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The Effects Of Video Game Violence On Human Aggression

1861 words - 7 pages

Throughout a number of recent studies, participants playing violent video games have consistently shown increases in their aggressive behavior, both during and after the gameplay. A study that linked violent video games to child aggression found that in every group they tested, “Children who were exposed to more video game violence did become more aggressive over time than their peers who had less exposure” (Harding 1). An increase in aggressive behavior after playing violent video games is quite common in most cases, although many gamers would argue that other factors, such as people’s emotions, cause this negative change in behavior. This reveals numerous questions surrounding the effects that video game violence might have on a person. “Will a high degree of violent content in a video game mean that the frequent user will exhibit a greater degree of aggression and violent towards others in their daily lives?” (Janushewski & Truong 1). “Playing violent video games not only causes an increase in antisocial behavior but also leads to a decrease in prosocial behavior” (Greitemeyer, Osswald 212).
“Aggressive behavior is defined as intentional behavior produced to cause physical harm or humiliation to another person who wishes to avoid the harm (Baron & Richardson, 1994). Social science has come to understand aggression as mainly socially learned (Bandura, 1965; Bandura Ross, & Ross, 1961)” (Ferguson 70). “Anderson et al. (2010) found that video game violence can cause a significant increase in aggressive behavior in the short run, after playing a game once, and in the long run, after consistently playing” (Rowell 180). Increased behavioral aggression in the short run due to video game violence appears to be inevitable, as most studies have successfully found the link between violent games and increased human aggression. “Participants in violent video game studies have been less cooperative than participants in non-violent video game studies (Sheese & Graziano, 2005)” (Greitemeyer, Osswald 212). Short bursts of negative behavioral responses don’t really pose a major threat to the individual, and these short term behavioral changes are much less of an issue in contrast to the possible long term behavioral changes. Long term behavioral changes are nowhere near as prevalent as short term changes. “In the long run, moral beliefs and various concepts on life can be acquired (Huesmann,1988, 1997)” (Rowell 180). Negative long term effects can often be detrimental to the individual and society in general. The meta-analysis made by Anderson et al. (2010) confirms the concepts made in the hypothesis, and is the most successful study surrounding the effects of video game violence to date.
Some would argue that people’s emotions have a much greater influence on the change in behavior while playing violent video games. For example you could base the violent behavior “...not by the actual game, but by the emotions caused by prolonged use and...

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