Technology is a main part of our lives today. With the development of technology to improve the quality of our lives, the creation of some technology that does more unpredictable harm is inevitable as well. In the context of materials created by technology that do more harm than good, video games are one of the most appealing which has caused concern in many parents. The appeal of video games is often a result of the fact it stimulates multiple senses and can be played against other children creating a sense of mastery. Yet there are findings in the research suggesting that violent video games negatively affect children although some research also suggests that only some groups of children, defined by aggressive predispositions that lead to the desire to play these types of games, display problems. This suggests that it is not violent video games that cause children to act out but that children are already aggressive and this tendency is what draws them to violent games and results in later violent behavior.
The development of deep concerns regarding children playing video games does not come from the video games per se but from the violence that is often integrated in such kinds of modern technology leisure. Violence-themed video games are highly prevalent that they account for an astonishing 89% of the total video games created and offered to most children worldwide (Whitaker and Bushman 1034). About 50% of E-rated (i.e., for everyone) video games are estill considered violent, making it hard for anyone to find a non-violent video game (Whitaker and Bushman 1034).
Among the many well-known video games with violent themes is the Call of Duty. Call of Duty, a first-person shooter video game created by Infinity Ward (Wikia). Since 2003, makers of Call of Duty have created and released different series of the game that featured interesting and different time and location themes (Wikia). The novel and creative series of Call of Duty has made it one of the best known video games worldwide, even prompting the The Telegraph to term the video game as “the world’s biggest video game” whilst dedicating an article on its website that commemorates its history and movement over the years (The Telegraph). To date, the latest installment of the video game is titled Call of Duty: Advanced Warfare (see fig. 1) which was released earlier this year (Wikia).
The first-person shooter system of the game gives the player a chance to view the game in the manner as if he/she is actually the shooting inside the game. The violence and action that have always been the benchmark of the video game had made it restricted to minors aging 17 and above. Obviously, the regulations set on the allowed audience or users of Call of Duty serve the purpose of controlling the age of children that can be exposed to the violence brought about by the game. Identifying the probable harms of hardcore violent games such as the Call of Duty on children, what may be the implications of violence-themed video games on children younger 17?
Violent video games are said to cause increased aggression and violent tendencies among children (Whitaker and Bushman 1036-1038; Anderson and Bushman 354-355). The influence of violence-themed video games is dependent on many factors and one of those is age. Age is a crucial factor that determines the scope of effect a video game will have on children exposed to it (Whitaker and Bushman 1048). Children at the tender age of 17 and below are still undergoing cognitive development, emotional maturity and growth of personality (Whitaker and Bushman 1048), thus, exposing them to any materials that subject them to violence may trigger the development of their undesirable traits more than their desirable ones. Violence-themed video games may intervene with the proper development of children’s psychological traits, especially taking into account their vulnerability to changes attributed to their young age and crucially-developing character (Whitaker and Bushman 1048).
Considering the length of time minors are exposed to technologies such as computer and Internet, which amounts to 40 hours per week on an average (Whitaker and Bushman 1034; Anderson and Bushman 354), the likelihood of their exposure to violence-themed video games is relatively high. This brings into attention the need for proper monitoring of children’s online activities, especially of children below 17. Violent video games impose a great risk that may mislead proper development of children and even young adults and proper control and monitoring of children’s participation in such activities is necessary.
The presentation of the ad for Call of Duty Advanced Warfare and the images flashed across the screen makes the game seem more like real life. It starts with real actors in a briefing about advanced warfare. The image quickly transitions to fast movement as the speaker is followed in a jeep as he shows the technology in action which also looks real. There is then a fully uniformed military leader with a large number of troops also played by real actors as they get ready to move out and begin the “war.” The image viewed alternates between actors and realistic animation as a solider jumping into the middle of a fight becomes an animated character. The fast paces and violent nature of the action in the game combined with the seamless transition of images from real people to animated and back is designed to make children feel like they are taking part in a realist war even if remotely.
The high speed action, loud music, flashing images, and violent depiction of fighting in a game framed by the idea of defense and war are likely to get the attention of children already prone to playing video games and being attracted to most violent types of games. Verbal messages are flashed on the screen throughout giving messages like, “Transcends the boundary between game and film,” and “a bold vision of the future,” which communicate the realistic nature of the game. Other message such as “lethal and blisteringly fast” suggest that the game will children will be able to move through a war scenario quickly to replay if they don’t win to the point of completing the game. This is also experienced as realistic as in war there is no preparation for what is experienced and you can’t predict what you will have to deal with. It is also framed in terms of solving problems not just violence for the sake of violence which seems to provide a purpose for the game.
Although research show negative outcomes for children playing violent video games, other research shows that the link between children’s aggressive behavior and video games is only found in children who are already acting out aggressively. Children who have aggressive tendencies are more likely to be drawn to violent video games. These children are also more likely to react to violent video games by growing less sensitive to others suffering, and becoming fearful or paranoid that the world around them is dangerous which leads them to interpret non-threatening cues in a threatening manner. They then lash out physically possibly harming others due to an already increased violent nature and in order to protect themselves from an imagined threat (Ferguson). The realistic nature of the game seen through the advertisement may be perceived by some children as a call to action. Imagination and pretend can become seen as real as children reinforce this perception in each other. For most children this won’t be a problem as they can separate themselves from even the most realistic play situations including video games but some children may have increasing difficulty doing so resulting in increased problems and acting out.
Works Cited
Anderson, Craig A., and B.J. Bushman. “Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature.” American Psychological Society 12.5 (2001): 353-359. SAGE Pub. Web. 18 November 2014.
“Call of Duty (series).” Wikia Atlas. Wikia. 13 November 2014. Web. 18 November 2014.
“Call of Duty: the history of the world’s biggest video game – in pictures.” The Telegraph. The Telegraph. Web. 18 November 2014.
Ferguson, C.J. (2011). Video Games and Youth Violence: A Prospective Analysis in Adolescents. Journal of Youth and Adolescence, vol. 40, No. 4.
Whitaker, Jodi L., and B.J. Bushman. “A Review of the Effects of Violent Video Games on Children and Adolescents.” Washington and Lee Law Review 66 (2009): 1033-1051. Scholarly Commons. Web. 18 November 2014.