Free Essay

Video Games Negative or Positive?

In:

Submitted By free2live
Words 1409
Pages 6
Video Games Negative or Positive?

Do video games have a direct correlation with the aggression and violence in the people who play them? This is the controversy discussed in the following articles. Jack Hollingdale of the University of Sussex, UK and Tobias Greitemeyer of the University of Innsbruck, Austria have collaborated in writing The changing face of aggression: the effect of personalized avatars in a violent video game on levels of aggressive behaviors. Hollingdale and Greitemeyer argue that “Studies have found that exposure to violent video games correlates negatively with helping behaviors in the real world and, as a result, exposure to violent video games poses a public health threat to children and youth” (Hollingdale and Greitemeyer 1). However, Christopher J Ferguson from Texas A&M International University, the department of behavioral applied science and criminal justice, sees the more positive side of the violent video games. In his article Blazing Angels or Resident Evil? Can Violent Video Games Be a Force for Good he disputes that “the negative effects of violent games have been exaggerated by some elements of the scientific community, fitting with past cycles of media-forced moral panics” (Ferguson 1). Both articles use statistics and specific examples to prove their thesis. Ferguson uses the claim of value more than claims of fact which seem to discredit his argument. Hollingdale and Greitmeyer support their thesis with psychological studies, statistics, and disproving any counterevidence that may be relevant. The article from Hollingdale and Greitmeyer is the superior article to use when looking for validation in their thesis because of their ability to prove their thesis with specific examples that are then confirmed with facts and statistics. “Research and anecdotal evidence supports the notion that playing violent video games increases the levels of cognitive, affective, and behavioral aggression and decreases levels of prosocial behavior” (Hollingdale et. al. 1). Hollingdale and Greitmeyer effectively identify definitive issues that are addressed in their article and then later follow up with specific examples. This is effective in engaging the reader in the disputed points addressed in the article and then reiterating them with providing statistics later in the article. The general aggression model (GAM) is used in measuring levels of aggression and violent behavior in regards to video games. “The GAM posits that situational input variables influence components of the individual’s present internal state; these components being cognition, affect, and arousal” (Hollingdale et.al. 1) It is advantageous that a legitimate psychological model is used for their study to further validate their evidence. Ferguson does not reference any such evidence for his verification of his argument.
Another topic that Hollingdale and Greitmeyer address that Ferguson fails to mention is the use of avatars. This is a trend that is growing more and more in games in the market today.
“Personalizing avatars increases the connection between the players and the avatars by representing their physical characteristics or ideal self” (Hollingdale et. al. 2). Hollingdale and Greitmeyer go into detail explaining the observation from their study. “Our findings suggest that the effects of violent video games on aggressive behavior are exacerbated when the game structure (i.e., playing with a personal avatar) increases similarity to reality, which is assumed to foster learning and transfer” (Hollingdale et.al. 5). They go on to explain the relevance of a personal avatar and aggression after playing.
“The greater part of the debate has focused on the negative effects of violent content”

(Ferguson 1). Ferguson states consistently throughout his article that the evidence of violent video games contributing to aggression are bias in reporting the facts. He effectively defines the term of aggressive behavior to help the reader better understand the actual topic being debated. “Video game violence itself generally has been characterized by researchers as intentional acts within game play directed to cause physical harm to an animated character within the game” (Ferguson 1). This implies that the aggressive behavior is intended towards the other fictional characters of a game and not towards others in society. Ferguson goes further into detail of the history of media violence. This is not as effective as it could have been due to the detail and amount of time used in describing the ancient times. It is easy for the reader to become uninterested or even lost in the wordiness of this part of the article. It can also be perceived by the reader as irrelevant to the main claim of the article. “Nonresearchers also fuel the debate at times by providing misinformation. For instance Florida attorney and anti-game activist Jack Thompson claimed that the Virginia Tech Shooter who killed 32 people at a university in Virginia in 2007, was an avid player of violent video games. Yet the Virginia
Tech Review Panel ultimately found that Seung-Hui Cho, the shooter, did not play video games at all” (Ferguson 3). This is an excellent example. It is very specific and exemplifies the misinformation the media provides to the public. “Public statements of misinformation naturally inflame an existing moral panic rather that inform the populace” (Ferguson 3). This statement validates Ferguson’s claim that the media is the reason for the added emphasis of aggression caused by video games.
Ferguson additionally explains the limits of our interpretations of video game violence and aggression research. He lists nine points in this argument. These are effective in laying out the falsity in the belief of the correlation of aggression and video games however, it is also distracting with the amount of irrelevant detail that is provided with each point. Ferguson uses charts and graphs to validate his evidence which is an exceptional tool for readers to visualize the statistics. This is a device that was not used in the article from Hollingdale and Greitmeyer.
One common factor from both articles is the social aspect of gaming regardless if it is a violent video game or not. “Everquest and World of Warcraft allowed for complex social interactions to occur within the game world. Current evidence suggests that social connections formed through such online games can be very deep and meaningful to those involved” (Ferguson 10).
This use of specific games helps the reader to identify easier to the topic being discussed and further justifies Ferguson’s argument. “Positive social experiences online can encourage social experiences off-line and that video game play can be effective in meeting needs for relation with others” (Hollingdale et. al. 4). The fact that Hollingdale and Greitmeyer can identify the positive side of gaming is a relief to the reader in the article. It is not as biased as the article from Ferguson which only addresses one side of the argument.
“This study identified that the personalization of avatars increases levels of behavioral aggression within violent video games. Given the popularity and growth of this violent genre, concerns should be raised” (Hollingdale et. al. 5). This article comes back to the original allegation that is stated early on. Hollingdale and Greitmeyer do an excellent job staying on task with the article, providing statistics, and arguing counterevidence. These are all effective tools in engaging the reader. “Although the research on violent games and aggression appears to be much less solid than some scholars have indicated, it must also be emphasized that research on the positive effects of violent games is nascent, but entirely incomplete” (Ferguson 11). The constant concessions Ferguson makes throughout the article can be very distracting to the reader and cause an opposition to the article based on the tone it is written. The article does have some very specific examples that are used remarkably well in context. The use of charts and graphs are a very helpful tool that Ferguson uses when explaining statistical information. The article from Hollingdale and Greitmeyer is definitely more concise in stating and validating their main arguments with evidence and examples that are relevant to their topic. Overall Hollingdale and Greitmeyer cover more information in a shorter article with better examples so it is the more valuable article for researching this topic.

Works Cited

Ferguson, Christopher J. “Blazing Angels or Resident Evil? Can Violent Video Games Be a Force For Good?” Review of General Psychology 14.2 (2010): 68-81. PsyArticles. Web. 27 Oct. 2014.

Hollingdale, Jack, and Tobias Greitemeyer. “The Changing Face of Aggression: The Effect of Personalized Avatars in a Violent Video Game on Levels of Aggressive Behavior.” Journal of Applied Social Psychology 9 (2013): 1862. General OneFile. Web. 27 Oct. 2014

Similar Documents

Premium Essay

Positive And Negative Effects Of Video Games

...signifies the decline of human, moral, spiritual and traditional values.” Abstract: The progress of video games has done a great change in our lives. There are studies show that there is a study between video games and violent other research shows the good benefit of video games adult expose themselves to greater amount of video games What would our life be without technology; the term technology has Greek origins which means the science of craft? Nowadays technology has become such an integral part of human's life. Millions of people claim that technology has speared humanity from nature and affects the teenager's behavior badly. Although technology is still the source of enormous development; people don’t realize the danger which comes from it. Technology is classified to different media one of these media...

Words: 1119 - Pages: 5

Premium Essay

Positive and Negative Effects of Video Games

...The Positive and Negative effects of Video Games I. Video games have both positive and negative effect on the human brain. a. Positive Influence b. Negative Influence. c. Recommended for Video Games II. Positive Influence. "Video games change your brain," according to University of Wisconsin psychologist C. Shawn Green. a. It can increase problem solving and logic. 1. Accuracy- Action games, according to a study by the University of Rochester, train the brains of players to make faster decisions without losing accuracy. In today’s world, it is important to move quickly without sacrificing accuracy. 2. Memory, 3. Quick thinking a. Good bonding activity b. Improve concentration b. Negative Influences c. Violence d. Bad effects on some children’s health e. Socially isolated Negative Impact in school. A study by Argosy University's Minnesota School on Professional Psychology found that video game addicts argue a lot with their teachers, fight a lot with their friends, and score lower grades than others who play video games less often. c. Recommended for Video games. f. Pick games that require the player to come up with strategies, and make decisions in a game g. Decide what is acceptable in your home and if you think violent games are not acceptable, explain to your kid the reason why it might be bad for him. h. According to Los Angeles-based...

Words: 282 - Pages: 2

Free Essay

The Effects of Video Games and Violence

... The effects of video games and violence Violence is not measured by playing video games. All studies do not show a link between video games and acts of violence, but research does show an increase in aggression. (Fournis & Abou, 2014) There have been debates about how violent video games trigger violent, aggressive behavior. (Fournis & Abou, 2014) Violent video games can impact a person’s behavior, have positive effects and negative effects on adults or kids. Violent video games can impact a person’s behavior. “Data showed an increase in aggressive moods or thoughts and hostility after playing violent video games and suggested impairment of prosocial behavior” (Fourmis, Abou, 2014, p.1). Violent video games reward players for increased violence, which enhances violent behaviors. When playing video games with violence, people repeatedly kill people to get what they want. Resulting in aggressive or violent behavior. “Playing a violent video game even for 20 minutes led individuals to become less sensitive to real violence” (Fournis, Abou, 2014, p. 1). The positive effects of playing video games are the mental skills required to play the games. If played correctly video games are used as leisure time entertainment but when people play video games that involve violence some people tend to forget the games aren’t real. Other positive effects are the ability to process knowledge to include reasoning, perception, and intuition. Video games offer problem solving...

Words: 582 - Pages: 3

Premium Essay

Video Games & Violence

...UNV - 104 August 11, 2013 Video Games and Violence Video games and violence have different effects on children according to the type of video games that is being watched It is important to understand the world of video games. All video games do not prevent violence in children. Parents should take into consideration in monitoring their child while choosing video games. Depending on the video game that is chosen, does not mean the child will result in violent behavior later on in life. There are many types of video games that may promote either positive or negative effects in children. As there are many types of video games that are being played by children for different pleasures. To name a few, there are adventure, puzzle, platform, educational, and so on. When choosing the right video game for your child, or anyone’s child. Keep in mind the reason and purpose of that video game. What do you want the child to gain from playing the game? For this reason parents should research video game tips for parents. As a parent of three children, I have experienced myself purchasing video games for my seven year old. I would stick to the educational games. Parents should take control of their child’s video game use. Parents should always supervise how long their child plays a game and when to take a break. Negative effects on children with video games can be the most harmful on any child. Due to the child becoming aggressive, confusing, not knowing reality from...

Words: 680 - Pages: 3

Premium Essay

Video Game Stereotypes

...Shining a New Light on Video Games More often than not video games are viewed in a negative light by society. These negative views are reinforced on a regular basis by the media through news stations, television shows, and movies. They are often used as a scapegoat for being the cause of some of the violence happening in recent times such as mass shooting etc. Video games are also often blamed for other problems such as causing obesity, leading to anti-social behavior or leading to aggressive behavior. In spite of the stereotypes gamers face, there is research that shows that video games can have many positive effects such as promoting positive youth development. When watching television shows and movies, people who play video games are often stereotyped as obese kids and young adults who live off of energy drinks and potato chips and never leave their computers or consoles. One example of this stereo type can be found in the television show South Park. In the episode Make Love, Not Warcraft, the four main characters have become addicted to playing the popular...

Words: 1509 - Pages: 7

Premium Essay

Popular Culture and Video Games

...Video Games Annotated Bibliography American Military University SOCI 220 January 29, 2012 Video Games and the Effect on Children The popular culture subtopic I choose that interests me is video games and the effects on children. To start my research I need to find articles, both peer-reviewed and popular source, to gather information. I used both the internet and the online university library and searched terms such as video games and children, popular culture and video games, video game addiction, and video game violence. Listed below are some of the numerous sources I discovered. I choose a small sampling of the sources available, briefly explained their relevance, gave a short overview of the article, completed a quick pro and con review and lastly I completed a compare and contract of the source against two other sources. | Source 1 | 1) Source Title | The Effects of Video Games on Children | 2) APA-formatted citation for source | Gentile, D. A. (2004). The effects of video games on children: What parents need to know? Pediatrics for Parents, 21(6), 23-25. | 3) Source Evaluation | Peer-reviewed journal | 4) Relevance of source to Subtopic | This article shows the effects of gaming and that excessive time spent playing video games can have a negative effect on children. | 5) 3-5 sentence description of source | This article discusses the fact that video games can have both a positive and negative influence on children. It discusses the need for parents...

Words: 2809 - Pages: 12

Premium Essay

Journal Article Critique Paper

...Article Critique Paper Britnie Amedee, Kelsey Thompson, Angela Lipford BSHS/435 January 19, 2015 Mrs. Heather Suggs Journal Article Critique Paper “Electronic games are now an everyday part of childhood and adolescence” (Olsen, 2010). Considering children and adolescence are our future, parents need to consider and monitor how these electronic games are affecting their child. There are more studies afloat that report the negative affects of video games over the positive effects until recently. Children and adolescents become addicted to video games easily so it is important to monitor what they are playing and how it is affecting them and their character. A recent study on many boys and girls reported why they are entertained by these games and how it affects them as a whole. Many children and teens in today’s generation have a favorite pastime of playing video games. It is easy for any parent to not like these video games and to blame their child’s bad behavior on them playing these games. According to the article, Children’s Motivations for Video Game Play in the Context of Normal Development, boys and girls enjoy playing video games for many different reasons. Regardless of the negative effects some have found video games to create, there are many positive effects that go unrecognized. “For some video game skill seemed important to their self-esteem, especially if they had less success in other areas such as academics or sports” (Olsen, 2010). Self-esteem plays a significant...

Words: 1108 - Pages: 5

Free Essay

How Media Effect Children

...child is watching on television. The media is a powerful tool that doesn’t always teach a positive lesson. Media have provided the means and opportunity for children to distort reality into fallacies through television and video games. While media programs have a negative effect on children, there are some positive programs. The largest amounts of violence are found in children shows. Children between the age of 2 and 18 spends 6 hours and 32 minutes on an average a day using media with the exception of sleeping this is more than they spend on any other activity. When multiple media is stimulated, this time is increased to 8 hours a day. Big parts of media exposure are violent acts that are also witnessed in video games. On an average, a young child will have viewed 200,000 acts of violence on television (TV). Exposure to violent media wrecks havoc on thoughts, feeling, and most importantly, behavior. “The Influence of Media Violence on Youth,” a report appearing in the December 2003 edition of “Psychological Science in the Public Interest,” points to strong evidence points to the exposure to media violence causes boost in physically and verbally aggressive behavior in children. “Extensive research evidence indicates that media violence can contribute to aggressive behavior, desensitization to violence, nightmares, and fear of being harmed,” according to the AAP. A negative effect of physiological desensitization is that a person can become less helpful to a person...

Words: 1660 - Pages: 7

Premium Essay

The Effect of Videogames on Student Achievement

... This article examines the effects of increased student usage of traditional video games as well as online games. The demographics of the typical game player will be examined along with effects on the individual development and sociological perceptions. This article will also look at the potential education utility of video games and the effect of games on student engagement and social development. The College Gamer Recent data from UCLA’s Higher Education Research Institute provides useful information about video game usage on college campuses. The data show that most college students have played video games, many play them regularly, and a small percentage use them as a primary means of entertainment and leisure. In the 2009 Freshman Survey, around 1% of respondents admitted to playing over 20 hours of videogames per week. Over 35% of the respondents stated that they play at least one hour per week. There is an enormous gender disparity in the amount of time spend on videogames. While less than 1 in 50 incoming freshmen women played more than 10 hours of videogames per week, 1 in 10 males admitted to doing this (UCLA Higher Education Research Institute, 2009). The disparity increases with 10 times more males than females admitting to playing more than 20 hours per week. Video game usage tends to drop significantly during the first year of college. Over 7% more students report playing no video games at all after the first year than they...

Words: 2766 - Pages: 12

Premium Essay

Journal Article Crititque

...Article Critique Paper Britnie Amedee, Kelsey Thompson, Angela Lipford BSHS/435 January 19, 2015 Mrs. Heather Suggs Journal Article Critique Paper “Electronic games are now an everyday part of childhood and adolescence” (Olsen, 2010). Considering children and adolescence are our future, parents need to consider and monitor how these electronic games are affecting their child. There are more studies afloat that report the negative affects of video games over the positive effects until recently. Children and adolescents become addicted to video games easily so it is important to monitor what they are playing and how it is affecting them and their character. A recent study on many boys and girls reported why they are entertained by these games and how it affects them as a whole. Many children and teens in today’s generation have a favorite pastime of playing video games. It is easy for any parent to not like these video games and to blame their child’s bad behavior on them playing these games. According to the article, Children’s Motivations for Video Game Play in the Context of Normal Development, boys and girls enjoy playing video games for many different reasons. Regardless of the negative effects some have found video games to create, there are many positive effects that go unrecognized. “For some video game skill seemed important to their self-esteem, especially if they had less success in other areas such as academics or sports” (Olsen, 2010). Self-esteem plays a significant...

Words: 1108 - Pages: 5

Premium Essay

Effects of Videogame Violence and Profanity in Children and Young Adults

...of Video Game Violence and Profanity in Children and Young Adults Monika Woods Anderson Introduction This paper will discuss research findings on the potential effects of violence and profanity in video games on the children and young adults that play them. I will discuss various research findings, both positive and negative; as well as what conclusions can be drawn from these findings and whether or not additional research could prove to be beneficial in the future. The issue of violent content in video games has become a growing concern over the years to parents as well as scholars and medical professionals. Since the first computer-based video game made was created in 1958; the computer and video game industry has grown tremendously and sales have grossed billions of dollars worldwide. According to our textbook, as many as 67 percent of American heads of households play video games. Technological advancement has changed these games quite a lot in terms of realism and content variety. As games look more and more realistic and present players with real-life situations; People are becoming more worried about whether or not there is any real link between violent content and/or profanity in games and an increase in aggression and/or violent actions in the individuals that play video games. The majority of research examined for this paper concern video game violence in general; but there are also limited studies that explore the prevalence of profanity in video games...

Words: 1253 - Pages: 6

Premium Essay

Gian

...d. Frequency of playing online games e. Average time span of playing online games f. Length of period of playing online games (since they’ve started) 2. How does playing online games affect the academic performance of the students in relation with: a. Class Participation b. Number of Hours spent in Studying c. Frequency of Absences in Class 3. Is there significant relationship between playing online games and academic performance of the student Hypothesis Playing online games have large bad effects to the academic performance of students of College of Business Administration Education at University of Mindanao. Review of Related Literature Online Games/ Video Games Playing video games is often associated in our society with poor academic performance. This anecdotal idea is supported by some research. A 2000 study found a negative correlation between GPA and time spent playing video games (Anderson & Dill, 2000). The correlation was relatively small. Time alone accounted for a 4% variance in GPA, yet the findings are significant. However, several older studies contend that the results of research have been mixed. A 1997 study suggests that “there is no clear causal relationship between video game playing and academic performance” (Emes, 1997, p. 413). It goes on to say that the research is “sparse and contradictory” (Emes, 1997, p. 413). The effect that interactive digital media has on the learning process is not completely negative. It is not that the medium itself...

Words: 650 - Pages: 3

Premium Essay

Computer Gaming Effects on Academic Performance

...computer and video game industry has grown considerably over the past decade. In 2005 a study conducted by the Kaiser Family Foundation: "Generation M: Media in the Lives of 8-18 year-olds", showed that over 80 percent of teenagers had a video game player in their home. The widespread use of video games has led to a series of questions. The most common question discusses the effects that the video/computer games have on the academic performance of the gamer. Researchers have found that each situation should be handled independently because the effects vary from individual to individual. Positive Effects Many people focus on the negative effects of these games and fail to see the opportunity for learning and growth. According to Raise Smart Kids: “The Good and Bad Effects of Video Games” there are several positive effects that come from spending time playing video games. Most games do not teach kids math, history and other subjects, however, they do provide students indirect opportunities to learn principles that can help them in their academic pursuits. Certain types of video games can help train kids to follow instructions as well as helping them develop their problem solving and logical thought processes. These skills translate directly to the classroom as students are asked by teachers to complete tasks and are presented problems that require them to use logical problem solving skills. Kids can also learn inductive reasoning and hypothesis testing. Games will often...

Words: 491 - Pages: 2

Premium Essay

Videogames

...Video games have been a part of children's life for the past few decades. It all started when Atari came up with its first gaming console, which included a very simple game of tennis. The controller had just one stick and one button to play with. Now, we have many different types of consoles available in the market with very complex games that requires controllers with two or more sticks and a variety of buttons. Video games are almost second nature to the modern children and they are more comfortable playing them. Playing video games can have many different effects (both positive as well as negative) on children. Some of these effects include increasing hand-eye coordination and increasing dexterity mental skills; a decreased interest in other activities such as studies and sports; and a very negative effect of inducing violence. One of the most positive effects of video games is increasing the dexterity of a child and improving his or her hand-eye coordination. As mentioned earlier, the new video games that are coming out are extremely complex and they involve the movement of many different kinds of sticks and buttons on the controllers. These can be very good for children as they learn to make fast connections between what they see and what their hands and fingers are doing. This allows them to think quickly and improves their reflexes. The newest games are very precision-based and it takes very minute and accurate movements for the children to control the characters. This...

Words: 642 - Pages: 3

Premium Essay

Chapter 2

...represents the review on related literature and studies regarding topic about the students who plays MOBA games (Multiplayer Online Base Arena) and its effect to their study habits and time management. Studies on productivity provided ideas as to how to design our own study, while the studies on work breaks gave us an idea of how merely not working for a segment would affect our study. This would mean that we could have a clear idea of the effect of the games themselves rather than merely the break. Foreign Literature A paper made by Thomas M. Connollya, Elizabeth A. Boylea, Ewan MacArthura, Thomas Haineya, James M. Boyleb from University of the West of Scotland, High St., Paisley PA1 2BE, Scotland, United Kingdom and University of Strathclyde, Glasgow, Scotland, United Kingdom with a title of “A systematic literature review of empirical evidence on computer games and serious games” examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement. Search terms identified 129 papers reporting empirical evidence about the impacts and outcomes of computer games and serious games with respect to learning and engagement and a multidimensional approach to categorizing games was developed. The findings revealed that playing computer games is linked to a range of perceptual, cognitive, behavioural, affective and motivational impacts and...

Words: 3493 - Pages: 14