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The Psychological Effects of Violent Video Games on
                     Children
                By: Jessica Turner
   The ESRB was established in 1994 by the Entertainment Software
    Association (formerly Interactive Digital Software Association), in
    response to criticism of violent content found in video games such
    as Night Trap, Mortal Kombat, Lethal Enforcers, Doom, and other
    controversial video games portraying overly violent or intense sexual
    situations. The board assigns ratings to games based on their
    content, using judgment similar to the motion picture rating systems
    used in many countries. In addition, content descriptors explain
    specific types of content present in games. The ratings are intended
    to aid consumers in determining a game's content and suitability. A
    game's rating is generally displayed on its box, in its media, in
    advertisements, and on the game's website. By July 2012 it had
    assigned more than 22,000 ratings to titles submitted by more than
    350 publishers.

   Although the rating system is nominally voluntary, nearly all video
    games are submitted for rating. Many retail stores prohibit the sale
    of unrated video games, and major console manufacturers will not
    license games for their systems unless they carry ESRB ratings.
   the killing of people or animals
   the use and abuse of drugs
    and alcohol
   criminal behavior, disrespect
    for authority and the law
   sexual exploitation and
    violence toward women
   racial, sexual, and gender
    stereotypes
   foul language, obscenities,
    and obscene gestures
   Studies of children exposed to violence have
    shown that they can become: “immune” or
    numb to the horror of violence, imitate the
    violence they see, and show more aggressive
    behavior with greater exposure to violence.
    Some children accept violence as a way to
    handle problems. Studies have also shown that
    the more realistic and repeated the exposure
    to violence, the greater the impact on
    children. In addition, children with emotional,
    behavioral and learning problems may be
    more influenced by violent images
   poor social skills
   time away from family time, school-work,
    and other hobbies
   lower grades and reading less
   exercising less, and becoming
    overweight
   aggressive thoughts and behaviors
   Increasing reports of bullying can be partially attributed to the popularity of
    violent video games. The 2008 study Grand Theft Childhood reported that
    60% of middle school boys who played at least one Mature-rated game hit
    or beat up someone, compared to 39% of boys that did not play Mature-
    rated games.

   Video games often reward players for simulating violence, and thus enhance
    the learning of violent behaviors. Studies suggest that when violence is
    rewarded in video games, players exhibit increased aggressive behavior
    compared to players of video games where violence is punished

   A 2000 FBI report includes playing violent video games in a list of behaviors
    associated with school shootings

   Violent video games teach youth that violence is an acceptable conflict-
    solving strategy and an appropriate way to achieve one's goals. A 2009
    study found that youth who play violent video games have lower belief in the
    use of nonviolent strategies and are less forgiving than players of nonviolent
    video games.
   Violent video games cause players to associate pleasure and happiness with
    the ability to cause pain in others.


   Young children are more likely to confuse fantasy violence with real world
    violence, and without a framework for ethical decision making, they may
    mimic the actions they see in violent video games.

   Playing violent video games increases aggressive behavior and arousal . A
    2009 study found that it takes up to four minutes for the level of aggressive
    thoughts and feelings in children to return to normal after playing violent
    video games. It takes five to ten minutes for heart rate and aggressive
    behavior to return to baseline. Video games that show the most blood
    generate more aggressive thoughts. When blood is present in video games,
    there is a measurable increase in arousal and hostility.


   10.Playing violent video games causes the development of aggressive
    behavioral scripts. A behavioral script is developed from the repetition of
    actions and affects the subconscious mind. An example of a common
    behavioral script is a driving script that tells drivers to get in a vehicle, put on
    a seat belt, and turn on the ignition. Similarly, violent video games can lead
    to scripts that tell youth to respond aggressively in certain situations. Violence
    in video games may lead to real world violence when scripts are
    automatically triggered in daily life, such as being nudged in a school
    hallway.
   A 1998 study found that 21% of games sampled involved violence against women.
    Exposure to sexual violence in video games is linked to increases in violence towards
    women and false attitudes about rape such as that women incite men to rape or that
    women secretly desire rape.


   Several studies in both the United States and Japan have shown that, controlling for
    prior aggression, children who played more violent video games during the beginning
    of the school year showed more aggression than their peers later in the school year.


   Exposure to violent video games is linked to lower empathy in players. In a 2004 study of
    150 fourth and fifth graders by Professor Jeanne Funk, violent video games were the
    only type of media associated with lower empathy. Empathy, the ability to understand
    and enter into another's feelings, plays an important role in the process of moral
    evaluation and is believed to inhibit aggressive behavior.


   When youth view violence in video games, they are more likely to fear becoming a
    victim of acts of violence. According to a 2000 joint statement by six leading national
    medical associations including the American Medical Association and American
    Psychological Association, this escalated fear results in youth not trusting others and
    taking violent self-protective measures.
 NO!
   Violent juvenile crime in the United States has been declining as violent video game popularity has
    increased. The arrest rate for juvenile murders has fallen 71.9% between 1995 and 2008. The arrest rate
    for all juvenile violent crimes has declined 49.3%. In this same period, video game sales have more
    than quadrupled.


   A causal link between violent video games and violent behavior has not been proven (112 KB) . Many
    studies suffer from design flaws and use unreliable measures of violence and aggression such as noise
    blast tests. Thoughts about aggression have been confused with aggressive behavior, and there is a
    lack of studies that follow children over long periods of time.


   A 2004 US Secret Service review of previous school-based attacks found that one-eighth of attackers
    exhibited an interest in violent video games, less than the rate of interest attackers showed in violent
    movies, books, and violence in their own writings . The report did not find a relationship between
    playing violent video games and school shootings.


   The small correlations that have been found between video games and violence may be explained
    by violent youth being drawn to violent video games. Violent games do not cause youth to be violent.
    Instead, youth that are predisposed to be violent seek out violent entertainment such as video games.


   Playing violent video games reduces violence in adolescent boys by serving as a substitute for rough
    and tumble play. Playing violent video games allows adolescent boys to express aggression and
    establish status in the peer group without causing physical harm.
   Video game players understand they are playing a game. Their ability to distinguish
    between fantasy and reality prevents them from emulating video game violence in real
    life.


   Playing violent video games provides a safe outlet for aggressive and angry feelings. A
    2007 study reported that 45% of boys played video games because "it helps me get my
    anger out" and 62% played because it "helps me relax."


   Violent video games provide healthy and safe opportunities for children to virtually
    explore rules and consequences of violent actions. Violent games also allow youth to
    experiment with issues such as war, violence and death without real world
    consequences.


   The level of control granted to video game players, especially in terms of pace and
    directing the actions of their character, allows youth to regulate their emotional state
    during play. Research shows that a perception of being in control reduces emotional
    and stressful responses to events.


   Alarmist claims similar to current arguments against violent video games have been
    made in the past when new media such as radio, movies, and television have been
    introduced. Claims that these various mediums would result in surges in youth violence
    also failed to materialize.
   Violent video games may affect the form of violence (191 KB) , but does
    not cause the violence to occur. Youth might model violent acts on
    what they have seen in video games, but the violence would still occur
    in the absence of video games.


   Exposure to violent video games has not been shown to be predictive of
    violent behavior or crime. Any link found between video games and
    violence is best explained by other variables such as exposure to family
    violence and aggressive personality. [10]


   When research does show that violent video games cause more arousal
    and aggression, it is because the comparative game is less exciting (286
    KB) . A short-term increase in arousal and aggression does not mean a
    child is going to leave his or her house and commit a violent act.


   In 2005, the US had 2,279 murders committed by teenagers (27.9 per
    million residents) compared to 73 in Japan (3.1 per million). Per capita
    video game sales were $5.20 in the US compared to $47 in Japan. This
    example illustrates that there is no correlation between violent behavior
    and playing video games. [11] [12] [13]
References
•www.parenting.com/gallery/violent-video-games
•www.msnbc.msn.com/id/9087687/.../violent-games-
violent-kids/
•www.pamf.org/preteen/parents/videogames.html
•www.npr.org/.../its-a-duel-how-do-violent-video-
games-affect-kids
•www.tomsgames.com/violent/

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Presentation1-4

  • 1. The Psychological Effects of Violent Video Games on Children By: Jessica Turner
  • 2. The ESRB was established in 1994 by the Entertainment Software Association (formerly Interactive Digital Software Association), in response to criticism of violent content found in video games such as Night Trap, Mortal Kombat, Lethal Enforcers, Doom, and other controversial video games portraying overly violent or intense sexual situations. The board assigns ratings to games based on their content, using judgment similar to the motion picture rating systems used in many countries. In addition, content descriptors explain specific types of content present in games. The ratings are intended to aid consumers in determining a game's content and suitability. A game's rating is generally displayed on its box, in its media, in advertisements, and on the game's website. By July 2012 it had assigned more than 22,000 ratings to titles submitted by more than 350 publishers.  Although the rating system is nominally voluntary, nearly all video games are submitted for rating. Many retail stores prohibit the sale of unrated video games, and major console manufacturers will not license games for their systems unless they carry ESRB ratings.
  • 3.
  • 4.
  • 5.
  • 6.
  • 7.
  • 8. the killing of people or animals  the use and abuse of drugs and alcohol  criminal behavior, disrespect for authority and the law  sexual exploitation and violence toward women  racial, sexual, and gender stereotypes  foul language, obscenities, and obscene gestures
  • 9. Studies of children exposed to violence have shown that they can become: “immune” or numb to the horror of violence, imitate the violence they see, and show more aggressive behavior with greater exposure to violence. Some children accept violence as a way to handle problems. Studies have also shown that the more realistic and repeated the exposure to violence, the greater the impact on children. In addition, children with emotional, behavioral and learning problems may be more influenced by violent images
  • 10. poor social skills  time away from family time, school-work, and other hobbies  lower grades and reading less  exercising less, and becoming overweight  aggressive thoughts and behaviors
  • 11. Increasing reports of bullying can be partially attributed to the popularity of violent video games. The 2008 study Grand Theft Childhood reported that 60% of middle school boys who played at least one Mature-rated game hit or beat up someone, compared to 39% of boys that did not play Mature- rated games.  Video games often reward players for simulating violence, and thus enhance the learning of violent behaviors. Studies suggest that when violence is rewarded in video games, players exhibit increased aggressive behavior compared to players of video games where violence is punished  A 2000 FBI report includes playing violent video games in a list of behaviors associated with school shootings  Violent video games teach youth that violence is an acceptable conflict- solving strategy and an appropriate way to achieve one's goals. A 2009 study found that youth who play violent video games have lower belief in the use of nonviolent strategies and are less forgiving than players of nonviolent video games.
  • 12. Violent video games cause players to associate pleasure and happiness with the ability to cause pain in others.  Young children are more likely to confuse fantasy violence with real world violence, and without a framework for ethical decision making, they may mimic the actions they see in violent video games.  Playing violent video games increases aggressive behavior and arousal . A 2009 study found that it takes up to four minutes for the level of aggressive thoughts and feelings in children to return to normal after playing violent video games. It takes five to ten minutes for heart rate and aggressive behavior to return to baseline. Video games that show the most blood generate more aggressive thoughts. When blood is present in video games, there is a measurable increase in arousal and hostility.  10.Playing violent video games causes the development of aggressive behavioral scripts. A behavioral script is developed from the repetition of actions and affects the subconscious mind. An example of a common behavioral script is a driving script that tells drivers to get in a vehicle, put on a seat belt, and turn on the ignition. Similarly, violent video games can lead to scripts that tell youth to respond aggressively in certain situations. Violence in video games may lead to real world violence when scripts are automatically triggered in daily life, such as being nudged in a school hallway.
  • 13. A 1998 study found that 21% of games sampled involved violence against women. Exposure to sexual violence in video games is linked to increases in violence towards women and false attitudes about rape such as that women incite men to rape or that women secretly desire rape.  Several studies in both the United States and Japan have shown that, controlling for prior aggression, children who played more violent video games during the beginning of the school year showed more aggression than their peers later in the school year.  Exposure to violent video games is linked to lower empathy in players. In a 2004 study of 150 fourth and fifth graders by Professor Jeanne Funk, violent video games were the only type of media associated with lower empathy. Empathy, the ability to understand and enter into another's feelings, plays an important role in the process of moral evaluation and is believed to inhibit aggressive behavior.  When youth view violence in video games, they are more likely to fear becoming a victim of acts of violence. According to a 2000 joint statement by six leading national medical associations including the American Medical Association and American Psychological Association, this escalated fear results in youth not trusting others and taking violent self-protective measures.
  • 14.
  • 15.
  • 16.
  • 18. Violent juvenile crime in the United States has been declining as violent video game popularity has increased. The arrest rate for juvenile murders has fallen 71.9% between 1995 and 2008. The arrest rate for all juvenile violent crimes has declined 49.3%. In this same period, video game sales have more than quadrupled.  A causal link between violent video games and violent behavior has not been proven (112 KB) . Many studies suffer from design flaws and use unreliable measures of violence and aggression such as noise blast tests. Thoughts about aggression have been confused with aggressive behavior, and there is a lack of studies that follow children over long periods of time.  A 2004 US Secret Service review of previous school-based attacks found that one-eighth of attackers exhibited an interest in violent video games, less than the rate of interest attackers showed in violent movies, books, and violence in their own writings . The report did not find a relationship between playing violent video games and school shootings.  The small correlations that have been found between video games and violence may be explained by violent youth being drawn to violent video games. Violent games do not cause youth to be violent. Instead, youth that are predisposed to be violent seek out violent entertainment such as video games.  Playing violent video games reduces violence in adolescent boys by serving as a substitute for rough and tumble play. Playing violent video games allows adolescent boys to express aggression and establish status in the peer group without causing physical harm.
  • 19. Video game players understand they are playing a game. Their ability to distinguish between fantasy and reality prevents them from emulating video game violence in real life.  Playing violent video games provides a safe outlet for aggressive and angry feelings. A 2007 study reported that 45% of boys played video games because "it helps me get my anger out" and 62% played because it "helps me relax."  Violent video games provide healthy and safe opportunities for children to virtually explore rules and consequences of violent actions. Violent games also allow youth to experiment with issues such as war, violence and death without real world consequences.  The level of control granted to video game players, especially in terms of pace and directing the actions of their character, allows youth to regulate their emotional state during play. Research shows that a perception of being in control reduces emotional and stressful responses to events.  Alarmist claims similar to current arguments against violent video games have been made in the past when new media such as radio, movies, and television have been introduced. Claims that these various mediums would result in surges in youth violence also failed to materialize.
  • 20. Violent video games may affect the form of violence (191 KB) , but does not cause the violence to occur. Youth might model violent acts on what they have seen in video games, but the violence would still occur in the absence of video games.  Exposure to violent video games has not been shown to be predictive of violent behavior or crime. Any link found between video games and violence is best explained by other variables such as exposure to family violence and aggressive personality. [10]  When research does show that violent video games cause more arousal and aggression, it is because the comparative game is less exciting (286 KB) . A short-term increase in arousal and aggression does not mean a child is going to leave his or her house and commit a violent act.  In 2005, the US had 2,279 murders committed by teenagers (27.9 per million residents) compared to 73 in Japan (3.1 per million). Per capita video game sales were $5.20 in the US compared to $47 in Japan. This example illustrates that there is no correlation between violent behavior and playing video games. [11] [12] [13]
  • 21.
  • 22.