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Does Research Confirm that Violent Video Games are Harmful to Minors?

Other, Undergraduate
2 pages, 3 sources

Curious about how violent video games really affect young minds? The essay below dives deep into one of today’s most polarizing debates in psychology and media studies. It’s more than just a surface-level overview of gaming culture—it critically examines the evidence, challenges popular myths, and explores the broader context of aggression, cognitive development, and parental responsibility. Whether you’re writing a paper on digital media or just interested in the psychological effects of gaming, this video games essay offers both valuable insights and a compelling framework. And if the topic feels too complex or controversial to tackle alone, professional paper help is always one click away.

The argument regarding the effects of violent video games on children has been one of the hot issues in psychology, law, and policy. As the percentage and graphics of violent video games go up, there are so many questions being posed on the likelihood of radical changes in the behavior and growth of the youth (Gantt, 2018). According to the critics of the games, these games can lead to aggression and similar undesirable behavioral changes in children and young persons. On the other hand, some people believe that such evidence is rather weak and that social and environmental influences affect youth aggression more than these factors (Gantt, 2018). This is a big issue in psychology with reference to cognitive development, learning theories and behavior modification. Therefore, it is important to know the effects of violent video games so that parents can choose, formulate, and implement policies and define the obligations of the gaming industry.

Summary

Studies affirm that playing video games that have a violent aspect is harmful to minors is worthy proving that the boys’ prolonged exposure to video game violence provokes both aggressive thoughts and behaviors. Research has also found that violent video games can result in lower activity levels in the chunk of the brain that is tied to decision-making and self-control (Gantt, 2018). Other scholars’ findings also point out that violent video games are harmful to minors by making them less sensitive to violence, perform hostile behaviors and have poor school performance. According to Gantt (2018), who conducted over 130 aggregative analyses, violent video game use is an ontological risk factor that increases aggression levels, reduces empathy and decreases interpersonal friendliness. Those advocating this point of view believe that the appropriate course of action to save the psychological health of children and adolescents is banning violent video games.

On the other hand, critics of the research said that the link between violent video games and aggressive behavior is methodological and does not prove causation. Other studies show that other factors in the life of the youth are more influential in aggression than video games (Gantt, 2018). The critics also argue that most of the studies done in this area use assumptions measures of aggression like word association tests or short rises in physiological arousal, and they do not reflect actual violent behavior (Gantt, 2018). However, some studies have indicated that playing violent video games has no negative impact or can be beneficial in some ways, including enhancing thinking skills and reducing stress levels.

Based on the analysis of the arguments and evidence on both sides of the argument, I have supported the notion that violent video games may cause aggression. It is important to understand that the general environment that minors are exposed to the way they were raised, and even their psychological makeup will go a long way in explaining their conduct (Gantt, 2018). Although it is reasonable to monitor the content and parental involvement in video games, it might be unwise to ban violent video games to decrease the rates of youth violence.

Analysis and Response

The article provides viewpoints that show contrasting effects of video games on children and adolescents. Mixed findings suggest that while video games can negatively affect children’s behavior, their effect on mood and aggression is usually short-term, but the long-term damages lie more in relation to the personality, environment, and development of an individual rather than the game itself. The theoretical evidence that supports the negative effects of video games supports my argument for the need to regulate video games. For instance, Gantt (2018) found that the supporters of harm-postulating theory rely on the General Aggression Model (GAM), which theorizes that continued exposure to violent media promotes aggression by modifying cognitive scripts and desensitizing individuals towards violence. This causal theory is well illustrated by studies that prove that children frequently playing violent video games are experiencing increases in aggressive cognitions and decreases in prosocial behavior (Greitemeyer, 2022).

In addition, my concern has increased, especially where adolescents are concerned because of the fact that their brains are still developing, especially in regions responsible for impulse control and empathy. The article cites longitudinal studies that found that children who spent time playing more violent games in their childhood were more likely to show antisocial behavior and deviance from rules as they grew into adulthood (Gantt, 2018). This brings up additional caution to parents and educators, as well as clinicians, regarding the possible developmental effects of regular exposure to digital violence.

On the other hand, the contrasting findings from the article that point out insufficient evidence to support the harmful impacts of violent video games on children and adolescents prompt us to evaluate the personality, environment, and development of an individual, rather than focusing solely on the effects of video games. The article states that most of the research is performed in controlled environments in laboratories, which cannot reflect real gaming experiences (Gantt, 2018). In the real world, where games can also be social, they make players exercise teamwork and cooperation skills. The stressful and frustrating experiences that games provide could also serve as outlets themselves (Przybylski & Weinstein, 2019). This nuanced perspective is backed up by meta-analyses that exhibit that while violent games may increase aggressive thoughts slightly, their effect size is too low to have any real-world relevance.

Reflecting on my own experiences, I have played a lot of video games, some of which included first-person shooting and fighting games, and then open-world action-adventure, for most parts of my childhood These did not make me aggressive nor did any of my friends who played the same gaming genre. However, sometimes felt that when I was already somewhat stressed, the intensity of those games sometimes made me feel slightly more edgy, which would support the premise that these games amplify existing emotion.

Conclusion and Recommendation

To conclude, the debate over violent video games is always contentious. While some studies support the idea that potential increase in aggression with such games, the weight of the evidence indicates that the true effects are context-dependent and moderated by individual variables. Like any other medium, video games can affect behavior; however, they are not the sole cause of violence. Focusing solely on games neglects the intricate nature of a social ill that encompasses parenthood, education, economic issues, and mental health. Further, as violent video games could be considered problematic depending on the player’s mind, immediate environment, and hours of play, a more wise and responsible view that encompasses parental involvement, age-appropriate selection, and balanced screen time is more effective than censorship or knee-jerk conclusions.

These findings create the need for evidence-based appraisal of the impact of violent video games on children and adolescents in preventing indiscriminate bans or causing moral panic. It is recommended that parents should use appropriate methods to assist children in dealing with media in a constructive way by providing informed assistance and open dialogues about their media practices. These hinder the possibility of developing violent behavior and support positive media interactions like promoting balanced and supervised gameplay, limiting the amount of time spent on gaming, and ensuring that games are age-appropriate. Schools and therapists should also work toward the implementation of programs that teach emotional regulation, coping skills, and media literacy to enable children to learn that violence in video games does not apply in real life. Further research also needs to be conducted into the protective factors, identified by the mixed findings of this study, like resilience and support systems and their role in mediating the possible adverse effects. Longitudinal and culturally diverse studies could also address the long-term effects of violent video games, particularly concerning the factors of trauma, dissociation, and mental health diagnosis to understand if games are genuinely injurious in the long run.

References

  1. Gantt, E. E. (Ed.). (2018). “Are Violent Video Games Harmful to Children and Adolescents?’’ In, Taking sides: Clashing views on psychological issues(20th ed.). McGraw-Hill Education.
  2. Greitemeyer, T. (2022). The dark and bright side of video game consumption: Effects of violent and prosocial video games. Current Opinion in Psychology, 46(101326). https://doi.org/10.1016/j.copsyc.2022.101326.
  3. Przybylski, A. K. & Weinstein, N. (2019). Violent video game engagement is not associated with adolescents’ aggressive behaviour: evidence from a registered report. Royal Society Open Science, 6(171474). http://doi.org/10.1098/rsos.171474.
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