Professional Documents
Culture Documents
Video Games and Violent Behavior
Video Games and Violent Behavior
Video Games and Violent Behavior
Name
Course
Tutor
Date
VIDEO GAMES AND VIOLENCE 2
Introduction
The long-term effect of video games on the individuals who frequently play them has
generated immense debate over whether or not they are negative and, if so, the extent of that
negativity. Considering that a majority of video gamers in America age between nine and fifteen
years, the impact of video gaming if any on their behavioral disposition would be significant and
as such, the buzz around the influence of gaming on behavioral development in children
especially in regards to violence and aggressive social behavior. As a result of the increased
interest in this topic, there has been growing research on the same with conflicting reports and
conclusions emerging on whether or not video games promote a violent and aggressive culture
Despite the split opinion on the matter, an emerging trend of citing observational and
experience impact on behavioral development has resulted in a skewed approach on the matter.
Since most parties agree that observation of actions defines the development of personality traits
in growing teenagers, research on gaming, which has established that violence is a popular
component, concludes that its players are bound to imitate such acts. However, such opinions
undermine the basis of research as they produce inferences based on relational assumptions and
Literature Review
controversial issue that has various proponents and opponents that have failed to agree on a
common grounds since research on gaming and violence was first published in 1983. Through
various articles and publications, authors have voiced their opinions on games, their ability, and
VIDEO GAMES AND VIOLENCE 3
the tendency to cause addition and what they en for long-term players regarding issues like
obsessive-compulsive disorder and internet gaming disorders. An article authored and published
in the Youth and Adolescents Magazine issue of September 2016 captures the confusion around
gaming and its violent impact on behavioral tendencies among developing adolescents. The
personality, family setups, and the school environment as plausible reasons alongside video
gaming, implying that there is more than a single reason for the violence. In addition to that, it
accurately asserts the absence of consensus over the role of gaming as a violence-inducing
activity despite years of studies on the same in attempts to link it to violence (DeCamp, &
Ferguson, 2017).
and authenticated authorship have also pointed to the existing confusion over the same, casting
doubt over the notion that gaming plays a major role in youth violence. Na author suggests that
Internet Gaming Addiction, a concept that has long been associated with youth violence by a
deficiencies in knowledge of prevalence, causes, and treatments of the disorder hence debunking
the whole condition as purely game-induced. It pokes holes on the ability of IGA (internet
gaming addiction) to have effects that go beyond addiction, which can translate into violence. In
addition to questioning the scope of gaming addiction and the repercussions of its occurrence,
other authors have researched on the relationships between Internet Gaming Disorder and
Obsessive Compulsive Disorder and the manner in which each of the two affects personality
Research Methodology
Researching on video games and their roles in the development of aggressive and violent
behavior among teenagers and children is surprisingly easy considering that the scope of the
research is limited to a particular section of the populace; individuals between the ages nine and
involved post-research follow-ups. For the research, the scope included a selection of 20 schools
within the state of Nevada in which students from the third grade through to junior high were
targeted for the study. However, the number of students who actually participated was 5, 185,
representing a 25.295% participation rate among the students. Though the data used in preparing
the respondents of the research were obtained from schools with the permission of parents and
legal guardians, the venues for the data-gathering process were transferred to neutral grounds.
Also, the actual meetings with a section of the respondents took place in neutral venues
as opposed to schools or homes where there was undue pressure to respond according to
classmates’, teachers’ or parents’ wishes. For the most part, these neutral venues for the selective
meetings with respondents occurred in restaurants and parks as well as various recreational sites
that children frequent that made them feel safe and protected without the prodding eyes of their
everyday authority figures in their lives. The teenagers who underwent these meetings were
randomly chosen among the participants who actually responded to the other forms of
information gathering the researcher availed for application in this research process. The large
number of targeted respondents and the participants in the process required the use of various
research methods suitable for mass utilization hence the popular use of questionnaires to gauge
the opinions and take of respondents regarding the issue of gaming and the impact it had on their
VIDEO GAMES AND VIOLENCE 5
lives. Even with the popularity of its application, questionnaires were hardly adequate in terms of
research accuracy and information viability hence the need for a complementary research
method, interviews which were conducted in the smaller scope, and as a means of follow-up to
the questionnaires. The interviews merely provided clarity of ambiguous entries and reinforced
Research Findings
The study was conducted in a bid to establish the role of video games on enforcing
violent behavior in developing adults, particularly children, and teenagers. Therefore, the
research sought to define the pre-existing behavioral tendencies of the participants, the
prevalence of video games among the targeted scope, and the content of violence contained in
the video games they frequently played. Also, the study intended to look into their aggression
and violent tendencies after playing the game, the intensity of the violence, and the presence of
other factors in the students’ lives that may have facilitated negative aggression other than the
video games they played. The findings of the research are therefore tailored in the context of
these six prompts, which were meant to analytically inform the discussion around gaming and
violence among young adults in the contemporary world. Interestingly though, the research
provided insight into some previously held myths and inaccurate notions about gaming and
According to the research report, the element of violence in video games for young adults
was consistently high, with more than 4000 of the participating students or 77.15% agreeing as
much. Regarding aggression, 1812 students who participated in the research confessed to being
prone to aggressive behavior and explosive reactions before their dogged involvement in some
popular video games and considered the aggression as part of their personality traits. Basically,
VIDEO GAMES AND VIOLENCE 6
34.95% of the participating students in their response, ruled out the possibility of having the
cause of their aggression problems as the video games they play. As for the other prompts of the
research, 63% of the respondents of the interview thought that there were more violent changes
in their personality and behavioral tendencies after playing any violent game for more than eight
months while 32% claim to have zero changes in aggression or violence to their personalities
after exposure to violent games for a similar period of time. 6% of the respondent population;
however, they have no clue whether or not their behavior has changed from playing video games
with violent content and are unable to make a decision either way.
There are various factors that define the development of behavioral tendencies among
young adults with the environment in which an individual grows being the most significant of
those factors. By environment, growth experts refer to the objects, people, and ideas with which
individuals normally interact during the daily course of their lives. Electronically, video games
constitute a vital part of the environment of any young American growing up since more than
80% of the children and teenagers between the ages of nine and fifteen play various video games
gaming influences the lives and behavioral tendencies of those who interact with them regularly,
especially in their young and formative years. However, enthusiasts of studying human
development have to acknowledge that there are many aspects of video gaming, including ones
specifically designed to induce addiction, their impact on the overall behavior of an individual is
limited. Instead, various factors play the role of character development, and behavioral
tendencies formulation and the violence or aggression in an individual’s personality traits have
The research above suggests that gaming is predominantly characterized by violence, and
there are certain chronic conditions and disorders for which video games are responsible for
people. Such disorders like Obsessive Compulsive Disorder and Internet Gaming Disorder are
long-term effects of exposure to gaming, and although related, there is little evidence to suggest
matter of violence and gaming concurs that games are violent characterizations that are
significantly addictive. However, they dispute the notion that this addiction could be practical
and call into question such suggestion from practical and literary sources as well. In addition to
questioning the sources of such notion, the research has proven that there are underlying factors
for youth violence, and while gaming could be a factor, it isn’t the only one (Markey, et al.,
2015).
Conclusion
Video games could cause a behavioral change in young adolescents and teenagers to
reflect violent and aggressive characteristics. However, the opposite could also be true. Saying
that adolescents playing video games are at risk of developing violent behavior, therefore, is an
inaccurate statement since there are literary research pieces questioning the facts behind the
concept. Also, the research paper bears data that point to other factors like family, background,
school environment, friends, and movies as possible causes of violent behavior in gaming
teenagers hence undermining the argument that teenage violence is pegged on playing video
games. The research has also shown that there is a big difference between playing video games
and actually carrying out the deeds in the game as elaborated with the IGD and OCD case
illustrations.
VIDEO GAMES AND VIOLENCE 8
References
DeCamp, W., & Ferguson, C. J. (2017). The impact of degree of exposure to violent video
games, family background, and other factors on youth violence. Journal of youth and
adolescence, 46(2), 388-400.
Markey, P. M., Markey, C. N., & French, J. E. (2015). Violent video games and real-world