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Violent Video Games and the Effects on Children

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Study of Different Effects of Playing vs. Watching Violent Video Games on Children's Behavior
Richie McGinnis
Front Range Community College (Psychology 101-004)
Required Research Paper

Abstract:
Ever since video games were created there was a concern about the effects it would have on developing children, there is a fear that the violence contained within these games would cause violent behaviors and increased aggression in children. The experimental study conducted by the University of Utrecht in the Netherlands, investigated the claim that there is a difference in aggressive behaviors when children play violent video games versus when they watch violent video games. Fifty-seven children that ranged in age from 10-13 played a violent video game, watched a violent video game, or played a non violent video game. The children were allowed a free play time with the other children after playing the video games to measure any increase in aggressiveness. The results showed only a small increase in aggressiveness with boys who played the violent video games, compared to the boys who did not play. The results showed no significance between video games and aggression in girls.

Study of Different Effects of Playing vs. Watching Violent Video Games on Children's Behavior
When video games were created, arguments started about what effects they would have on children. Some people suggest video games have no effects on children, and others question how it could not have some sort of a consequence. Video games were created in the 80’s and ever since there have been multiple studies done to try and confirm if there is a negative effect on children’s behavior. Our society continues to try and find solid evidence that violent video games cause aggression and violent behaviors in children. “In one study it was found that children spend an average of 25 hours a week watching television and 9 hours a week playing video games. The time children spend on these new media is ten times as much as the time they spend on, for instance, reading for pleasure (Polman, 2008).” Several studies show that children are often exposed to a substantial amount of violence from video games. And the common theory is that this exposure to violence can lead to a significant increase in aggression and violent behaviors.
This article is an experimental study about the different effects of playing versus watching violent video games on children’s aggressive behavior. The experiment consisted of fifty-seven children, all aging from 10-13 and was conducted by Utrecht University in the Netherlands. The fifty-seven children played a violent video game (active violent condition), watched another play a violent video game (passive violent condition), or played a non-violent video game (active non-violent condition). The children were equally and randomly distributed between the three game conditions. The games consisted of three violent video games, and three non violent video games. Each game was played a total of 10 minutes and stopped. After 10 minutes of each game, the students were then asked to fill out a questionnaire and rate each game on various dimensions like difficulty, action, and violent content on a 1-5 rating scale. After the children played the video games, they were allowed to have a free play time with other children. This was used to determine increased aggressiveness. The apparatus and procedures that the researchers used were very consistent. They used the same two televisions, gaming consoles, same room, under the same conditions. The type of video games used was also a good representation of the games the children were familiar to or used to playing. Violent video games like Tekken, Medal of Honor, and James Bond. These violent video games consisted of hand to hand combat and first person shooting. The non violent video games were Crash Bandicoot, Gran Turismo, and Tony Hawk. These video games were problem solving, simulated driving, and skateboarding and very rarely contained anything violent. To find the video games the children were going to use “a preliminary analysis was used to select two video games different in violent content, but comparable in levels of action, pauses, difficulty, entertainment, and frustration (Polman, 2008).” This preliminary study helped determine what video games would be a good representation and offered enough of a difference to compare results.
I think there are various strengths to this article and the way the data was collected and interpreted. The way the study was set up between children who play the video game and children who just watch the video game. This could show if there is a behavior correlation between children who play the violent video games, or children who just watch them. Violent behaviors and aggression are thought to be the product of children who frequently play violent video games. And some people believe children who just watch are believed to have no violent behaviors. This study could provide further insight to the effects of children who only watch violent television shows and video games.
Another strength that helped contribute data to this experimental study was the fact that after they conducted the study, the researchers asked the children about their previous gaming habits. This helps the study by determining if the children were previously exposed to violent video games in the past. If the children played a lot of violent video games in the past then the data towards aggression could be skewed and not a good representation towards the experiment. The children were asked to fill out a questionnaire to determine: what games, how frequently they played them, the familiarity with the games in the experiment, and which game was their favorite. The data was then compiled and used to help refine the results of violent video games and the effects on children.
Furthermore, the researchers asked the children within the study to name other children who displayed any physical or verbal types of aggression at school. This ranged from hitting, kicking, and pushing to name calling, teasing, and gossiping. The children, who were nominated as having aggression, were monitored during free play after playing the video games to determine if their aggressiveness increased. This is another key strength to the experiment, as it helps the researchers correlate if the aggressive behavior at school associate with the video games they just played or the children’s past video game habits. With such a broad subject any extra substantiating evidence could only help the researchers with the experiment. A weakness to this experimental study would be the fact that they only used 57 children. These children were all from one school and one location, and the only difference was the grade that the children were in. Most were from the fifth grade, and a small number from the sixth. This does not provide a very good representative sample. There are video games in every major country across the world, especially in thriving countries like the UK and United states. These countries often expose their children to different types of electronic media and television shows at a very young age. Larger studies like the one conducted by Olsen (Olsen, 2009) composed of 1,254 students from 2 different states and provides a very good representative sample. Although, both studies only consist of children from two different grade levels, for a better representative sample children from all grade ranges should be studied. Although violent video games and television show effects towards children’s behaviors and aggression have been extensively studied, there is no exact replication of this study anywhere. Without replication, experiments and studies fail to prove anything relating towards the independent and dependant variables. The replication process is very important to the scientific method. Replication provides scientific confidence, and without replication the confidence of the experiment is significantly reduced. The subject about violent media and its effects on children is far too broad; it’s not surprising to find that no one has replicated any of the various studies on the subject. The results were analyzed separately for males and females, and are typical in most studies about aggressive behaviors. The boys that were in the active violent game conditions showed more aggression than the boys in the passive violent game conditions. And the females showed no significant relationship between any game conditions and aggression. There is no substantial evidence within this article to determine that violent video games have a negative effect on children’s aggression and behavior. I did not believe the claims within this article were going to be true, because of the small sample that had been studied. With such a broad subject like violent video games and their effects on children’s behavior and aggression, there needs to be a significant representative sample tested at various different locations. The sample size, ages, and location of this study were far too small to validate any claims about aggressive behaviors in children from playing video games. There should be an experimental study done with over 5,000 children, various ages ranging from 3-18 in at least two different countries. This would provide a considerable representative sample as well as determine if violence is prone to certain grades or ages while children are growing up.

References:

Olsen, C. M. (2009). M-Rated Video Games and Aggressive or Problem Behavior Among Young Adolescents. Applied Developmental Science, pp. 188-198.
Polman, H. A. (2008). Experimental study of the differential effects of playing versus watching violent video games on children's aggressive behavior. Aggressive Behavior, pp. 256-264. http://web.b.ebscohost.com/ehost/pdfviewer/pdfviewer?sid=6d5b58b0-2c70-4437-860c-a08c6a5ae264%40sessionmgr114&vid=6&hid=105

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