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Muhammad Ali

Huda Imtiaz

SS-100: Writing and Communication

8 December 2023

Violent Video Games

Is exposure to violent video games the most dominant factor in increasing the likelihood of

aggressive behavior in pre- and early teens?

In contemporary society, the entertainment landscape has experienced a significant

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

depict intentional attempts by individuals (nonhuman cartoon characters, real persons, or

anything in between) to inflict harm on others” (Yao et al.).


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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,

family dynamics, socioeconomic factors, and psychological elements as potential contributors to

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.

Long-term VVG use is consistently associated with a noticeable increase in aggressive

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

decision-making process and displays of aggressive or non-aggressive behaviors (Anderson and

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
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aggressive behaviors in various media, including VVG- is also introduced in this theoretical

framework. The accumulation of these aggressive scripts is believed to influence individuals'

perceptions and responses to real-world circumstances, thereby impacting their inclination

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,

illustrating the potential transferability of aggressive thoughts and behaviors to real-world

situations over time.

Another factor of exposure to VVG leading to increased instances of aggressive thoughts

and behaviors among pre- and early teens is their decreased sensitivity toward acts of violence,

as highlighted by Desensitization Theory. According to Desensitization Theory, repeated

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
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(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

aggression, which can have a significant psychological impact on desensitization. This

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
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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

fundamental processes governing self-control and emotional responses in children, especially

when playing VVG for an extended period.

Moreover, ramifications of heightened aggression resulting from exposure to VVG

extend well beyond individual behavior, permeating into the intricate fabric of social and

interpersonal relationships. As individuals immerse themselves in virtual realms saturated with

aggression, a growing concern emerges regarding the potential spillover effects on real-life

interactions. Unchecked aggressive behavior becomes a formidable barrier, impeding the

formation of positive connections with peers, family members, and authority figures alike.

Regarding social dynamics, playing VVG for extended periods makes building and preserving

positive relationships difficult. The desensitization to violence and the normalization of

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

aggression influenced by VVG, as altered behavioral patterns shaped by virtual experiences

strain familial bonds, leading to tension and communication barriers. Parents and siblings may
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find it challenging to connect with individuals exhibiting heightened aggression, resulting in a

potential breakdown in familial harmony.

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

families with healthy dynamics—open communication, consistent discipline, and emotional

support—are less likely to behave aggressively. Parenting styles, as defined by psychologists,

encompass a spectrum ranging from authoritative (characterized by warmth and reasonable

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

tend to display lower levels of aggression compared to those exposed to authoritarian or

neglectful parenting styles, “Permissive and authoritarian parenting styles are considered
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dysfunctional whereas an authoritative parenting style is ideal and is the most suitable parenting

style for optimal child development” (Masud et al.).

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

aggressive behavior. Long-term exposure to violent content in non-gaming media is regularly

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

aggression” (Huesmann and Taylor).

The socioeconomic environment in which pre- and early teens grow up significantly

impacts their behavior, especially regarding aggression. Various elements are included in

socioeconomic factors, such as neighborhood environment, community dynamics, access to

resources, and economic status. For instance, individuals from different cultural backgrounds
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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

involvement in antisocial activity (either as victims or perpetrators)” (Dodge et al.). Strain

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).

Lastly, adolescent development is greatly influenced by the complex interactions between

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
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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

modeling and reinforcement of aggression...” (Dodge et al.). Simultaneously, the school

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

climate of fear among students and teachers, condones aggressive coercive-submissive

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,

anxiety, or depression-ridden adolescents may be more prone to aggressive behaviors as

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

target the underlying causes of aggression.

To sum up what has been said thus far, this study examined, from various angles, the

association between pre-teenage exposure to VVG and aggressive behaviors. A thorough

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

counterarguments identifying additional factors influencing violent tendencies and aggressive


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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

positive manner (Ferguson).

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

psychological elements, could be more significant factors contributing to increased aggression. It

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.
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