Adolescent Aggression Based On Violent Videogames

2126 words - 9 pages

Adolescent Aggression Based on Violent Videogames


Violent video games played by millions of people every day results in animated characters having hearts ripped out, heads decapitated, and blood squirting across the screen as their mutilated bodies are erased from the screen. Most players play these games to pass the time, increase hand eye coordination, and create harmless competitions amongst those playing. However, some who play these games are entranced by the violent aggressive behaviors demonstrated in the games and may even act out behaviors learned from playing them. Is the correlation between violent video games and violent aggressive behavior demonstrated by those who play these games a coincidence or do these games actually enhance these antisocial behaviors?
On April 20, 1999, Eric Harris and Dylan Klebold launched an assault on Columbine High School in Littleton, Colorado, murdering 13 and wounding 23 before turning the guns on themselves. Although it is impossible to know exactly what caused these teens to attack their own classmates and teachers, a number of factors probably were involved. One possible factor is violent video games. Harris and Klebold enjoyed playing the bloody, shoot-‘em-up video game Doom, a game licensed by the U.S. military to train soldiers to effectively kill. The Simon Wiesenthal Center, which tracks internet hate groups, found in its archives a copy of Harris’ web site with a version of Doom that he had customized. In his version there are two shooters, each with extra weapons and unlimited ammunition, and the other people in the game cannot fight back. For a class project, Harris and Klebold made a videotape that was similar to their customized version of Doom. In the video, Harris and Klebold dress in trench coats, carry guns, and kill school athletes. They acted out their videotaped performance in real life less than a year later. An investigator associated with the Wiesenthal Center said Harris and Klebold were “playing out their game in God mode”(Pooley, 1999).

Cesarone stated in the results of his study in 1993, “video games have a direct effect on people’s behaviors. Violent video games, games with fighting, killing, or intentional harming of a game character, are most likely to have an effect on someone’s behavior. Mostly young adolescent males and college males play violent video games. At one time, video games were thought to have a positive effect on children” (Cesarone, 1993). This assumption does not hold true in today’s time with the high graphic content of today’s games. The fantasy violence present in today’s games is more realistic than ever, characters punch, kick, shoot, and mutilate each other in every way imaginable. Very few games are liked by adolescent and college males that do not involve violence in some way. Positive correlations are yielded between video game playing and aggression (Fling et al., 1992). For many people, video game playing might...

Find Another Essay On Adolescent Aggression Based on Violent Videogames

School Shooters Direct Connection to Violent Video Games

2052 words - 8 pages because videogames are still s relatively young form of entertainment when compared to books, music, and television and also because it’s lacks exhaustive scientific research to support participating in violent videogames does or doesn’t lead to violent behavior. There is debate amongst respective experts on the topic of videogames and violent behavior with studies brandishing that playing violent videogames leads to increased aggression and

Video Games Essay

1855 words - 8 pages structure of the gamer’s family also plays a role. More and more children come from dysfunctional homes nowadays. A lot of that is because now, there’s a growing trend of both parents in the household work. A child who comes from a dysfunctional fam¬ily and turns to violent videogames to let out aggression or any bottled up feelings is thought to be an important risk factor for internet and on-line game addiction. The way the children get out this

Video Game Console violence

1573 words - 6 pages in protecting minors from violent content. This is a perfect example of why a rating system is the only action needed to properly censor violence from children. For many years, parents have been able to select suitable content for their children based on the MPAA rating system. With the establishment of the ESRB, parents now have this ability with videogames as well. Before any more legislation is considered, the ESRB should have the opportunity

Are Violent Video Games a Cause of the Bad Behavior in Children?

1248 words - 5 pages Many People have put their attention directly on the influence violent video games have on the bad behavior of children. People believe videogames intensify aggression in children, while others say it can be a safe getaway for a child to express his aggression. Many opinions on this issue are stated still today, and they remain divided amongst the people who claim videogames to be a cause of aggression and those who claim otherwise. A child’s

Video Games: Violence & Gender Disparity

1093 words - 5 pages from games to maintain their femininity, keeping them away from violence, with the assumption that they cannot be violent. Yet it is known to gamers that their are many girls who enjoy violent games and can be just as aggressive and even in some cases more aggressive than male gamers. In the end it comes down to the a simple case not only based on basic and rash assumptions but on sexist ideals which have been placed within the general basis of

Video Games and Violence: Blame me. Blame me not - English 151 - Essay

709 words - 3 pages “Blaming Pop Culture for Gun Violence Is Just a Distraction.” That’s the title Geeta Dayal chose for her article treating the widespread issue of violence in videogames and its effect on players behaviors. Dayal argues how videogames cannot take the blame for people’s violent outbursts, after all, they are just a successful form of entertainment that exists since decades. She also states that not all players, counted for millions, who play

What society think of gamers

2196 words - 9 pages of free time when you experience either. -Anger and Frustration As stated earlier videogames allow people to vent their frustration. By redirecting anger and frustration onto virtual enemies it can easily be solved, allowing you to be more calm again by taking it out on poor harmless pixels. A study conducted by Texas A&M International University has found that both male and female young adults who played violent games following a stressful

Violet Medias Impact on Children

1344 words - 6 pages will attempt to imitate the violent behavior they see on television. A lot of violent children’s programing is based on superheroes. Superheroes have been created to be looked up to and serve as role models for children. Superheroes are rewarded for their violent behavior during the show. They turn violence into a righteous and justifiable act for children. According to Michelle Garrison, “children are more likely to imitate the violence they see

The Relationship Between Video Games and Aggression

1858 words - 7 pages The Relationship Between Video Games and Aggression As technology continues to forge ahead concerns about its effects on the populace are raised. Whether it be microwave ovens causing cancer or cell phones causing accidents, people are always interested in researching, and often condemning, these new products. Such is this case with videogames. Ever since PongÒ swept the nation, scholars have been researching videogames' effects on

Video Games Effect On Society

1593 words - 6 pages Expectations: A Test of the General Aggression Model." Personality and Social Psychology Bulletin 28.12 (2002): 1679-686. Print. Gentile, D. "The Effects of Violent Video Game Habits on Adolescent Hostility, Aggressive Behaviors, and School Performance." Journal of Adolescence 27.1 (2004): 5-22. Print. Gentile, Douglas A. Media Violence and Children: A Complete Guide for Parents and Professionals. Westport, CT: Praeger, 2003. Print. Gunter, Barrie. The

The Problem of Video Game Violence is Exaggerated

1271 words - 5 pages . The term obscene covers violence, profanity, and sexual images (obviously). Such videogames are usually branded with the M (mature audiences only) rating on the front of the videogame cover. This means that only players seventeen or older should be playing such games. However, many children around the ages of twelve and under are acquiring these video games as gifts or are purchasing the games themselves. Therefore, it can be assumed that the

Similar Essays

The Effects Of Violent Pornography On Male's Aggression Towards Women

1296 words - 6 pages 1 being that they would not and 5 being that they would. The participant would be classified as a Low LR (likely to rape) if he answered 1-2 and a High LR if he answered 3-5. The results for aggression from the survey were also ranked 1-5; 1 being in the low risk and 5 being high risk. 80 randomly selected participants were put into the first two groups and matched with a partner based off of their survey results on the amount of pornography that

Videogames And Their Effects On Behavior

2293 words - 9 pages anxiety, depression, and aggression because more time is spent alone engrossed in dynamic storylines and complex situations than outside building face-to-face relationships and other healthy social skills that better prepare them for their future. Aggression, being the most commonly argued negative effect to videogames, can be brought on by the solitary aspect of the activity while the child faces an obstacle or problem that he or she does not

Violent Video Games Do Not Contribute To Youth Violence

2409 words - 10 pages in brain response to real life violence. This is because the violent game affects a part of the brain hypothesized to cause desensitization. It is then thought that this “desensitization” to violence predicts that those who play these games will become violent themselves later. (Bartholow, Bushman, Sestir, 2006) This is a blanket assumption based on an affect seen on a part of the brain that is not yet proven to control “desensitization

Violence In Video Games Essay

1665 words - 7 pages violent video games and harmful effects on children do not prove that such Diehl 2 exposure causes minors to act aggressively” (Scalia). This is an official statement made by a Supreme Court justice, reporting on the finding of United States government. While some continue to link violence with video games the issue is solely based upon their opinion, and the government has done extensive tests to come to their standing on the issue. This