Cadet Michael A. Banholzer
Mrs. Smith
ERH-102-08
11 April 2016
The Root of Trepidations in The United States
As technology advances in all aspects of life, one of the most influential aspects to our younger generation is video games. Video games have become more and more in depth using different tools to create realistic situations and experiences. With this, video games have also become one of the most controversial topics of the twenty-first century. Specifically, violent video games have come under fire due to accusations of aggressive behavior stemming from the violent content in some of today’s video games. With the introduction of video games such as Call of Duty and Battlefield, the question continues to circulate as to what the effects of these games are on children and young adults. This is a sensitive topic that many are willing to take a side against violent video games without incorporating key results to prove their accusations. This is problematic for two reasons. First of all, many people continue to take sides on the topic of violent video games and their effects without backing up their allegations. They refuse to “switch sides” even if information is presented that proves their belief wrong. This is why no true information can be presented proving one side or the other. Peoples’ continued stubbornness causes research to get absolutely no where. Lastly and most important, this subject is truly challenging because of its issues concerning the first amendment of the Bill of Rights, the freedom of speech. This contributes to the attitude of our country presently. Instead of blaming violent tendencies in children on true causes of nurture of home life, people want to blame it on violent video games and the manufacturers of the game. The cause of this blame directly stems from the decline of two-parent households in our society. Kirsten Anderson writes that a study in 2011 by the University of Melbourne found that “absent fathers were linked with higher rates of juvenile delinquency.” (1) Also, a Canadian study stated “kids whose fathers were active parents in early and middle childhood had fewer behavior problems and higher intellectual abilities as they grew older, even among socio-economically at-risk families.” (1) Individuals will listen to biased experiments on video games just to provide an easy explanation as to why a child has aggressive tendencies rather than looking within at the surroundings in which the child has grown up in. Rather than says playing violent video games increases isolation and negative thoughts, realize that the isolation and aggressive tendencies experienced by that child stem from within and cause them to play violent video games rather than vice versa. The ideas presented in this paper show what’s at stake with our younger generations. If we continue to blame our children’s problems on things like video games instead of recognizing that the parents and home life experience are at fault, then our youth will learn, more than they already have, to never take responsibility for their actions. This topic is more serious than people take it for. Video games are an essential part of the younger generations childhood. It allows them to try out their value system in a safe environment with no real consequences other than maybe losing a life in a video game. However, if that value system they put into the video game is turned into where we blame the child’s behavior on the video game’s content, severe consequences will ensue with the next generation of technologically enhanced youth. They will not learn taking responsibility for their actions and will continue to head down a slippery slope.
The first causal that must be defined is what truly causes violence. Is it more nature or more nurture? I argue that it is both. After interviewing, Cadet vanLeer, about topics concerning video games, he being an avid video gamer himself, he brought up a couple key points that I would like to touch base with providing evidence to support my claim. First of all, what is truly the purpose of violent video games? Cadet vanLeer claims it is entertainment just like something such as movies or television shows. The entertainment opportunities that video games provide also help children express their values in a fictional setting with no real world consequences. The common belief that violent video games teach violence and enlightens children to using violence to solve their problems is absurd. Cadet vanLeer made a really good point in our interview where he makes a comparison from violent video games to violent movie selections. Violent movies have not been under fire for causing violent tendencies even though it is the same principle of playing a violent video games minus the joysticks. In an article online by Greg Toppo, a reference is made to the unfortunate actions of the Sandy Hook Elementary school shootings (1). One of the big rumors surrounding the media throughout the investigation into the shooter was that violent video games contributed to him becoming aggressive and hostile. However, later research found that his most commonly played game was Dance Dance Revolution (1). This shocked the public because it had become common belief that video games had turned Lanza, the shooter, into a killer (1). Lanza also played Call of Duty and other violent games which is to be excepted. Any person who is hostile at their core will also tend to lead towards playing more violent video games rather than the video games causing that violence. This just shows, in it’s most extreme case, that truly violent tendencies and hostile actions stem from within, either through nature or nurture, and do not have any direct correlation to violent content in video games.
Violence in video games is an ever controversial topic that no one really knows how to test. In a peer reviewed article by Jack Hollingdale, levels of aggression from violent video games are attempted to be explained although end up having no backbone to hold up an argument (1). In this journal article half of the test subjects are instructed to play the violent video games, Call of Duty: Modern Warfare 2, while the other half plays the non-violent game, Little Big Planet 2. The test subjects’ hostility was then tested using hot chili. The experimenters were required to make a sample of hot chili for their opponents to taste. They were also informed that the test subjects did not like hot food. The idea behind the experiment is obvious, the violent game will cause you to punish your partner more with hot chili. However, this experiment failed miserably for two reasons. First off is there is no background information of the test subjects, therefore making the experiment biased in of itself. Without prior knowledge of practical jokes, you would not know that, myself included, no matter what video game they played they would still have loaded up the hot chili just to see the reaction from their fellow experimenters. Lastly, the experiment has a key flaw. The control group is invalid. The control group in this experiment needs to be a group of people sitting in a comfortable room with couches and chairs either talking or sleeping and not playing video games. Using Little Big Planet 2 as the control makes the results invalid because you are then also testing the effects of relaxing games on your personal mellow state of mind. Using this experiment to decipher whether or not your aggression stems from violent content in a video game is asinine and does not apply whatsoever. In a peer reviewed journal article by Tobias Greitemeyer, he enlightens a perspective that is ever present throughout all aspects of America, however not currently a view in violent video games (3). Most people choose one side or the other as to whether or not violent video games actually produce aggressive actions and Greitemeyer believes that will never change (1). I believe, however, that like the rest of the ideals in America, there will eventually be a common ground that most people are a part of.
The last element of my research on the topic of violence in video games is that of the Constitution of the United States of America, or more specifically the Bill of Rights. An essential point brought up in a peer reviewed journal article by Christopher Ferguson, is that because of the bias that exists within all experiments conducted on this topic there is truly no way to correctly test what violent content in video games actually affects (1). The only way that would be possible is if each persons’ genetic makeup was the same which is just implausible for an experiment (1). This brings us to the most controversial part of the topic, whether or not it is possible to prohibit a company from producing a violent video game because of beliefs that it affects children’s’ hostile ideals. The answer is no. According to an article on “procon.org”, there was a Supreme Court case that attempted to ban the sale of these violent games to minors (1). In Brown v. Entertainment Merchants Association (2011) the Supreme Court ruled significantly that California could not ban the sale of violent video games to children and youth. This shows how the 1st amendment is even being tested today and we cannot wavier our rights just because some people believe that violent video games cause their children to misbehave. The overall idea of violent video games affecting our children goes along with the liberal notions that have consumed our country. Rather than blame themselves for lack of parenting, because each parent is at work 24/7 and their children bounce from daycare to daycare instead of spending time with their mother, which is essential, they find it easy to blame video games. Even though video games are the only way that the children are learning to express themselves because of the lack of parental input into their learning curve. From 1960 to present, the amount of children living in two-parent households has decreased from just under 90% to under 70% (US Census 1).
This ongoing debate of violence in video games seems to have no end in sight. With new technologies coming out every day it seems there is no middle ground and no one will agree one way or the other. The facts remain, however, that there is no true correlation between violent video games and aggressive behavior. Multiple studies have proved that and multiple studies have failed attempting to disprove it. The true causes of violent tendencies lie with the nature and nurture of a child’s developmental stages. Without being raised properly, video games or not, you have the likelihood to experience violent tendencies that would in turn make you want to play violent video games rather than vice versa. This correlation of thought contributes to a bigger meaning across our country. Our country is headed down a dangerous path and ideals such as this that put the blame on other people or entities, only amplify the issues at hand. The Washington Times reflected on 2010 census data and showed the number of children living in single parent households has doubled since 1960 (Anderson 1). One-third, close to 15 million, of children in America are being raised without a father (Anderson 1). The ideas of taking responsibility for your actions and owning up to your mistakes are slowly slipping away in our country and in order to get back the true values that our country was founded on, there must be a nationwide change of attitude, beginning with small elements of responsible actions like this as well as a rebirth of the standard household that our country was founded upon.
Works Cited
Cadet Nik vanLeer
Ferguson, Christopher J., Benjamin Trigani, Steven Pilato, Stephanie Miller, Kimberly Foley,
and Hayley Barr. “Violent Video Games Don’t Increase Hostility in Teens, but They Do Stress Girls Out.” Psychiatr Q Psychiatric Quarterly 87.1 (2015): 49-56. Web.
Greitemeyer, Tobias. “I Am Right, You Are Wrong: How Biased Assimilation Increases the
Perceived Gap between Believers and Skeptics of Violent Video Game Effects.” PLoS ONE 9.4 (2014): n. pag. Web.
Hollingdale, Jack, and Tobias Greitemeyer. “The Effect of Online Violent Video Games on
Levels of Aggression.” PLoS ONE 9.11 (2014): n. pag. Web.
Toppo, Greg. “Do Video Games Inspire Violent Behavior?” Scientific American. N.p., 01 July
- Web. 15 Mar. 2016.
“Violent Video Games – ProCon.org.” ProConorg Headlines. N.p., n.d. Web. 15 Mar. 2016.
Anderson, Kirsten. “The Number of US Children Living in Single-parent Homes Has Nearly
Doubled in 50 Years: Census Data.”LifeSiteNews. N.p., n.d. Web. 10 Apr. 2016.
“Living Arrangements of Low-Income Children May Not Play a Key Role in Their Well
Being.” PsycEXTRA Dataset (n.d.): n. pag. Census.gov. United States Census Bureau. Web.