Video Games and Social Behavior
As interactive entertainment evolves, video games increasingly shape modern society across global demographics.Since the 1970s, when games like Pac-Man and Pong were first introduced, their influence has only grown. Today, video games are not just a means of entertainment but also a subject of intense scrutiny and debate. The controversy particularly surrounds violent video games, especially first-person shooters (FPS), which some argue are linked to real-life violent behaviors. This essay will explore the complex relationship between violent video games and societal behavior, examining whether these games are responsible for fostering aggression and criminal activities.
It will also consider opposing viewpoints that assert video games are harmless and serve as a form of stress relief.
Contents
Impact on Behavior
The argument that violent video games contribute to real-world violence often cites high-profile incidents where perpetrators were avid gamers. For instance, the Call of Duty and Grand Theft Auto series are frequently mentioned in debates about their potential to inspire shootings and criminal acts. In the case of Nikolas Cruz, the shooter in the Parkland, Florida massacre, his extensive engagement with violent video games was highlighted as a contributing factor. According to a neighbor, Cruz was deeply immersed in the virtual world of violence, spending up to fifteen hours a day on these games. This immersion raises concerns about the desensitization to violence and the potential for such games to serve as a training ground for real-life aggression.
Researchers like Craig A. Anderson support this view, arguing that exposure to violent video games is linked to increases in aggressive behavior, thought patterns, and emotions. Anderson lists impacts such as heightened physiological arousal and reduced prosocial behavior, suggesting that these games can shift individuals from calm to combative states. Moreover, addiction to video games can lead to stress and health problems, affecting academic performance and social relationships. This perspective emphasizes the need for a more regulated approach to video game consumption, akin to restrictions on tobacco and alcohol.
Personal Responsibility
On the other hand, there is a strong argument for personal responsibility, suggesting that individuals, not the games they play, should be held accountable for their actions. Critics of the view that games cause violence argue that blaming video games oversimplifies the complex factors contributing to real-world aggression. Greg Toppo of USA Today notes that violent content is pervasive across various media, not just video games. Furthermore, Tracy Miller highlights that video game addiction, much like substance abuse, masks deeper issues like depression and anxiety, which are the real culprits behind violent behaviors.
The focus on individual responsibility extends to parental oversight. Many argue that parents play a crucial role in regulating their children's exposure to violent video games. The Missourian Staff points out that parents often fail to monitor game ratings or set boundaries for gaming time. This lack of supervision can lead to children accessing inappropriate content, contributing to behavioral issues. Henry Jenkins, in his work, contends that video games do not inherently create school shooters and emphasizes the social nature of gaming, where many play with friends and family.
Role of Parents
Parenting plays a critical role in shaping a child's gaming habits. The failure to supervise children's gaming activities can lead to exposure to M-rated games, which are unsuitable for younger audiences. The Entertainment Software Ratings Board (ESRB) provides clear age ratings to guide parents, yet many neglect to utilize this resource. According to the Missourian Staff, a significant percentage of parents do not check game ratings before purchase, inadvertently allowing children to engage with inappropriate content.
The responsibility of monitoring gaming habits extends beyond just checking ratings. Parents should actively engage with their children's gaming experiences, setting limits and discussing the content they are exposed to. By doing so, they can mitigate the potential negative impacts of violent video games and ensure that gaming remains a healthy and balanced part of their children's lives.
Entertainment and Stress Relief
Despite the controversies, many argue that video games serve as a harmless form of entertainment and a valuable stress reliever. David Kushner posits that there is no direct link between video games and real-world violence, suggesting that these games do not impact individuals' mental or physical well-being negatively. Eric Cain supports this view, pointing out that while some studies suggest a correlation between gaming and aggression, others highlight the calming effect of games, particularly among boys who use them to blow off steam.
Video games, like any form of entertainment, can have both positive and negative effects depending on how they are used. For many, gaming provides an escape from the stresses of daily life, offering a safe space to unwind and socialize with friends. By recognizing the multifaceted nature of gaming, society can better understand its role and address concerns without resorting to blanket condemnations.
Conclusion
The debate over violent video games and their impact on society is multifaceted and requires a nuanced understanding. While there is evidence suggesting a link between violent games and aggressive behavior, personal responsibility and parental oversight play critical roles in mitigating these effects. Video games can indeed serve as a stress-relieving activity when consumed responsibly. Therefore, rather than demonizing video games, a balanced approach that includes age-appropriate restrictions, parental involvement, and an understanding of individual responsibility can help address the challenges posed by violent video games. Ultimately, the decision to engage with such games should be informed by personal beliefs, experiences, and the potential implications for behavior.
Video Games and Social Behavior. (2020, Jan 04). Retrieved from https://papersowl.com/examples/should-video-games-be-the-blame/