Video Games and How They Inspire Aggressive Behaviour?
Thesis Statement- The use of video games should be closely monitored because it encourages aggressive behaviour.
Video Games- Video games are played with the help of an electronic device such as a console or hand held device, with the help of which, the input is given and output is received on the screen. These games create a virtual world where the players imagine that they are mentally present in the game. These games are particularly popular among children, though the people of all ages like playing them.
The history of video games dates back to 1940 when the first video game was introduced. It was designed by Edward U. Condon to play the traditional game Nim in which players tried to avoid picking up the last matchsticks ("Video Game History."). Since then, video games have undergone a sea change. The advent of T.V, Computer and more recently mobile devices have revolutionized the video gaming industry. Current video games can be played on multiple platforms- T.V with the help of a console, Personal Computer and Hand-held devices like mobile.
The popularity of the video games can be gauged from the massive figures of their revenue. As per the 2015 Annual Report, released by entertainment software association, the consumers in the US alone spent $23 billion on gaming in 2014, while globally this figure stood at $71 billion. The report further reveals that there were 155 million American users in 2014 with four out of five households owning the gaming device. The average age of user in 2014, as per the report, was 35 years, which indicates the popularity of this form of entertainment among a wide age-group.
It is imperative to look at the plus points of video games before venturing into its drawbacks. Because of being played by more than 150 million people, the electronic games can’t be completely wrong- a view supported by the researchers. Following can be the benefits arising out of video games.
Increase in concentration- Video games, being virtual in nature, require tremendous concentration of mind. As long as the game is on, the player has to continually focus on it and, thus learns the art of taming the restless mind. The advantages offered by them can find application in the academic subjects like Maths, which demand undivided attention. Jan Plass, a New York University’s professor, says that “We found support for claims that well-designed games can motivate students to learn less popular subjects, such as math, and that game-based learning can actually get students interested in the subject matter—and can broaden their focus beyond just collecting stars or points,” (quoted in "Educational Video Games"). Thus, if used with the constructive mindset, certain video games can enhance the academic performance.
Interactive Learning- The best way to teach students is to convert the learning exercise into a game. It is useful in the case of children because they have the natural tendency to have fun. Video games find application in teaching subjects like Mathematics, English etc. They act as the best substitute of books, which lack audio visual characteristics. Scot Osterweil, a research director in Massachusetts Institute of Technology says that games are a powerful learning tool when combined with other exploratory, hands-on activities and ongoing instruction from a teacher acting more as a coach than a lecturer (quoted in Malykhina). This reinforces that not all video games are harmful to children.
Increased Interaction among the family members- More often, video games are played in the groups consisting of friends and family members. This increases their interactions for better bonding. Moreover, online games open the doors for increased socializing with more and more people joining one another to solve problems. Consequently, the players share their ideas, knowledge and tricks and, in this process, benefits are reaped by all.
Video Games and Violence
Danger of Visuals on Violence- The exposure to violence in any form is hazardous and when the violence is depicted in the form of visuals where the images move, the impact on the young brains can be deeper. Since the children can’t make much difference between the real and the unreal world, the effect can drive them to do undesirable things. In video games, the vulnerability is very high because the children can themselves participate in the exercise. When they kill the enemies in a simulated environment, their mind perceives it as a real action. As the same action is replayed in their minds, the perception strengthens and over the period of time, it is replaced by the firm belief that influences the behaviour. Sometimes, due to the fictitious stories in games, the child is forced to think that the society is infested with criminals and they have the power to rid the society of such anti-social elements.
Reasons for aggressive behaviour-Brad J Bushman, a professor at the Ohio State University, cites three reasons for the increase in aggression due to the violent video games. First, there is an active involvement in the game, unlike the TV programmes and films where they are the passive viewers. Second, the children, as he believes, can assume the role of a violent character and, therefore, mentally visualise committing violence. Third, as per Brad, the appreciation and reward the users get after killing the enemy also encourage the children to frequently indulge in killing the nasty characters. Thus, active participation in games makes the situation worse.
Another reason for the negative influence of the video games is that they empower the children in the virtual world. Children find the outlet to the emotions that otherwise can’t be fulfilled in the real life situation. For instance, the children, in normal situation, can’t pick up a gun and shoot their enemy, but in the virtual world they have the whole artillery at their disposal. As they experience such things frequently, their whole mindset gets inclined towards violence. Subsequently, when they get the opportunity to practise their virtual experience, they don’t hesitate from taking the initiative.
There is a strong link between the violent games and violent behaviour, though this is not the only factor found in aggression. As per the report of the APA Task Force on Violent Media, “The research demonstrates a consistent relation between violent video game use and increases in aggressive behaviour, aggressive cognitions and aggressive affect, and decreases in prosocial behaviour, empathy and sensitivity to aggression,” The report vindicates the stand that video games do have the objectionable elements that can influence the young minds.
Adam Lanza Incident- In order to understand the gravity of the situation, it is worth considering a case-study-Adam Lanza incident. On December 14th 2012, the whole American was shaken due to the massacre of twenty school children by an individual called Adam Lanza. After the unfortunate incident, the first finger was raised at the video games makers for promoting gun violence through games because the perpetrator Adam Lanza was reportedly under the influence of violence he saw in different video games. The investigation, after the incident, revealed that he had been playing the violent games regularly. As per Daniel Bates and Helen Pow, Adam Lanza had notched up more than 83,000 'kills' on his beloved video games including 22,000 'head shots' as he trained himself for the horrific Sandy Hook massacre. This clearly indicates the obsession of violence coming from the games. The problem was compounded by his isolated place where he must have mentally rehearsed his deadly plan.
Other Cases - Adam Lanza’s case was not the isolated one. As per Charisma News, there are 14 mass murders linked to the violent video games. Some of them are worth-mentioning. The news report puts forward the case of James Holmes, who enjoyed violent video games, and indulged in the massacre of 12 people and injuring many others in Colorado in 2012. Jared Lee Loughner, another mass murderer, had strong links with video games, though he was mentally sick also. Elliot Roger, as per the news report, was another example of mass murderer, who had been addicted to the video games for long and the result was the killing of seven people. Jose Reyes, a teenager, shot his teacher dead and injured others and he too was the lover of violent video games. The news report also elaborates about Evan Ramsey, a school going adolescent, who was inspired by the violent games to kill a student and the principal of the school. So, all these cases had one component in common-video games.
There is lack of data that the video games are solely responsible for the increased violent tendency of the children, but they do act as facilitators of violence. Studies of children exposed to violent media have shown that they may become numb to violence, imitate the violence, and show more aggressive behavior. Younger children and those with emotional, behavioral or learning problems may be more influenced by violent images. ("Video Games and Children."). It is evident that the video games are doing more harm than good to the growing minds. Hence, the preventive and protective measures are required to insulate them from any undesirable impact.
How to combat the situation?
All human beings are prone to negative influence. Children, due to impressionable mind, are more vulnerable to the destructive actions. Therefore, there needs to be a shield of guidance whenever they are exposed to the video games. Parents need to be vigilant about the content of the game being played. Taking certain preventive measures can keep the adverse effect at bay. Firstly, the video games should not be introduced at a very young age because the children are yet to understand things in the right perspective. Secondly, the children should be involved in other physical activity so that they their mind is occupied. Outdoor games are the best options as they help the physique to grow. Thirdly, while buying games, the label on the cover should be checked for certification to know whether or not they are fit for use by the children of a particular age. The games containing violence as the major theme should be discouraged. Fourthly, strict watch should be maintained on the duration of the game because sometimes this factor causes immense damage to their minds. Finally, the access to the game devices should be restricted so that they don’t play games at their will. Children are bound to resist these measures but they can be persuaded to enjoy the games without being affected by the negativity.
Conclusion
When the video games were introduced in 1940, hardly anyone had imagined that they would become a rage among the people, turning into an industry of several billion dollars. With the advancement of technology, video games, which started as purely entertainment device, has started influencing the behaviour of children in particular and people in general. This is where the intervention is needed from all concerned to contain the spread of video games culture.
Having looked at the pros and cons of video games, it can be easily inferred that they are good as long as they are played only for entertainment. However, the games can also become big threats when they start ruling the minds of young children. On the positive front, there are educational games that can immensely sharpen the brains, enhance the decision making ability and help understand complex things in an easy way. Concern arises when the games are played in excess and without drawing a line of limit. Like any other habit, it becomes an addiction that affects academic performance, behavioral pattern and mental behaviour. The incidents involving youth like Adam Lanza are an eye-opener to the whole society. The tragedy has proved that these entertainment devices have the potential to assume the shape of destructive tools in the delicate hands of vulnerable children. So, vigil is necessary for prevention of any untoward incident. There is also a need for the professional help in case the children cross the line. Had that measure been taken in the case of Adam Lanza, the killings of innocent children and people could have been avoided.
It is understandable that video games alone can’t cause the obsession of violence in the children. There could be other reasons like isolation, mental sickness etc, but the effect of video games intensifies the impact. The worst part is that it is infecting the most delicate part of the society-young children. And Children are not merely children, they are the future of any country and, therefore, should be offered protection from any unwanted influence. There are also other factors - T.V, Movies etc- that can adversely affect children, yet video games are more dangerous as the control remains in the hands of young players. It is this control that needs to be regulated by parents so that situation doesn’t get out of control. If it is done effectively, video games will remain only games and never distort the mental frames.
Works Cited
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Bates, Daniel, and Helen Pow. "Lanza's Descent to Madness and Murder: Sandy Hook Shooter Notched up 83,000 Online Kills including 22,000 'head Shots' Using Violent Games to Train Himself for His Massacre." Mail Online. Associated Newspapers, 01 Dec. 2013. Web. 28 Apr. 2016. <http://www.dailymail.co.uk/news/article-2516427/Sandy-Hook-shooter-Adam-Lanza-83k-online-kills-massacre.html>.