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Gabriela M. Leija-Hernandez
Abstract
The purpose of this essay was to analyze and evaluate three sources in order to understand the
importance of the claim. The violent video game claim falls under two different spectrums:
Violence in video games promote aggressive behaviors or violence in video games have no
major impact on a player. Observational reports, quotes, and experiments are run to validate or
dismiss numerous aspects of the claim. While gender differences are statistically not proven
among the sources, differences on the precise contribution to an increase in aggression after a
play ends a violent video game is complex. I chose this topic because as the entertainment
business continues to expand, it is crucial to understand why violence in video games allows
some individuals to show an increase in aggressive behavior and not for others.
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Video games are widely enjoyed all over the globe as a source of entertainment and are
viewed as highly enjoyable to the public. The colorful and vivid images from the game can
appear on a television screen, specific game console, or computer; however, every time an
individual selects to play a game that virtually engages the player to move towards a goal
where graphics are evident of murder and mass blood, far more is occurring than simply killing
the bad guy to complete a stage in order to continue. Or is it? Each article on violence in video
games either directly or indirectly mention how the topic is a commonly debated item of
agenda. Many parents and experts find themselves looking at information and research on both
sides of the spectrum that conclude that either violent video games are beneficial or they
promote aggressive behaviors. Figuring out which side of the spectrum is discovered to be most
correct is crucial if a behavioral shift occurs, then both experts and parents are able to
understand if playing violent video games is safe for the child or the childs peers around him or
her.
In his article, Violent Video Games Can Desensitize Players and Increase Aggression
(2015), George Drinka claims that the man whom shot students at Sandy Hook Elementary
could contribute excessive video game play to his motive for accomplishing his disastrous goal.
Using aspects of the shooter, Adam Lanzas, life among with observational accounts from those
around him, Drinka states, Lanza was similarly working to desensitize himself for other more
sinister purposes. . . he set out to diminish his own sense of empathy for a time when he would
later be pulling the trigger of a real gun in the classroom at Sandy Hook. Here the author is
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alluding that, as this man routinely engaged himself with the source of entertainment, he
allowed himself to grow reclusive and isolative thus having the ability to surround himself with
content that logically contributes to aggressive behavior; Drinka also believes that the reason
Lanza destroyed his computer was to hide secretive details that led to the chaos. He concludes
that, while Lanzas case was rather extreme, it is still vital to understand that children who are
constantly virtually engaged will grow behavioral patterns, such as desiring to be alone
frequently, obvious aggressive attitudes, and imitation of what was shown on the screen.
In the scientific journal The (Not So) Evil Within? Agency in Video Game Choice and the
Impact of Violent Content, the authors (Ferguson, Colon-Matas, Esser, Lanie, Purvis &
Williams, 2017) argue that if individuals in an experiment testing video game genre on behavior
were allowed to select their preference and be randomized then the results would be
complete. Ferguson et al. claim that every individual who is virtually engaged obtain agency
within both the genre they chose and their actions after they end the game. They reason that
Most video game experiments randomly assign players to play specific games, games they
might not otherwise choose to play, (p. 330-331) and continue throughout their findings by
elaborating how the statistically insignificant results prove that other environmental factors
In the final source, Violent Video Games Stress People Out and Make Them More
Aggressive (2013), Hasan, Bgue, and Bushman report of experiments that were completed in
order to further discover why violence in video games is often linked to aggression of the
individual. Bushman discusses that cardio coherence was tested from a series of experiments to
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statistically demonstrate that stress creates anger; They conclude that in video games that
portray violence it will remain clearly evident that the player will maintain stressed because of
the tasks and obstacles within each stage of the video game. (p. 64)
Works written by Hasan et al. and Ferguson et. Al both address that the experimental
claim about violent video games have not been statistically significant in a similar area both
pieces chose to write about. In both of the sources experiments were conducted and revealed
that a gender difference among violent video games could not be statistically proven within the
claim each article spoke about. In first the piece (The (Not So) Evil Within? Agency in Video
Game and the Impact of Violent Content) the authors identified that, female participants
were as likely to select violent video games as males and were no more stressed by such
games. (p. 334) In the second piece, Hasan et al. also discovered that gender did not create a
Hasan et al. work also obtained similarities among Drinkas article by discussing that
other factors could contribute to aggression received by an individual who plays violent video
games. Both sources do agree there is an increase in aggression following a players violent
video game session. Hasan et. al provided detailed figures and results taken from an
experiment completed among young adults while Drinkas included a observational study about
Adam Lanza through spoken accounts about his reclusive lifestyles. Both methods of study
mentioned that it is crucial to understand other factors could influence an individuals increase
in aggressive behavior after they finish a video game with violence. Hasan et al. explains that if
a player is compelled to complete a task within violent video games then they are being
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exposed to stress in order for completion. The stress imbedded within the game is to blame and
not the violence within the game itself. Drinkas article specified on speaking about the Sandy
Hook shooter who was caught playing video games excessively. He states, Lanza was similarly
working to desensitize himself for other, more sinister purposes. Lanza was reported as an
introverted individual at a young age and many believe that led him to his terrifying motive in
2012. Both of the authors remarks leave the audience desiring further information upon other
The several authors from the piece address violence in video games on a different
argument opposed to the other two pieces whom affirm the claim that violence in video games
are impactful on behavior. The difference between Ferguson et. al and Drinkas ideas are what
can affect violent behaviors. Adam Lanza chose to inflict hurt on Sandy Hook elementary
because he was one of many to have violence in video games affect his behavior. However, the
other source states that if an individual does grow aggressive it has less to do with the genre of
video game and more to do with the environment the individual lives in (2017) or other
similar factors.
The same source that disagrees with the affirmation of the claim also differs among
Hasan et al.s article because while they both believe their results provide the potential to
cause aggressive behavior or not, the methods widely contradict. The negative source
(Ferguson et. al, 2015) heavily relies on experiments and statistically evidence that disproves
that those who are engaged in video games with violence will have an overwhelming increase
in aggression. (p. 333) The authors (2017) speculate that agency in deciding what game to pay
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has been experimentally proven not to obtain the power to influence aggressive behavior. The
affirmative source deduces that children who routinely decide to play video games with
violence are reported from their parents (and those around them) to be more reclusive and
isolate compared to their peers and will grow fuming with rage the more excessive they play.
Conclusion
As I provided three sources from three different years, it became clear that many are
confused on whether violence in video games appear in a players behavior because new
evidence and statistics appear all the time. There are different ways to prove or disprove
aspects of the video game claim according to the several authors works. An important concept
I learned is important to understand that there are always other factors that could contribute to
violence behaviors in children who play these violent video games so the experiments published
confirming the claim could lack truth and completeness. My present stand on the issue is that
while violence in video games can cause a child to be less prone to pain, it does not necessarily
mean the children is putting himself or another group in danger all the time. The Lanza case
was a very extreme and rare case. All the research reviewed were effective differently among
the three sources. Drinkas article used quotes and observations to demonstrate how excessive
game play allowed anger to increase until chaos had broken out. Ferguson et al. persuaded me
with validated experiments that having the autonomy to select a game does not prove an
increase in violence because of other factors involved. Usage of experiments from the piece
from Hasan et al. caused me to understand the process of having increased aggression and
why it occurs. Once again, discovering what side of the spectrum is most correct is important
because then the public, are able to comprehend more surrounding the form of entertainment
References
Drinka, G. (2015). Violent Video Games Can Desensitize Players and Increase Aggression. In R.
Espejo (Ed.), At Issue. Violent Video Games. Farmington Hills, MI: Greenhaven Press. (Reprinted
from Psychology Today, 2013, March 7) Retrieved
from http://link.galegroup.com/apps/doc/EJ3010926203/OVIC?u=viva_jmu&xid=7c1d02e3
Ferguson,C. J., Colon-Motas, K., Esser, C., Lanie, C., Purvis, S., &Williams, M. (2016). The (Not
So) Evil Within? Agency in Video Game Choice and the Impact of Violent Content. Simulation &
Hasan, Y., Bgue, L., Bushman, J. B. (2013) Violent Video Games Stress People Out and Make