Christopher Ferguson, a psychology professor at Texas A&M International University, argued that many studies on the issue of media violence rely on measures to assess aggression that don't correlate with real-world violence - and even more important, many are observational approaches that don't prove cause and effect. Several of them contributed papers to a special issue of the Review of General Psychology, published in June 2010 by the American Psychological Association. In recent years, however, other researchers have challenged the popular view that violent video games are harmful. Source: PEW Internet & American Life Project, September 2008. And some casual observers go further, assuming that tragic school shootings prove a link between such games and real-world aggression. Some meta-analyses of the literature - reviewing psychological research studies and large observational studies - have found an association between violent video games and increased aggressive thinking and behavior in youths. Surgeon General on the topic of youth violence made a similar judgment. These organizations express concern that exposure to aggressive behavior or violence in video games and other media may, over time, desensitize youths by numbing them emotionally, cause nightmares and sleep problems, impair school performance, and lead to aggressive behavior and bullying.Ī 2001 report of the U.S. As such, the authors fear that these games may serve as virtual rehearsals for actual violence.īoth the AAP and AACAP reason that children learn by observing, mimicking, and adopting behaviors - a basic principle of social learning theory. But the authors believe that video games are particularly harmful because they are interactive and encourage role-playing. ![]() The AAP policy describes violent video games as one of many influences on behavior, noting that many children's television shows and movies also contain violent scenes. In its most recent policy statement on media violence, which includes discussion of video games as well as television, movies, and music, the AAP cites studies that link exposure to violence in the media with aggression and violent behavior in youths. Parents can protect children from potential harm by limiting use of video games and taking other common-sense precautions. Some studies are observational and don't prove cause and effect.įederal crime statistics suggest that serious violent crimes among youths have decreased since 1996, even as video game sales have soared. Much of the research on violent video game use relies on measures to assess aggression that don't correlate with real-world violence. What both sides of this debate agree on is that it is possible for parents to take steps that limit the possible negative effects of video games. ![]() They argue that most youths are not affected by violent video games. ![]() But other researchers have questioned the validity or applicability of much of the research supporting this view. The view endorsed by organizations such as the American Academy of Pediatrics (AAP) and the American Academy of Child & Adolescent Psychiatry (AACAP) is that exposure to violent media (including video games) can contribute to real-life violent behavior and harm children in other ways. Given how common these games are, it is small wonder that mental health clinicians often find themselves fielding questions from parents who are worried about the impact of violent video games on their children. (Other research suggests that boys are more likely to use violent video games, and play them more frequently, than girls.) A separate analysis found that more than half of all video games rated by the ESRB contained violence, including more than 90% of those rated as appropriate for children 10 years or older. The Pew Research Center reported in 2008 that 97% of youths ages 12 to 17 played some type of video game, and that two-thirds of them played action and adventure games that tend to contain violent content. These are just a few of the phrases that the Entertainment Software Rating Board (ESRB) uses to describe the content of several games in the Grand Theft Auto series, one of the most popular video game series among teenagers. Experts are divided about the potential harm, but agree on some steps parents can take to protect children.īlood and gore.
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