Do Video Games And Violent TV Shows Promote Aggressive Behav

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Do video games and violent TV shows promote aggressive behavior? Researchers have been constantly debating and establishing evidence to link aggressive attitudes to video games and watching violent television programs. According to the report of the American Psychological Association (APA) dated August 2015, scholars have established that playing violent games induces the risk of developing aggressive behavior (APA.org, “APA Review Confirms Link”). The BBC also published a report in the same month questioning whether violent video games like Mortal Kombat have a direct influence on a person’s attitude. The report cited APA’s statements indicating that playing violent games makes a person more violent (Kleinman, “Do video games make people violent?”). Similarly, an APA report from April 2000 examined Mortal Kombat, affirming that such violent games can make individuals aggressive by interacting with viewers emotionally, thus triggering reactions and potentially fostering aggression (“APA, Violent Video Games Can Increase Aggression”). Despite criticisms aimed at APA’s conclusions, studying these findings is important to help society evaluate which media entertainments are beneficial or harmful. This essay argues that although video games are linked to aggressive behaviors, they can also serve as outlets for releasing inner frustrations.

Research by Ballard and Wiest (1996) studied the effects of playing Mortal Kombat on male college students. They found that prolonged exposure to violent games correlates with increased aggression and blood pressure. Their study, involving university students, showed that violent games like Mortal Kombat influence behavior due to their interactive features, allowing players to embody characters and project feelings onto the game. Non-violent games, such as billiards or Sega Genesis, resulted in less frustration and physiological arousal, suggesting that the violence and difficulty levels of games impact players’ emotional and physical responses. Ballard and Wiest emphasized the importance of parental and educational oversight to prevent negative behavioral effects from violent entertainment (Ballard & Wiest, 1996).

Psychologist Albert Bandura's famous Bobo doll experiment demonstrated that children tend to imitate violent actions they observe on television. In his study, children replicated aggressive moves towards a Bobo doll after watching violent TV programs, indicating that visual imagery can provoke violent behavior, especially if unsupervised (Groves & Anderson, 2015). This experiment underscores the potential influence of violent media on impressionable minds, suggesting that exposure to violent content can embed aggressive tendencies.

From these studies, it appears that violent media such as TV shows and video games can directly influence individual behavior. Many violent games incorporate graphical violence where players act out aggressive acts, which can evoke feelings of power, confidence, and control—emotional states sometimes absent in real life. For example, Mortal Kombat’s brutal scenes of limb-breaking and dismemberment may lead players to experience achievement and dominance, possibly reinforcing aggressive tendencies. Additionally, gamers often vent frustrations through shouting or increased irritability during gaming sessions. These reactions highlight the potential for violent media to act as outlets for emotional release.

However, the relationship between violent media and aggressive behavior is complex. Some scholars, including Ferguson (2015), argue there is insufficient evidence to establish a firm causal link between violent games and criminal behavior. Ferguson contends that action in violent games can improve visuospatial cognition—skills beneficial for tasks such as intelligence testing (Ferguson, 2015). Studies also suggest that engaging in violent games with social features, such as chat functionalities, can foster meaningful friendships and social bonds, contrary to the assumption that violent gaming isolates players (Ferguson, 2015). Moreover, not all players exhibit aggressive behavior; many are able to distinguish fiction from reality, and some may engage in violent games with little to no negative consequences.

Research indicates that prolonged exposure to violent media can activate brain regions associated with emotional processing and aggression, yet this does not necessarily translate into real-world violence. The American Psychological Association states that current evidence does not confirm a direct link between media violence and criminal acts. Furthermore, individual differences play a crucial role; cognitive capacity, personality traits, and environmental factors influence how media impacts behavior (Groves & Anderson, 2015; Ferguson, 2015). For example, individuals with pre-existing behavioral issues or emotional instability might be more susceptible to the influence of violent content, whereas others might be unaffected or even benefit from certain cognitive skills developed through gaming.

In light of conflicting evidence, a balanced view suggests that violent media can have both negative and positive effects. While exposure to violent video games and TV shows may increase aggression in some individuals, for others, these media serve as safe outlets for emotional release, stress relief, and even cognitive development. Researchers like Ferguson (2015) highlight that many games categorized as violent are also action-packed and skill-enhancing, which can promote visuospatial skills and tactical thinking. For instance, studies involving military-style games have shown improvements in shooting accuracy and strategic planning, demonstrating potential benefits of violent games when appropriately managed.

Parental supervision and responsible media consumption are critical in mitigating risks associated with violent content. Ensuring that children and adolescents understand the distinction between fiction and reality helps reduce the likelihood of adopting aggressive behaviors from media. Effective guidance includes setting time limits, discussing the content's context, and encouraging non-violent recreational activities. Parental engagement fosters critical thinking and emotional regulation, diminishing the potential for violent media to foster aggression (APA, 2015). Similarly, educators can incorporate media literacy programs that teach students to critically analyze content and recognize its fictional nature, promoting healthier engagement with entertainment media.

In conclusion, while there is evidence suggesting that violent video games and TV shows can influence aggressive behaviors, the relationship is not straightforward. Variability in individual susceptibility, context, and cognitive factors determines the actual impact. Many studies indicate that violent media can function as outlets for emotional release rather than causes of violence, especially when accompanied by supervision and education. Ongoing research and balanced media consumption strategies are essential in understanding and managing the complex effects of violent entertainment on human behavior.

References

  • American Psychological Association. (2015). APA review confirms link between playing violent video games and aggression. Retrieved from https://www.apa.org
  • American Psychological Association. (2000). Violent video games can increase aggression. Retrieved from https://www.apa.org
  • Ballard, M. E., & Wiest, J. R. (1996). Mortal Kombat: The effects of violent videogame play on males’ hostility and cardiovascular responding. Journal of Applied Social Psychology, 26, 717-725.
  • Ferguson, C. J. (2015). Blazing angels or Resident Evil? Can violent video games be a force for good? Review of General Psychology, 14(1), 68-81.
  • Groves, C. L., & Anderson, C. A. (2015). Video game violence and offline aggression. In E. Aboujaoude & V. Starcevic (Eds.), Mental health in the digital age: Grave dangers, great promise (pp. 86-105). Oxford University Press.
  • Kleinman, Z. (2015). Do video games make people violent? BBC News. Retrieved from https://www.bbc.com
  • Zillman, D., & Anderson, C. A. (2001). Media violence and aggression. In J. Bryant & P. Vorderer (Eds.), Psychology of entertainment (pp. 133-155). Lawrence Erlbaum Associates.
  • Smith, A., & Trenholme, C. (2009). Effects of violent video games on cognition. Journal of Experimental Psychology, 45(2), 123-134.
  • Groves, C. L., & Anderson, C. A. (2015). Video Game Violence and Offline Aggression. In E. Aboujaoude & V. Starcevic (Eds.), Mental Health in the Digital Age (pp. 86-105). Oxford University Press.
  • Ferguson, C. J. (2015). Does media violence predict future violence? Journal of Health Psychology, 20(10), 1250-1257.