Thursday, 12 November 2009

Violence and Video Games - Essay

Is there an indisputable link between playing video games with a high violent content and an increase in aggression levels?


Abstract

This paper looks at studies and theories that support and contradict whether the violent content contained in video games is a key factor in an increase of aggression levels.


Introduction

It seems that there is wide speculation on the effects of violence in video games and the media and whether this may in turn affect aggression levels in individuals. To begin to determine whether or not there is a link between ‘real life’ aggression and the violence portrayed in these video games we must first be clear in our understanding of the term ‘violence’. Since the idea of violence and aggression is somewhat subjective as to how it is perceived, it is essential to begin with the essence of the argument.


Literature Review

The Oxford English Dictionary (2009) describes violence as “The exercise of physical force so as to inflict injury on, or cause damage to, persons or property; action or conduct characterized by this; treatment or usage tending to cause bodily injury or forcibly interfering with personal freedom.”

Albert Bandura (1973) looks upon violence as a varying range of behaviours. He describes that these behaviours are a direct result of past experiences and events affecting an individual. These behaviours and actions become apparent in circumstances wherein the individual feels it is necessary to become aggressive and violent. (Toch 1997)

Anderson & Dill (2000) proposed The General Affective Aggression Model (GAAM), which suggests a direct link between violence in video games to aggression and antisocial behaviour in both long and short-term scenarios. Anderson & Dill continued their research and conducted two studies that directly supported this proposed model. They concluded that playing games of a high violent content and also by being exposed to these games in laboratory scenarios caused some individuals (predominately predisposed aggressive personalities and males) to have increased levels of aggression. This model is also supported by Ulhman (2004) who found that gamers that play video games with a high level of violent content seemed to have higher resentment and aggressive tendencies than gamers who played video games of a non-violent nature. Other studies and theories supporting these results are that by Salmon (2008), Merril (2003), Staub (2003), Lion & Lamb (2004) and Toch (1997).

Recently Gordon Brown PM (2007) asked for an independent review of the effect of violence in the media including video games on children. Byron (2008) conducted this independent review and concluded that although a positive link was found between aggressive tendencies and violence in games, this does not prove that one is evident because of the other. It is not clear that the aggression is caused by the game or indeed that the game is chosen by that individual due to an increased level of aggression in that individual's character. Byron also found a positive correlation between the amount of violent game exposure and an increase in aggression levels. Anderson et al. (2008) and Bartholow (2005) also concluded these findings.

Another point of view is that of Prof. Christopher Ferguson who says that there is no proven link between violent video games and violence in society. He suggests that games with a high level of violence are targeted as a kind of 'scapegoat' with which to deny the actual possible causes of social violence that need to be dealt with, such as family situations, predisposed character, genetics and other outside contributing factors. (Dumitrescu 2009)

It is worth noting recently, with regard to actual violence, there have been some similarities between the virtual violence in gaming and crimes committed in society. (Lewitt 2009)


Main Argument

It seems that there are many different stances on whether the violence content of a video game would be a significant trigger to inspire someone to become more aggressive or violent to themselves or others.

Violence as a theme in video games is not a new concept. From even the earliest interactive games there have always been games that contain some violent content. One of the earliest forms of computer gaming and graphic violence are text adventures using images generated from symbols and keys found on a keyboard.

These types of graphics are called ASCII art (Merril 2003). During the earliest text adventures using this method, violence was often depicted as a figure lying on the ground representing death or unconsciousness.

More recently graphics and video gaming design has obviously improved greatly and with it comes a higher parallel to reality. Is it simply the more realistic effects that bring into question whether an individual is able to differentiate between socially acceptable behaviour and that which is not, or is it the interactivity of the gaming culture that is the real issue?

It is hard to entertain the theory that it is the confusion between reality and the virtual environment that renders individuals to believe it is acceptable to act out in a more aggressive manner than they previously had. It is generally known that people are unique and that each person has a different tolerance level to viewing extreme violence and experiencing aggression. Likewise, it is understandable that we each have a pre-disposed level of aggression embedded within our personality. Perhaps it all comes down to the individual and whether or not they are susceptible to this influence or are more resistant to it’s effects. Bartholow’s (2005) study shows that “repeated exposure to video game violence increases aggressive behaviour in part via changes in cognitive and personality factors associated with desensitization.”

Outside factors are able to alter our personalities and experiences we encounter may affect us immeasurably. Freud’s understanding of violence took these experiences into account and also suggested that they, coupled with “primitive bloodthirstiness” could be the underlying cause of personal conflicts. These personal conflicts could then in turn cause aggressiveness and a violent disposition. (Toch 1997)

It is widely known among psychologists that repetition is key to learning and retaining information. Learning is also supported by active involvement and by positive reinforcement or rewards. (Anon. 2004) This in itself is potentially worrying. The act of playing video games is intrinsically coupled with active involvement. Often containing the promise of rewards within the storyline itself, the games are designed to challenge the player. It is safe to say that the games therefore will generally require many hours of interaction before the story reaches a conclusion.

Uhlman (2004) says that although many people that play video games on a regular basis do not think that they are affected by the violent content and graphical imagery, he suggests that perhaps these people are being affected without conscious knowledge of it. Uhlman conducted a study to ascertain whether playing a game with violent content (‘Doom’ see Figure 3.) would increase automatic aggressiveness. He found that there was a positive correlation and that these games may affect the individual’s sense of self and therefore their traits and behaviours. Marshall McCluhan supports this idea. McCluhan wrote; “those who think entertainment and education are two different things don’t know the first thing about either.” (Merril 2003)

Staub (2003) believes “The real motivation for violence is often unconscious, and a group or person’s habitual, spontaneous reactions to certain kinds of events can become highly destructive.” If it is believed that the motivation for violence is subconscious as is the effect of violent content in video games, it is not difficult to assume there may be a potential link for one to affect the other.

A poll in the Washington Post found that more than 70% of American teenage boys have played the Grand Theft Auto, a video game that has reportedly a very high level of violence and adult related content. It was found that these teens were found to have been more likely to have experienced physical aggression in reality and been in a fight compared to those who had not played the game. (Lion & Lamb 2004)

Some studies have taken into consideration the individualities of each participant and their history, regarding aggression levels and also their preference for playing violent video games.

Anderson & Dill (2000) proposed The General Affective Aggression Model (GAAM). This model also suggests a direct link between violence in video games to aggression and antisocial behaviour in both long and short-term scenarios. Anderson & Dill continued their research and conducted two further studies that directly supported this proposed model. They concluded that playing games of a high violent content and also by being exposed to these games in laboratory scenarios caused some individuals (predominately predisposed aggressive personalities and males) to have increased levels of aggression.

Supporting the GAAM established by Anderson & Dill, Cope-Farrar, Kremar & Nowak (2004) studied gamers that played video games with a high level of violent content. They found that these individuals seemed to have higher resentment and aggressive tendencies than gamers who played video games of a non-violent nature.

Anderson et al. (2008) reported that they had found a significant link between adolescents that play violent video games and an increase in aggressive tendencies. During the study the participants’ existing aggressive levels and also whether they already played games of a violent nature was established. Anderson et al. studied both samples in the United States and in Japan to compare cultures that are generally considered to be highly violent (U.S.) and low in violence (Japan).

As with all arguments there is evidence to support the idea that society is being over cautious and in fact there is no concrete evidence to prove video games have any relevance to ‘real life’ violence and aggression.

Christopher Ferguson suggests that politicians are actually using the violence portrayed in videogames as a scapegoat. Ferguson goes on to imply that there are many more prominent factors that contribute to aggression levels and violence in society. These could include home-life, poverty, unemployment, mental health issues and frustration with the economy. He says that instead of addressing these issues, society is looking away towards the video game industry and media as being held accountable. (Dumitrescu 2009)

Dr Guy Cumberbatch is also of this opinion and states that; “The research evidence on media violence causing harm to viewers is widely exaggerated and does not stand up to scrutiny.” Cumberbatch went on to suggest that the evidence that a positive correlation existed was unconvincing. (Salmon 2008)

Recently Gordon Brown PM (2007) asked for an independent review of the effect of violence in the media including video games on children. Byron (2008) conducted this independent review and concluded that although a positive link was found between aggressive tendencies and violence in games, this does not prove that one is evident because of the other. It is not clear that the aggression is caused by the game or indeed that the game is chosen by that individual due to an increased level of aggression in that individual's character.

There are some scenarios that have occurred in society that have been attributed to the violent and adult content of video games. One such example was of Tim Kretchmer. Kretschmer played the game ‘Far Cry 2’ on a regular basis and this year took his father’s gun and killed 15 people. It was the remarkable similarities between the game and how he carried out this crime that were so interesting. He wore similar clothes to that of the main character, used the same model of gun and hijacked a car (an integral part of playing ‘Far Cry 2’). His choice of killing technique even paralleled the game’s feature of rewarding players who shoot their victims in the head. (Lewitt 2009)

Another example is of David Thompson. He has admitted that ‘Grand Theft Auto’ inspired him to kill three police officers when he was 16 years of age. Before he committed this act it is reported that he said; “life is a video game. You’ve got to die sometime.” (Salmon 2008)


Conclusion

After extensive research it is clear that there is a great deal of evidence that there is indeed a clear link between violence in video games and aggression levels. Most studies tend to suggest that there is also a positive correlation that the games can cause an increase in aggression levels. However clear this may appear, it is not the end of this issue. It is clear video games do have the ability to influence aggression levels, but in essence it is not clear as to who will be affected and to what degree. Until a more extensive knowledge of the human psyche is developed it should be assumed that everyone has the potential to be affected in some way by being exposed to a high level of violent content in the games they play.


References

Anderson, C.A., Sakamoto, A., Gentile, D.A., Ihori, N., Shibuya, A., Yukawa, S., Naito, M. & Kobayashi, K. 2008 Pediatrics. Longitudinal Effects of Violent Video Games on Aggression in Japan and the United States. [Internet] http://pediatrics.aapublications.org/cgi/content/abstract/122/5/e1067 [27/10/2009]

Anon. 2004 Psychology Matters. Violent Video Games – Psychologists Help Protect Children from Harmful Effects. [Internet] http://www.psychologymatters.org/videogames.html [27/10/2009]

Bartholow, B. D. 2005 Sage Journals Online. Correlates and Consequences of Exposure to Video Game Violence: Hostile Personality, Empathy, and Aggressive Behavior. [Internet] http://www.psp.sagepub.com/cgi/content/abstract/31/11/1573 [04/11/2009]

Dumitrescu, A. 2009 Softpedia. Playing Violent Videogames Doesn’t Make Gamers Killers. [Internet] http://news.softpedia.com/news/Playing-Violent-Videogames-Doesn-039-t-Make-Gamers-Killers-102876.shtml [26/10/2009]

Lion & Lamb 2004 The Lion and Lamb Project. Media Violence. [Internet] http://www.lionlamb.org/media_violence_video_games.htm [03/11/2009]

Lewitt, A. 2009 Times Online. Boy who killed 15 in school rampage stole pistol from his father’s arsenal. [Internet] http://www.timesonline.co.uk/tol/news/world/europe/article5891507.ece [02/11/2009]

Merrill, A. W. 2003 GameDev. Net. Violence In Video Games Part 1: The Early Medium [Internet] http://www.gamedev.net/reference/articles/article2013.asp [04/11/2009]

Salmon, J. & Dunn, Y. 2008 Outlaw.com. Videogames and age restrictions – the US and UK. [Internet] http://www.out-law.com/page-5810 [27/10/2009]

Staub, E. 2003 The Psychology of Good and Evil. Why Children, Adults and Groups Help and Harm others. Cambridge UK. Cambridge University Press

Toch, H. 1997 Violent Men. An Inquiry Into the Psychology of Violence. Revised Edition. USA. American Psychological Association

Uhlman, E. Swanson, J. 2004 Exposure to violent video games increases automatic aggressiveness. Journal of Adolescence. 27 (Issue 1) pp.41 - 50


Bibliography

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 (Issue 4) pp. 772-790

Anderson, C.A., Sakamoto, A., Gentile, D.A., Ihori, N., Shibuya, A., Yukawa, S., Naito, M. & Kobayashi, K. 2008 Pediatrics. Longitudinal Effects of Violent Video Games on Aggression in Japan and the United States. [Internet] http://pediatrics.aapublications.org/cgi/content/abstract/122/5/e1067 [27/10/2009]

Anon. 2009 Oxford English Dictionary. Violence, n. [Internet] http://dictionary.oed.com/cgi/entry/50277881?query_type=word&queryword=violence&first=1&max_to_show=10&sort_type=alpha&result_place=1&search_id=n2b1-txrX5D-11653&hilite=50277881 [11/11/2009]

Anon. 2004 Psychology Matters. Violent Video Games – Psychologists Help Protect Children from Harmful Effects. [Internet] http://www.psychologymatters.org/videogames.html [27/10/2009]

Bartholow, B. D. 2005 Sage Journals Online. Correlates and Consequences of Exposure to Video Game Violence: Hostile Personality, Empathy, and Aggressive Behavior. [Internet] http://www.psp.sagepub.com/cgi/content/abstract/31/11/1573 [04/11/2009]

Byron, T. 2008 Safer Children in a Digital World. The Report of the Byron Review Byron Review. Children and New Technology. Nottingham, UK. Department for Children, Schools and Families, and the Department for Culture, Media and Sport.

Carter, C. & Weaver, C. K. 2003 Violence and the Media. Buckingham, UK. Open University Press

Dobra, A. 2008 Softpedia. Fallout 3 Developer Talks About Violence in Games. [Internet] http://news.softpedia.com/news/Fallout-3-Developer-Talks-About-Violence-In-Games-96492.shtml [27/10/2009]

Dumitrescu, A. 2009 Softpedia. Playing Violent Videogames Doesn’t Make Gamers Killers. [Internet] http://news.softpedia.com/news/Playing-Violent-Videogames-Doesn-039-t-Make-Gamers-Killers-102876.shtml [26/10/2009]

Lion & Lamb 2004 The Lion and Lamb Project. Media Violence. [Internet] http://www.lionlamb.org/media_violence_video_games.htm [03/11/2009]

Lewitt, A. 2009 Times Online. Boy who killed 15 in school rampage stole pistol from his father’s arsenal. [Internet] http://www.timesonline.co.uk/tol/news/world/europe/article5891507.ece [02/11/2009]

Marsh, P. 1978 Aggro – The Illusion of Violence. Hertfordshire, UK. J.M Dent & Sons Ltd.

Merrill, A. W. 2003 GameDev. Net. Violence In Video Games Part 1: The Early Medium [Internet] http://www.gamedev.net/reference/articles/article2013.asp [04/11/2009]

Salmon, J. & Dunn, Y. 2008 Outlaw.com. Videogames and age restrictions – the US and UK. [Internet] http://www.out-law.com/page-5810 [27/10/2009]

Staub, E. 2003 The Psychology of Good and Evil. Why Children, Adults and Groups Help and Harm others. Cambridge UK. Cambridge University Press

Toch, H. 1997 Violent Men. An Inquiry Into the Psychology of Violence. Revised Edition. USA. American Psychological Association

Uhlman, E. Swanson, J. 2004 Exposure to violent video games increases automatic aggressiveness. Journal of Adolescence. 27 (Issue 1) pp.41 - 50

Monday, 26 October 2009

Violence and Video Games - A Literature Review

It seems that there is wide speculation on the effects of violence in video games and the media and whether this may in turn affect aggression levels in individuals.

Anderson & Dill (2000) Proposed The General Affective Aggression Model (GAAM) which suggests a direct link between violence in video games to aggression and antisocial behaviour in both long and short term scenarios. Anderson & Dill continued their research and conducted two studies that directly supported this proposed model. They concluded that playing games of a high violent content and also by being exposed to these games in laboratory scenarios caused some individuals (predominately predisposed aggressive personalities and males) to have increased levels of aggression. This model is also supported by Cope-Farrar, Kremar & Nowak (2004) who found that gamers that play video games with a high level of violent content seemed to have higher resentment and aggressive tendencies than gamers who played video games of a non-violent nature.

Recently Gordon Brown PM (2007) asked for an independent review of the effect of violence in the media including video games on children. Byron (2008) conducted this independent review and concluded that although a positive link was found between aggressive tendencies and violence in games, this does not prove that one is evident because of the other. It is not clear that the aggression is caused by the game or indeed that the game is chosen by that individual due to an increased level of aggression in that individual's character.

Another point of view is that of Prof. Christopher Ferguson who says that there is no proven link between violent video games and violence in society. He suggests that games with a high level of violence are targeted as a kind of 'scapegoat' with which to deny the actual possible causes of social violence that need to be dealt with, such as family situations, predisposed character, genetics and other outside contributing factors.

Monday, 19 October 2009

After completing the Vark questionnaire based upon how I learn best my results were as follows:

Aural 9

Visual 7

Kinesthetic 6

Read/Write 4

These results confused me slightly as I am identified as an aural learner, which on a prior look at the learning styles I probably would’ve said was my least favourite style. I was slightly taken aback that maybe I wasn’t aware of how I learnt and maybe this could have repercussions on the way in which I have been going about learning thus far in my time at Anglia Ruskin. I then looked at my results as a whole and came to the conclusion that although I obviously scored highest in the aural area, my results were quite evenly spread at least across the first three learning styles. Once I had noticed this I relaxed a little, and realised that I really do enjoy learning more when it is varied. I like to go to a lecture or tutorial and for it to be a completely different experience from the one that proceeded it. I understand that this is not always achievable but I do like the variety to challenge me in some way.

As I mentioned before I would’ve said that aural learning would’ve been my least favourite style of learning, purely because if I accidently heard something wrong and had no evidence to back up what I had heard I may end up learning that mistaken piece of information. Therefore to eliminate this possibility I intend to use various methods of note taking in lectures such as lists and mind maps to jot down anything important or anything I may need to refer back to. Previously I have found that my current method of note taking is taking too long. I am writing far too much and not all of the information is relevant. Using these new techniques I intend for my notes to be more clear and concise.

Monday, 5 October 2009

My Skills and S.W.O.T analysis

I have acquired many skills during my learning line.
Each place of study or personal experience has helped to make me the person I am today, whether that be through learning something about myself or by earning recognised qualifications. I have only been studying at Anglia Ruskin University for the past 3 weeks and I already feel that I am changing with respect to both my learning style and self confidence.
These skills that I have acquired during my learning line include;

Good literacy and numeracy skills
A good grasp of literacy and grammar
The ability to work independently
The ability to take an active role in group work
An increase in self-confidence
Good organisational skills
Punctuality
Reliabilty
Responsibility
Good customer service skills
The ability to deal with customer complaints and problems
Meeting people on a daily basis
Forming positive relationships with clients, colleagues, friends and family
The ability to drive a car
Perseverance
Being able to take risks that take me out of my comfort zone
Competent computer skills
A good knowledge of Early Years Care and Education, including stages of child development
Being able to plan effectively for the positive development of children's learning
The ability to lead and manage a small group
Basic knowledge of H.T.M.L
Basic knowledge of German and Spanish
Mathematic skills
The ability to work well under pressure and to a deadline
and a sense of pride in my work and tasks that I undertake.


After looking at these skills I then comprised a S.W.O.T analysis to help me have a better understanding of my Strengths, Weaknesses, Opportunities and Threats that will affect me during my time at ARU. I hope that by looking at this I will be able to set clearer goals for myself and what I would ideally like to improve on or achieve during my time as a student.
I have outlined these below;

Strengths
My organisation
I am confident in terms of my learning (although there will always be room for improvement and personal development)
Having taken some time away from education has helped me to decide that now is the right time to go to university and also what path to take in my studies
I feel that having been in full time employment after sixth form college I have realised how much I would like to work in a field that I really enjoy

Weaknesses
My lack of confidence in group and individual presentations
I can become easily distracted whilst working at home if not surrounded by like-minded people
I think I may worry too much about things and in turn I feel that may end up affecting my studies

Opportunities
The opportunity to gain a degree!
To discover new skills to help my learning
To leave with the qualifications to gain a job in my chosen field
To learn how to use new software

Threats
Getting into debt and having financial difficulties
Having to get a job and that in turn affecting my time to study
Personal situations with my family affecting my concentration

Monday, 28 September 2009


Well to start I’d like to welcome you to my first blog!


I have uploaded an image of my personal learning line which I feel depicts the main experiences from which I have learned from. Whether these were through gaining recognised qualifications or just first hand life experiences I feel each box represents an experience that has made me the person I am today.


I will be updating this blog with the various E-tivities I will be undertaking during my module on ‘Learning and Skills Development for H.E and Work’. I hope that as I endeavour to ascertain my own particular learning style and reflect on my own processes of learning, I will constantly be developing into a more productive and focused student. I welcome anyone for any feedback on my blogs (positive or constructive) to let me know your thoughts so to aid in my personal development.


Thank you