Violent Video Games: Do They Lead To Aggressive Behavior Or Not?

Video games for children, teens and young adultsPrevious studies have also found such links. Said
bring in $10 billion a year in the United States.psychologist Craig A. Anderson, Ph.D.:
Certainly some of the games offer harmless"Violent video games provide a forum for learning
entertainment and maybe even some educationaland practicing aggressive solutions to conflict
value. But the games that seem to be the mostsituations. In the short run, playing a violent video
eagerly anticipated, the games that major retailergame appears to affect aggression by priming
Zany Brainy says "the industry is focusing on," andaggressive thoughts. Longer-term effects are likely
the games that fly off the shelves as soon asto be longer lasting as well, as the player learns and
they're released are those rated "M" for mature andpractices new aggression-related scripts that can
"AO" for adults only.become more and more accessible for use when
To garner an "M" rating, the content is intended forreal-life conflict situations arise."
people aged 17 and older, and may contain sexualSome researchers say that violent video games are
themes and intense violence or language. Anworse than watching similarly violent TV programs or
"AO"-rated game is suitable only for adults 18 andmovies because the interactive nature of the game
over, and may include graphic depictions of sex andmakes the player become involved and learn to
or violence.identify with the aggressive game character.
The popularity of the games is astounding. AccordingNo, Video Games and Violence are Not Related
to a 2004 report by the National Youth ViolenceOn the other side of the coin are those who argue
Prevention Resource Center, a 2001 review foundthat no such link exists. One recent study at the
that 49 percent of the 70 top-selling video gamesUniversity of Illinois at Urbana-Champaign supports
contained serious violence. Out of all games, 41this case. After playing a violent video game called
percent required violence for the protagonists toAsheron's Call 2 (AC2) for an average of 56 hours in
achieve their goals. And in 17 percent of the games,a month, no link between the game and real-world
violence was the primary focus of the game itself.aggression was found in the 75 players (average age
The violence is often brutal and degrading to women.28).
In the game "Duke Nukem," for instance, a playerSaid lead author Dmitri Williams, "Players were not
can enter a room with naked women saying "Kill me,"statistically different from the non-playing control
while tied to posts. In the Grand Theft Auto series,group in their beliefs on aggression after playing the
one of the most popular and also most violent andgame than they were before playing. Nor was game
controversial of the games, a player is rewarded ifplay a predictor of aggressive behaviors. Compared
he has sex with a prostitute and then murders herwith the control group, the players neither increased
(the most recent of the series, Grand Theft Auto:their argumentative behaviors after game play nor
San Andreas, was the best-selling title in 2004).were significantly more likely to argue with their
Whether or not these games contribute to violentfriends and partners."
"real-life" behavior among their primary usersAnother study of 35 8- to 12-year olds, in which the
(pre-teen and teen boys) has spurred majorchildren played a non-violent and a violent video game
controversy. And, as with most hot-button issues,for 15 minutes each, found the game playing did not
there are strong proponents and opponents on eitheralter the children's previous tendencies toward
side.aggressiveness or empathy.
Yes, Video Games Cause ViolenceAre the Game Ratings Enough?
Much attention was brought to video game violenceJust as controversial as the violence issue is whether
after it was realized that the two teenagers behindor not the game ratings go far enough. While some
the Columbine High School shootings played (andcontend that it's up to parents to monitor the game
even created their own levels of) DOOM, one of theratings and their children's exposure to them, a study
first "first-person shooter" video games (attesting tofound that many parents, though aware of the
its popularity, a movie version of DOOM was justratings and of their meanings, do not take them
released on October 21).seriously.
The most recent study on the topic, to be published"Most parents think their child is mature enough so
in the January 2006 edition of Media Psychology,that these games will not influence them," said Jurgen
found that playing violent video games does indeedFreund, chief executive with the Swiss research firm
cause violent thought patterns in the brain.Modulum.
A team of international researchers observed 13According to the study of over 1,000 UK adults,
males, aged 18 to 26, for the study. It was foundparents were more concerned with the number of
that, after playing a mature-rated game, 11 out ofhours their children were playing video games than
the 13 participants showed significant effects fromwith what game they were playing.
the games."Parents perceive age ratings as a guide but not as a
"There is a causal link between playing thedefinite prohibition," said Freund. "Some may have not
first-person shooting game in our experiment andliked the content but they did not prohibit the game."
brain-activity pattern that are considered asAnd while the debate is likely to continue on a large
characteristic for aggressive cognitions and affects,"scale in years to come (California Governor Arnold
said René Weber, assistant professor ofSchwarzenegger recently signed into law Assembly
communication and telecommunication at MichiganBill 1179, which prohibits selling or renting violent video
State University (MSU) and a researcher on thegames to Californians under 18), one thing's for sure
project. "There is a neurological link and there is a-- kids will continue to be drawn to them, if for no
short-term causal relationship.other reason than because they're not supposed to
"Violent video games frequently have been criticizedhave them.
for enhancing aggressive reactions such as"We called it Magic 18," said Freund. "The 18+ label
aggressive cognitions, aggressive affects orwas seen as promoting the content, promising adult
aggressive behavior. On a neurobiological level wecontent rather than saying 'my parents will stop me
have shown the link exists," he says.playing this.