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Essay: The Positive and Negative Effects of Gaming on Gamers

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  • Published: 1 April 2019*
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Positive and Negatives of Gaming

The side effect of video games on its user has been a discussion since their creation.  Everyone has heard the same unproven assumptions about what gaming will do to the gamer. It has been said that violence in video games is direct relation to violence in children and is a main contributor to their lack of social interaction.  It has also been said that gaming is a positive experience for the gamer and cannot be linked back to the tendencies of the user. The truth of the matter is that people are always afraid of new technology and video games are not pardoned from any criticism.  But if this were true, the telephone would cause us to never leave our homes, nobody would ever talk because they are too busy on their laptops, and our brains would be pudding because we watch too much television. Just like all these other advances in technology video games have been linked to an increase in aggression and decrease in social interaction, but in reality there is evidence for both arguments.

The debate on video game violence and the effects became such a serious issue that in the article “Video Games and Violence Follow-up: Supreme Court Strikes Down California’s Ban on Violent Video Games”(2012) it is said that on June 27, 2011, the U.S. Supreme Court “weighed in on the ongoing debate over violent video games. The justices ruled 7–2 to strike down a California law that banned minors from buying violent video games, declaring that it violated the First Amendment’s guarantee of free speech.”  With the negative information of violent games being stated, it is only fair to look at the positive effects as well.  Supreme Court Justice Antonin Scalia, who wrote for five members of the Court, stated the violence in video games is paralleled by the violence that is played out in television, plays, and books, and that games should share the same First Amendment protections. In another case in 2006, a federal judge ruled that a Louisiana law banning the sale of violent games to minors is unconstitutional. These 2 laws are similar to the ones that have been repealed in at least 20 other states and cities across the U.S.

One main reason that video games are harshly criticized for their effects on the user is because the media says that there are negative effects.  Robbins (2013) made a very good point when talking about the Sandy Hook Elementary alleged shooter, Adam Lanza, and the effect on his psyche from violent video games. Robbins (2012) said, “Why is this relevant? According to the Pew Internet and American Life Project, nearly 80 percent of Americans in Lanza’s age group also play video games, and many of those games are violent. If there were a true, solid, consistent link with the playing of violent video games and aggressive criminal behavior, then 80 percent of American males should be committing murder right now.”

It is known that violent video games have some negative effects but not all video games in general.  In some circumstances, video games benefit the user, by allowing them to try new things and express themselves. Some games allow the user to experience real life situations or go through problem solving activities.  For example, in the James Bond games the user has to get through levels by thinking outside of the box and getting through detours in any way possible.  Problem solving using creative approaches is a positive effect of this game specifically.  Jindra (2007) stated the users play games like this so that they have control of a situation. It was also found that users liked games like this because they were given the ability to experience situations that they would not in real life.

Having the ability to transition virtual reality into reality is also a benefit of video games. Eisenman (2004) stated that “video games help people sharpen their perceptual and/or motor skills, as well as enjoy themselves. The United States military uses things much like video games to improve accuracy of shooting weapons. Thus, video games provide improved human performance.” This goes to show that video games can have a positive purpose to people.  Video games such as the Wii require physical user response and are another prime example.  Nintendo Wii offers a violent game in Wii Boxing but is also a source for physical fitness, requiring the gamer to strain their body to compete.

In support of the statement that video games are less dangerous than other media outlets is Kronenberger et al. (2005). Their study, in summary, shows that the aggression increase in people, teens specifically, is in relation to the large amount of time consuming violent media through television.  People are then are more inclined to play violent video games which will ultimately lead to an increase in their aggression. To single out video games as the primary source of violent tendencies is absolutely ludicrous when there are so many other media factors that play a role in a person’s decision making. Doing so would be the same as saying that a sad plot to a video game is the primary source of depression in its users.

The relation is broken down simply that when someone engages in one violent media it is then a gateway to seek out other violent media, making video games just as influential as any other violent media. For example, violent video games play just as big of a role as violent television, music, images etc. Video games could be to blame but it cannot be said what media a user first engaged in and what media it led to. People consume media every single day and the effect of the media has a different effect on every person.

With media having different effects on each individual, it is impossible to say what video games is the large cause of violence in society. In a study published by Gabriel Chong, Scott Teng, Amy Siew, and Skoric (2012) they researched how playing violent video games for an extended period of time, four hours every week for three weeks, would increase any violent tendencies. Gabriel et. al. (2012) stated that “a gamer’s perception of reality is changed through playing video games may be different from how a television viewer’s perception is altered through watching television (968).” This study also shows that the effects of playing video games in general is differs from television as well as the processes involved. All media should be taken into account and all of it should be given different levels of danger depending on the medium.

In many cases, television is seen as the initial instigator in violent behavior in young media consumers. Dominick (1984) supported this theory by finding that virtual reality is less realistic than television; this gives television a bigger impact on social tendencies because consumers see real people playing out real violent acts instead of a virtual character. Pinto da Mota Matos, Alves Ferreira, and Haase (2012) also support the claim that television is more likely the starting point of violence because of the convenient access to consumers of all ages. With one violent media proving to lead to other violent media it is only logical to say that the easier and more practical media, television, is the gateway and true instigator to violent tendencies.

With television being the logical instigator, it makes more sense that children are the most affected by media. According to Brook, Saar, and Brook (2008) television has all around worse effects than video games. Brook et al. (2008) said “earlier exposure to violent television is related to tobacco/marijuana use, which in turn is related to nicotine dependence and ultimately drug dependence (p. 275).” This does not mean that drug use is a direct link to violence.  What it does show is the impact that television can have on the actions of a person and how serious it needs to be taken.

To be clear, it is being said that violent television leads consumers to violent games but it is not being said that violent video games do not cause aggression once the user plays. Anderson and Dill (2000) came to the conclusion that long term use of violent video games can become dangerous for young users.  By repeatedly putting a young user in control of a character that is consistently put into violent situations the consumer develops violent scripts that become a part of the day to day tendencies of the user. Anderson and Bushman (2001) have also concluded that no real benefits come from violent games because of the lack of learning systems. Anderson and Bushman (2001) also found that if a user is playing violent games for a prolonged amount of time it can lead to physiological arousal and in turn aggressive effects.

  Video games have been given such a negative label because of their effects on people that the positive effects on users have gone unmentioned.  Many studies have shown that using video games can be positive to many different human tendencies.  Greitmeyer and Osswald (2011) found that participants from ages 17 to 61 were separated into two groups where one played a prosocial game while the other group played a neutral game and found that prosocial games actually had a positive impact on the users. Another study by Thirunarayanan, Vilchez, Abreu, Ledesma, Lopz (2010) came to a similar conclusion. After surveying students at a private college they found that playing video games did have negative effects on personal, social or work place relationships. When the study was broken down into gender benefits they found that males benefited more from video games in decision making and communication.

These convincing findings are then combatted by the study from Burgess, Stermer, and Burgess (2012) who also studied the effects of gaming on college students. Burgess et at. (2012) discovered that violent games cause a decrease is a student’s grade point average. The study showed that not only were the gamers GPA’s affected but the viewers as well. The research found that with the higher amount of violent gaming was a higher consistency of lower GPA’s among the students.

In conclusion, video games have positive and negative effects and arguments can be made for both sides of the fence.  The debate on their positive and negative effects will remain an ongoing battle with new studies being performed every day.  Video games quite possibly could cause an increase in violence for some users due to their graphic nature and how the user perceives them while others can engage in violent games with no obvious sign of aggression or issues with relationships. The possible negative effects on social interaction and aggressive behavior can be argued just as well as the improvements to perceptual and motor skills can.  There is no telling what effect or how effective video games can be because it is one source of media that can be accompanied by any other aggressive media available.  Video games and the corporations making them will just need to learn how to handle the criticism just like every other new technology or media source before it.

Works Cited

Anderson, C.A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, and prosocial behavior: A meta- analytic review of scientific literature. Psychological Science, 12, 353–359.

Anderson, C.A, & Dill, K.E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality & Social Psychology, 78,722-790.

Brook, D. W., Saar, N. S., & Brook, J. S. (2008). Earlier Violent Television Exposure and Later Drug Dependence. American Journal On Addictions, 17(4), 271-277.

Burgess, S. R., Stermer, S., & Burgess, M. R. (2012). Video game playing and academic performance in college students. College Student Journal, 46(2), 376-387.

Dominick, J. R. (1984). Videogames, television violence and aggression in teenagers.

Journal of Communication, 34, 136–147.

Eisenman, Russell. “Video games: technology and social issues.” Journal of Evolutionary Psychology 25.3-4 (2004): 170+. Literature Resource Center. Web. 18 Jan. 2017.

Gabriel Chong, Y., Scott Teng, K., Amy Siew, S., & Skoric, M. M. (2012). Cultivation Effects of Video Games: A Longer-Term Experimental Test of First- and Second-Order Effects. Journal Of Social & Clinical Psychology, 31(9), 952-971.

Greitemeyer, T., & Osswald, S. (2011). Playing Prosocial Video Games Increases the Accessibility of Prosocial Thoughts. Journal Of Social Psychology, 151(2), 121-128.

Jindra, M. (2007). Video Game Worlds. Society, 44(4), 67-73

Kronenberger, W. G., Mathews, V. P., Dunn, D. W., Yang, W., Wood, E. A., Larsen, J. J., & Lurito, J. T. (2005). Media violence exposure in aggressive and control adolescents: differences in self- and parent-reported exposure to violence on television and in video games. Aggressive Behavior, 31(3), 201-216.

Pinto da Mota Matos, A., Alves Ferreira, J. G., & Haase, R. F. (2012). Television and Aggression: A Test of a Mediated Model With a Sample of Portuguese Students. Journal Of Social Psychology, 152(1), 75-91.

Robbins, M. Brandon. “Games and violence.” Library Journal 15 Mar. 2013: 88. Literature Resource Center. Web. 18 Jan. 2017

Thirunarayanan, M. O., Vilchez, M., Abreu, L., Ledesma, C., & Lopez, S. (2010). A survey of video game players in a public, urban research university. Educational Media International, 47(4), 311-327.

“Video Games and Violence Follow-up: Supreme Court Strikes Down California’s Ban on Violent Video Games.” Issues & Controversies. Facts On File News Services, 23 July 2012. Web. 18 Jan. 2017.

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