Youth Aggression and the Debate over Violent Video Games
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Contents
Introduction
The ongoing debate about whether violent video games contribute to aggression in youth extends far beyond casual conversations among concerned parents. This issue has even reached the U.S. Supreme Court, where advocates like Steven F. Gruel and Patricia A. Millett presented opposing views on whether these games should be restricted for minors. Gruel argues that violent video games lead to both physical and emotional aggression in children, affecting their school performance and cognitive abilities. In contrast, Millett challenges these assertions by questioning the reliability of such studies and emphasizing other contributing factors like domestic violence, peer influence, and inherent personality traits.
Arguments for the Influence of Violent Games
Gruel's position is supported by various studies indicating an increase in aggressive behavior among youth exposed to violent games. He emphasizes the immersive nature of these games, particularly first-person shooters, where players actively engage in virtual violence. This interactive experience, Gruel suggests, could have a more profound impact than passive media consumption, such as watching movies. He draws parallels to military training, where similar games are used to desensitize soldiers to violence, suggesting that repeated exposure might have similar effects on children.
Another facet of Gruel's argument is the correlation between poor academic performance and excessive video game play. He posits that children struggling in school might gravitate towards games to achieve a sense of mastery, thus further neglecting their studies and exacerbating their academic challenges. Gruel also highlights a decrease in proactive control—the ability to remember and recall goals—among those exposed to violent games. This decline is evident in altered brain wave patterns and reduced frontal lobe activity, regions crucial for decision-making and impulse control. Moreover, the activation of the brain's fight-or-flight response during gameplay suggests that these experiences are perceived as real, potentially leading to desensitization to violence.
Counterarguments and Broader Influences
Millett's counterarguments focus on the challenges of accurately measuring aggression and the myriad other factors influencing aggressive behavior. She disputes Gruel's claims about the detrimental impact of video games on academic performance, arguing that students who choose gaming over studying are often already struggling due to factors like negative peer pressure or home violence. Millett also criticizes the methods used to measure aggression, such as asking children about recent conflicts, as these can result from external influences beyond video games. She points out the reliance on meta-analyses of previous studies, which she argues are flawed and unreliable. Millett's arguments effectively debunk Gruel's findings by introducing broader social and environmental factors into the discussion, emphasizing the complexity of the issue.
Analysis and Response
Both Gruel and Millett present data-backed arguments, but Gruel's failure to address counterarguments weakens his position. By not engaging with opposing viewpoints, his claims are more susceptible to criticism. Millett, on the other hand, strengthens her case by directly challenging Gruel's evidence and providing alternative explanations. Her approach makes it difficult to find weaknesses in her argument, presenting a more reliable and comprehensive perspective. The lack of clear measurements and the variability of factors contributing to aggression in Gruel's studies invite further scrutiny and potential refutation.
Reflecting on personal experiences, I have observed that students displaying aggressive behaviors are often influenced by factors other than video games. Many of these students face challenges like substance abuse, low socioeconomic status, or abusive relationships. These issues not only fuel aggressive tendencies but also lead to academic and social difficulties, potentially driving them to seek solace in video games or other outlets. The behavior of individuals around us significantly shapes who we are, suggesting that interpersonal relationships play a crucial role in shaping behavior.
Conclusion
The exposure of youth to various aggression-inducing factors, such as peer pressure, domestic violence, inadequate parental involvement, and individual mental tendencies, increases the likelihood of aggressive behavior. While there is some evidence suggesting changes in brain activity when exposed to violence, this correlation is not definitive and does not necessarily predict aggressive behavior. These studies illuminate the malleability of human thought and behavior, highlighting the intricate interplay of multiple factors. Even if violent video games alone are insufficient to incite aggression, they can undoubtedly influence behavior under certain conditions. In conclusion, while violent video games may play a role in shaping youth behavior, they are just one piece of a larger puzzle influenced by a complex web of societal, environmental, and personal factors.
Youth Aggression and the Debate Over Violent Video Games. (2021, Feb 27). Retrieved from https://papersowl.com/examples/youth-and-different-factors-of-aggression/