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Video games and the cycle of blame for society's behavior

by Sara Mcgrath

Created on: June 18, 2008   Last Updated: June 20, 2008

According to the laws of the scientific method, in order to consider the questionable link between playing video games and acting out violently, we need to isolate the games and the players from all other possible factors. Unfortunately, possible factors abound in the home, at school, at work, and in the larger society. In addition to video games, media influences include Internet (websites, discussion boards, chat rooms, etc.), television, movies, music, and print media (magazines, newspaper, etc.). All cultural message carriers can transmit violent messages throughout society.

Perhaps those who blame video games specifically single them out for their interactive quality. While not observably more violent than some of what we see on television, in movies, and what we hear in music, video games may engage the players to a greater degree than these other media. I would point out at this point, however, that many video games do not portray violence, as not all television, movies, or music portray violence.

I could argue that the Internet's email, message boards, and chat rooms also carry the interactive component of video games, although without the visual element. In this way, communicating with people in any way (face to face, over the phone, etc.) could similarly transmit violent messages and thus encourage participants to act out violently. However, the anonymity allowed in communicating via the Internet may allow users to act out more freely than in face to face interactions.

Other possible factors to be considered include: The medicating of children for so-called behavioral disorders, the increasing separation of parents and children resulting in peer attachment rather than parental (see Gordon Neufeld's book, Hold on to Your Kids).

I don't doubt that video game violence stimulates some players to act out violently. I also don't doubt that many cultural influences stimulate some people to act out violently. I believe that video games have been singularly blamed in an attempt to find an easy solution to the problem of societal violence. If only it were that easy.

In considering the question of video game playing, as well as the multitudinous other factors for societal violence, we need to ask what came first, the violence or the games. Does increased game playing actually correlate with increasing violence?

Some facts:

More than 80 percent of best-selling games contain violent content.

The average video gamer is 30 years old. Most "Mature" or "Adult" rated video games are purchased and played by adults.

The American Psychological Association, the American Academy of Pediatrics, and the American Medical Association have all concluded that there is a relationship between television violence and aggression among children.

Many studies claim a link between video games and violence, and many studies deny a link.

Violent crime has dropped significantly over the past twenty years as video games have become more violent.

Learn more about this author, Sara Mcgrath.
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