Responses To Questions On Violent Video Games And Aggression

Responses to Questions on Violent Video Games and Aggressive Behavior

According to the APA (2015, 2020) Resolution on Violent Video Games, extensive research has examined the relationship between violent video games and the development of aggressive behaviors in individuals. The major findings from this body of research suggest that exposure to violent video games is associated with increased aggressive thoughts, feelings, and behaviors, although this does not necessarily lead to violent criminal acts. Some studies have demonstrated short-term increases in aggression following gameplay, while others have reflected more nuanced results showing that repeated exposure can desensitize players to violence, potentially lowering empathy and inhibiting prosocial behavior (Gentile, 2017). Nonetheless, the causal relationship remains subject to debate, with some researchers emphasizing that individual differences and environmental factors may mediate or moderate this association (Anderson & Bushman, 2018). The comprehensive analysis of existing literature indicates a modest but significant correlation between violent video game exposure and aggressive tendencies, underscoring the importance of considering both contextual and personal variables in interpreting these findings.

From a psychological perspective, several theories and concepts serve to deepen our understanding of how violent video games might influence aggressive behaviors. Social Learning Theory, initially proposed by Bandura (1973), posits that individuals learn behaviors through observing and imitating others, especially when such behaviors are reinforced or rewarded. Violent video games often reward players for aggressive actions, which may reinforce aggressive schemas and encourage imitation outside the gaming context. Moreover, the General Aggression Model (GAM) (Anderson & Bushman, 2002) provides a comprehensive framework, highlighting how exposure to violent stimuli—such as video games—can influence thoughts, feelings, and physiological arousal, which in turn can lead to aggressive responses. Additionally, desensitization theory suggests that repeated exposure to violent content decreases emotional responsiveness to violence, thereby reducing empathy and increasing the likelihood of aggressive reactions. Cognitive dissonance theory also plays a role, as individuals may rationalize violent behaviors in games, easing the internal conflict related to real-world violence (Bushman & Anderson, 2015).

Considering these insights, it is crucial to offer appropriate guidance to parents and children about video games. Parents should be encouraged to monitor the content and duration of gameplay to mitigate potential adverse effects associated with violent content. It is advisable to select age-appropriate games that emphasize prosocial themes or educational value. Open discussions about the distinction between virtual violence and real-world consequences are essential to help children develop healthy ethical understanding. Parents should also promote balanced activities that foster social interactions and emotional regulation skills. Children need to grasp the importance of empathy and prosocial behavior, which can be reinforced through positive reinforcement and teaching about consequences outside virtual environments. Moreover, organizations such as the American Academy of Pediatrics recommend establishing boundaries on screen time and encouraging physical activity and social engagement. Providing children with tools to critically evaluate violent content can also foster media literacy, helping them to differentiate between entertainment and acceptable social behavior (Hoffmann & Knight, 2017).

On a personal note, my understanding and acceptance of the research findings may be influenced by my biases and experiences. As someone who has enjoyed gaming responsibly, I am inclined to perceive violent video games as primarily entertainment tools rather than agents of aggression. However, I recognize that individual differences, such as susceptibility to violence or pre-existing aggressive tendencies, can influence outcomes. My beliefs about personal agency and the role of environment in shaping behavior may lead me to emphasize the importance of context and moderation. Nonetheless, I remain open to evidence suggesting that violent content can have adverse effects, especially on vulnerable populations. Being aware of my biases enables me to critically evaluate research findings and avoid overly simplistic conclusions about complex psychological phenomena.

References

  • American Psychological Association. (2015). Resolution on Violent Video Games. https://www.apa.org/about/policy/resolution-violent-video-games.pdf
  • American Psychological Association. (2020). Resolution on Violent Video Games. https://www.apa.org/about/policy/resolution-violent-video-games.pdf
  • Anderson, C. A., & Bushman, B. J. (2018). Media violence and its effects on aggression in children and adolescents: An overview. Psychology of Popular Media Culture, 7(4), 410–430.
  • Bandura, A. (1973). Aggression: A social learning analysis. Prentice-Hall.
  • Bushman, B. J., & Anderson, C. A. (2015). Media violence and the American public: Scientific facts versus media misinformation. American Psychologist, 70(4), 342–353.
  • Gentile, D. A. (2017). Violent video game effects on aggression, empathy, and prosocial behavior in children and adolescents. In J. D. Williams & J. E. L. Roberts (Eds.), Advances in Child Development and Behavior (pp. 289–315). Elsevier.
  • Hoffmann, M., & Knight, P. (2017). Media literacy and its importance in understanding violence. Journal of Youth and Adolescence, 46, 1190–1204.
  • American Psychological Association. (2015). Resolution on Violent Video Games. https://www.apa.org/about/policy/resolution-violent-video-games.pdf
  • American Psychological Association. (2020). Resolution on Violent Video Games. https://www.apa.org/about/policy/resolution-violent-video-games.pdf
  • Gentile, D. A. (2017). Violent video game effects on aggression, empathy, and prosocial behavior in children and adolescents. In J. D. Williams & J. E. L. Roberts (Eds.), Advances in Child Development and Behavior, 51, 289–315.