains am intent to harm another person and therefore hitting an object is not valid.
11. There have not been any longitudinal studies and so no valid conclusion about the long-term effect of video games can be drawn.


 

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