Professional Documents
Culture Documents
Research Paper Final
Research Paper Final
Muhammad Ali
Huda Imtiaz
8 December 2023
Is exposure to violent video games the most dominant factor in increasing the likelihood of
transformation. Of all the entertainment options available to people, video games, especially
violent ones, have become the most popular and have captured the interest of people of all ages,
especially in pre- and early teens. “The Pew Research Center reported in 2008 that 97% of
youths ages 12 to 17 played some type of video game and that two-thirds of them played action
and adventure games that tend to contain violent content” (Violent Video Games and Young
People). However, as the popularity of video games has soared, so has the debate surrounding
their potential impact on behavior, particularly in pre- and early teens: Are violent video games
(VVG) the most dominant factor that raises the risk of aggressive behavior in the impressionable
minds of young individuals? This inquiry has spurred heated discussions among researchers,
parents, educators, and policymakers alike as they grapple with the complexities of determining
causation in the multifaceted realm of human behavior. “Violent video games are those that
This research paper seeks to negotiate the complex terrain around the impact of VVG on
young minds. Moreover, this paper examines the complex association between exposure to VVG
and the inclination for aggressive conduct in pre- and early teens by considering alternative
influences and assessing the larger socio-psychological context. Moreover, this study will use a
broad approach to investigate other potential causes of pre- and early teenage aggression.
Considering the complexity of human behavior, the study briefly explores peer relationships,
aggressive tendencies. This essay seeks to offer a knowledgeable and objective perspective on
the factors influencing adolescent violent behavior by employing this dual investigative strategy.
This in-depth analysis will clarify the larger socio-environmental factors that influence the
behavior of young people and contribute to the ongoing discussion on the effects of VVG.
behavior in pre- and early teens, according to several studies. The General Aggression Model
(GAM) also highlights the sociocultural, socio-cognitive, social learning, and situational theories
in identifying the factors influencing aggressive behaviors. The GAM argues that the personal
and situational elements in the growth and development of an individual could lead to increased
or decreased feelings of arousal and aggression in individuals, which significantly impacts their
Dill). In its application to the case, it can be argued that teens who are increasingly exposed to
violent videogames are at a high risk of developing aggressive thoughts and feelings and develop
an adverse relationship with the physiological feelings of arousal, resulting in displays of violent
and aggressive behaviors (Carnagey and Anderson). The idea of aggressive scripts - cognitive
representations or mental scripts that individuals develop because of observing and assimilating
Ali 3
aggressive behaviors in various media, including VVG- is also introduced in this theoretical
toward aggressive actions. The ongoing exposure to virtual violence in video games is postulated
to contribute to the formation and reinforcement of these scripts, highlighting the potential for a
lasting influence on behavior. Playing VVG is a great way to practice and learn aggression. "In
the short run, playing a violent video game appears to affect aggression by priming aggressive
thoughts. Longer-term effects are likely to be longer lasting as well, as the player learns and
practices new aggression-related scripts that can become more and more accessible for use when
real-life conflict situations arise" (Violent Video Games Can Increase Aggression). This dynamic
process underscores the learning and practice of aggression within the gaming environment,
and behaviors among pre- and early teens is their decreased sensitivity toward acts of violence,
exposure to a stimulus will decrease the response to that stimulus of the individuals exposed to it
(Bushman and Huesmann). Therefore, the theory can be applied to the case of violent video
games increasing aggressive thoughts and behaviors among pre- and early teens, as they are
repeatedly exposed to violent imagery and stimulus and can have a strong emotional response to
it (Bushman and Huesmann). Psychological research reveals the complex ways in which VVG
impacts behavior; the article (Violent Video Games and Young People) states, “Both the
American Academy of Pediatrics (AAP) and American Academy of Child Adolescent Psychiatry
Ali 4
(AACAP) reason that children learn by observing, mimicking, and adopting behaviors — a basic
principle of social learning theory. These organizations express concern that exposure to
aggressive behavior or violence in video games and other media may, over time, desensitize
youths by numbing them emotionally, cause nightmares and sleep problems, impair school
performance, and lead to aggressive behavior and bullying”. When teenagers play video games
for extended periods, they are frequently exposed to realistic and graphic scenes that portray
phenomenon causes teens to gradually lose their emotional reactivity, making them emotionally
numb to the effects of the violent activities portrayed in these games. There may be
consequences from this desensitization process outside of the virtual environment. Adolescents
who engage in VVG and develop emotional distancing may exhibit aggressive behavior in real
life. The boundaries between the virtual and the real are becoming increasingly hazy, which
could make people less sensitive to or more accepting of violence in their real environments.
Discoveries have been made by neuroscientific research investigating the effects of VVG
on brain activity, particularly concerning impulse control and emotion regulation. Utilizing
cutting-edge imaging methods such as functional magnetic resonance imaging (fMRI), scientists
have investigated the nuances of the brain's response to prolonged exposure to VVG. Recently,
the prefrontal cortex—a region crucial for impulse control and decision-making—has drawn
much attention. Research suggests that regular exposure to VVG may alter prefrontal cortex
activity, impacting an individual's ability to control impulsive behavior. “FMRI techniques offer
the possibility to test the hypothesis that excessive first person-shooter-gaming results in a
blunted response to negative emotional stimuli, thereby preventing empathy and lowering the
threshold for aggressive behavior” (Montag et al.). A possible connection between violent
Ali 5
stimuli and gaming content is also suggested by the amygdala, a region of the brain that is
important for processing emotions. “during violent video game performing, there was a reduced
neural activity in emotional brain areas (amygdala….)” (Lai et al.). Understanding these
neurological nuances provides valuable insights into how virtual experiences may impact the
extend well beyond individual behavior, permeating into the intricate fabric of social and
aggression, a growing concern emerges regarding the potential spillover effects on real-life
formation of positive connections with peers, family members, and authority figures alike.
Regarding social dynamics, playing VVG for extended periods makes building and preserving
aggressive responses cultivated by video games erode the empathetic foundation necessary for
positive social interactions. “...violent video game play was related to increased school bullying
and lower social satisfaction and prosociality” (Shoshani et al.). Individuals who internalize
aggressive scripts from gaming experiences may find themselves grappling with conflict
situations, struggling to navigate without resorting to aggression, thus hindering their ability to
foster collaborative and harmonious relationships. Family dynamics bear the brunt of increased
strain familial bonds, leading to tension and communication barriers. Parents and siblings may
Ali 6
On the flip side, other than exposure to VVG, many other factors result in increasing
aggressive behavior in pre- and early teens. The home environment and parenting philosophies
significantly impact how preteens and early teens behave. “Parenting style is one of the most
dominant factors which directly and indirectly influence psychological growth of children”
(Masud et al.). Empirical evidence consistently indicates that a child's inclination towards
aggression is significantly influenced by the quality of family dynamics, the dynamics of parent-
child relationships, and the parenting styles that are employed. Youngsters who grow up in
control), permissive (high warmth, low control), authoritarian (high control, low warmth), to
neglectful (low warmth, low control. “According to the parenting styles theory, there are three
different types of parenting behavior that have a direct influence on the psychological growth of
children, which include authoritative, authoritarian , and permissive parenting styles. Each of
these parenting styles is directly and indirectly associated with psychological growth of children
and thus on aggressive behavior…” (Masud et al.). Additionally, a parent's ability to provide a
safe and nurturing environment and involvement in the child's life play a major role in the child's
socioemotional development. Aggressive behavior is less likely when there are strong parent-
child relationships. Studies have demonstrated that children raised in authoritative environments
neglectful parenting styles, “Permissive and authoritarian parenting styles are considered
Ali 7
dysfunctional whereas an authoritative parenting style is ideal and is the most suitable parenting
Beyond the realm of video games, the effects of violent media on pre- and early-
teenagers are currently the subject of extensive research and concern. There are many non-
gaming media outlets where one can be exposed to violent stories and images, such as movies,
TV shows, and internet content. “Movies and programs depicting violence of this type were
common 20 years ago, and they are common now: Dirty Harry, The Godfather, Mad Max,
Cliffhanger, True Lies, Pulp Fiction, Kill Bill, etc…” (Huesmann and Taylor). Researchers have
studied how these kinds of media affect teens’ cognitive and behavioral developments and cause
linked to a higher risk of aggressive behavior in pre- and early-teens, according to studies. The
narratives presented in films and television programs frequently normalize and even glorify
aggression, which helps to desensitize young people to violence. Constant exposure to this kind
of material has the power to alter attitudes, create new perceptions, and even act as an example
of aggressive conduct, “fictional television and film violence contribute to both a short-term and
a long-term increase in aggression and violence in young viewers. Television news violence also
contributes to increased violence, principally in the form of imitative suicides and acts of
The socioeconomic environment in which pre- and early teens grow up significantly
impacts their behavior, especially regarding aggression. Various elements are included in
resources, and economic status. For instance, individuals from different cultural backgrounds
Ali 8
may showcase increased or decreased displays of violent and aggressive behaviors, depending on
the normalization of violence and aggression in their respective cultures (Ferguson). Studies have
shown time and time again how economic inequality affects young people's levels of aggression,
“...describes socialization for children in the lowest socioeconomic class as involving (relatively)
a high degree of harsh discipline, exposure to a high rate of violence…” (Dodge et al.). Raised in
lower socioeconomic contexts, children may experience more stressors, less access to high-
quality education, and scarce resources, all of which can lead to increased aggression. Family
economic instability can foster an atmosphere where tension and frustration can manifest as
aggressive behavior, “It has been speculated that low-income mothers may employ harsh
disciplinary practices at a high rate because of urgent needs to try to prevent their children from
theory is another hypothesis through which we can attempt to understand the factors behind
aggressive behavior in pre and early teens. Strain theory is a hypothesis in sociology and
criminology that explores the relationship between social structures, goals, values, and crime.
The theory argues that the social structures and cultural values present and dominant within
society can cause strain on individuals, which can lead to aggressive behavior and acts of
violence (Agnew). Through its application to the case at hand, it can be concluded that pre and
early teens are particularly at risk of struggling with this phenomenon if they face a social
disadvantage and a gap between their goals and opportunities. As a result of this, they may start
to display aggressive behaviors regardless of their exposure to violent video games (Agnew).
peers, the educational setting, and psychological elements. In pre- and early teenage years, peer
influence is a powerful factor in shaping behavioral patterns. The inclination to follow social
Ali 9
norms within peer groups and the desire for acceptance from peers are key factors in determining
attitudes toward aggression, “A peer group can enhance aggressive development through
environment serves as a crucible where these factors collide. Aggression is largely influenced by
bullying experiences, anti-bullying initiatives, and the general school climate, “it creates a
interactions between students, and maybe a precursor to later violent and criminal activities,
mental health problems, and sometimes tragic and fatal circumstances among bullies, victims,
and bully-victims” (Espelage and Swearer 193). Psychological variables, such as temperament
and mental health issues, add even more complexity to the dynamics of aggression. Stress,
unhealthy coping strategies. Recognizing the connections between these components is essential
to fully appreciate the complex nature of aggression in pre-teens and early adolescence. Peer
dynamics, school influences, and individual psychological profiles inform interventions that
To sum up what has been said thus far, this study examined, from various angles, the
investigation of the topic was provided by utilizing various theories and scrutinizing the relevant
literature. Examples of human behavior and aggression theories that were used to investigate the
relationship between VVG exposure and aggressive behavior in pre- and early teens include the
General Aggression Model framework and the desensitization theory, as well as neuroscientific
research. While considering the limitations of the study, the paper also examined
behavior among pre- and early teens. Moreover, another study states that playing VVG may also
impact problem-solving skills, cognitive abilities, and teamwork in pre and early teens in a
Conclusively, aggressive behavior in pre and early teens is a complex phenomenon, and
making exposure to VVG solely responsible for this over-simplifies the issue and the factors that
may be contributing to it. As per the research available until now, other dominant factors briefly
discussed and mentioned, i.e., socioeconomic status, cultural background, family dynamics, and
implies that we should recognize the significance of these alternate components to adolescent
behavior in this fast-paced developing world. With this objective in mind, the study examined a
broad spectrum of variables affecting violent, aggressive behavior among teenagers and not just
VVG.
Ali 11
Works Cited
Agnew, Robert. "Pressured into crime: An overview of general strain theory." Oxford University
Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and
behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4),
Bushman, Brad J., and L. Rowell Huesmann. "Short-term and Long-term Effects of Violent
Media on Aggression in Children and Adults." JAMA Pediatrics, vol. 160, no. 4, 2006, pp.
348-352. https://jamanetwork.com/journals/jamapediatrics/article-abstract/204790.
Carnagey, Nicholas L., and Craig A. Anderson. "The Effects of Reward and Punishment in
Dodge, Kenneth A., et al. "Socialization Mediators of the Relation between Socioeconomic
Status and Child Conduct Problems." Child Development, vol. 65, no. 2, 1994, pp. 649-665,
Espelage, Dorothy L., and Susan M. Swearer, editors. Bullying in American Schools: A Social-
Ecological Perspective on Prevention and Intervention. SAGE Publications, 2014, pp. 193.
hl=en&lr=&id=fqmPAgAAQBAJ&oi=fnd&pg=PA187&dq=aggression+in+teens+due+to+s
Ali 12
chool+climate,
+bullying&ots=CS1uzAZr9m&sig=vWzczCvhq5GwiiGwcjFNXwQUeaY&redir_esc=y#v=
onepage&q=aggression%20in%20teens%20due%20to%20school%20climate%2C
%20bullying&f=false
Ferguson, Christopher J. "Do Angry Birds Make for Angry Children? A Meta-Analysis of Video
Huesmann, L. R., and Laramie D. Taylor. "The Role of Media Violence in Violent Behavior."
2023.
Lai, Carlo, et al. "Violence in video game produces a lower activation of limbic and temporal
areas in response to social inclusion images." Psychonomic Bulletin & Review, vol. 26, no.
Masud, Hamid, et al. "Parenting Styles and Aggression Among Young Adolescents: A Systematic
Review of Literature." Community Mental Health Journal, vol. 55, no. 7, 2019, pp. 1227-
2023.
Dampen Brain Activity in Response to Emotional Stimuli?" Biological Psychology, vol. 89,
2023.
Ali 13
Shao, Rong, and Yunqiang Wang. "The Relation of Violent Video Games to Adolescent
Shoshani, Anat, et al. "Video Games and Close Relations: Attachment and Empathy As
Predictors of Children's and Adolescents' Video Game Social Play and Socio-emotional
“Violent Video Games and Young People.” Harvard Health Blog, Harvard Health Publishing, 1
“Violent Video Games Can Increase Aggression.” American Psychological Association, 2000,
Yao, Mengyun, et al. "Violent Video Games Exposure and Aggression: The Role of Moral
Disengagement, Anger, Hostility, and Disinhibition." Aggressive Behavior, vol. 45, no. 6,
Dec. 2023.