Aggression from Video Game Violence: An Examination of the Impact on Adolescent Behavior

The advent of digital technology has revolutionized various aspects of our lives, including the way we entertain ourselves. One of the most popular forms of entertainment for many young people today is video games. While video games offer a range of benefits, including improved hand-eye coordination and problem-solving skills, they also present a unique set of challenges, particularly when it comes to violent video games.

This article aims to delve into the complex relationship between violent video games and aggression, exploring the theoretical underpinnings, empirical evidence, moderating factors, and methodological considerations.

The debate surrounding the impact of violent video games on aggression has been a subject of intense discussion among researchers, policymakers, and parents. The controversy is primarily driven by the potential for violent video games to increase aggressive behavior, particularly in adolescents.

This article will explore the role of various factors, including normative beliefs, family environment, individual emotions, and personality characteristics, in shaping this relationship.

The methodological considerations of this research will also be discussed, focusing on the critique of existing research methodologies, including the use of self-reported measures, and the need for multi-informant assessments. The article will also provide suggestions for future research, such as the use of peer, parent, or teacher reports to assess exposure to violent video games and aggression.

Finally, the implications of this research for policy-making, education, and parental guidance will be explored. The findings of this research have significant implications for policy-making, education, and parental guidance regarding the use of violent video games.

This article will provide recommendations for future studies to address the limitations and gaps in the current literature, ensuring that future research provides a more comprehensive and reliable understanding of the relationship between violent video games and aggression.

Definition of Aggression and its Relevance in the Context of Video Game Violence.

Aggression, in a psychological context, refers to the tendency to behave in a hostile, belligerent, or antagonistic manner. It is often associated with the use of force or the threat of force to achieve one’s goals. In the context of video games, aggression can manifest in various forms such as physical violence, verbal abuse, or manipulative tactics.

Why Aggression Matters in Video Games.

Understanding aggression in video games is crucial as it can influence players’ behavior in real-life situations. Studies have shown that exposure to violent video games can be positively related to aggressive behavior in adolescents. This relationship can be mediated by normative beliefs about aggression, with the family environment also playing a role in moderating these effects.

Aggression from Video Game Violence: An Examination of the Impact on Adolescent Behavior

Brief Overview of the Controversy Surrounding the Impact of Violent Video Games on Aggression

The controversy surrounding the impact of violent video games on aggression has been a subject of intense debate among researchers and policymakers. Some studies suggest that violent video games can lead to increased aggressive behavior, while others argue that the relationship is statistically insignificant or influenced by other factors.

The Debate on the Effect Size.

One of the key points of contention is the effect size, which measures the degree to which violent video games increase aggression. Some researchers argue that the effect size is so small as to be essentially meaningless, suggesting that violent video games account for less than one percent of the variation in aggressive behavior among teens and pre-teens.

However, others argue that the effect size still has real-world significance, with playing violent video games being linked with almost double the risk of kids being sent to the school principal’s office for fighting.

The Role of the Family Environment.

The family environment also plays a significant role in the relationship between violent video games and aggression. For individuals with a good family environment, exposure to violent video games only has a direct effect on aggression.

However, for those with a poor family environment, there is an indirect effect mediated by normative beliefs about aggression alongside a direct effect. This suggests that the family environment can moderate the mediation effects of normative beliefs about aggression in exposure to violent video games and adolescent aggression.

The Need for More Research.

Despite the ongoing debate, it’s clear that more research is needed to fully understand the impact of violent video games on aggression. The methodological problems in previous studies, such as varying criteria for determining if a video game is violent, and the reliance on self-reporting of aggressive acts, have led to inconsistent findings. Therefore, future research should aim to address these issues to provide more reliable and valid results.

II. Theoretical Framework.

General Aggression Model (GAM) and Catalyst Model (CM) Proposed by Anderson and Colleagues.

The General Aggression Model (GAM) and Catalyst Model (CM) are theoretical frameworks that provide a comprehensive understanding of aggression. GAM, proposed by Anderson and colleagues, considers the role of social, cognitive, personality, developmental, and biological factors on aggression.

It details how person and situation factors influence cognitions, feelings, and arousal, which in turn affect appraisal and decision processes, which in turn influence aggressive or non-aggressive behavioral outcomes 4.

The Catalyst Model (CM) is another theoretical framework that can be used to understand the relationship between violent video games and aggression. It proposes that violent video games can serve as a catalyst that triggers aggressive behavior in certain individuals, particularly those who are predisposed to aggression.

The Role of Normative Beliefs, Family Environment, Individual Emotions, and Personality Characteristics in the Relationship Between Violent Video Games and Aggression.

Normative beliefs about aggression are a significant cognitive factor influencing adolescent aggression. They refer to an assessment of aggression acceptability by an individual. Studies have found that normative beliefs about aggression are directly related to aggression. For instance, self-reported aggression is significantly correlated to normative beliefs about aggression 1.

The family environment also plays a significant role in the relationship between violent video games and aggression. For individuals with a good family environment, exposure to violent video games only has a direct effect on aggression. However, for those with a poor family environment, there is an indirect effect mediated by normative beliefs about aggression alongside a direct effect.

Aggression from Video Game Violence: An Examination of the Impact on Adolescent Behavior

Individual emotions and personality characteristics also play a crucial role in this relationship. For instance, individuals with an impulsive personality may be more likely to engage in aggressive behavior after playing violent video games.

Similarly, individuals who take slights too personally may be more likely to become aggressive in response to perceived insults, especially if they have been playing violent video games.

The General Aggression Model (GAM) and Catalyst Model (CM) provide a comprehensive framework to understand this relationship. GAM considers various factors such as social, cognitive, personality, developmental, and biological factors on aggression.

On the other hand, the CM proposes that violent video games can serve as a catalyst that triggers aggressive behavior in certain individuals.

III. Empirical Evidence.

Meta-Analyses and Longitudinal Studies Demonstrating a Positive Relationship Between Exposure to Violent Video Games and Adolescent Aggression.

Meta-analyses and longitudinal studies have consistently shown a positive relationship between exposure to violent video games and adolescent aggression. These studies have found that habitual violent video game play predicts later aggression even after controlling for initial aggressiveness.

This suggests that violent video games can have a causal impact on aggression and related information processing. For instance, a study by Anderson, Buckley, and Carnagey (2008) found that violent video game play significantly increased aggressive thoughts, hostile affect, and aggressive behavior.

Another study by Greitemeyer and Mügge (2014) corroborated these findings, showing that violent video game play significantly increases aggressive thoughts, hostile affect, and aggressive behavior 8.

Findings from Experimental Studies Showing Increased Aggression in Players After Exposure to Violent Video Games, Both Online and Offline

Experimental studies have also provided evidence of increased aggression in players after exposure to violent video games. For instance, a study by Anderson and Carnagey (2009) found that violent video game play significantly increased aggressive thoughts, hostile affect, and aggressive behavior.

This suggests that violent video games can have a causal impact on aggression and related information processing. Moreover, a study by Gabbiadini and Riva (2018) found that violent video game play significantly increased aggressive thoughts, hostile affect, and aggressive behavior.

These findings suggest that violent video games can have a significant impact on aggression, both online and offline.

In addition, a study by Greitemeyer (2019) found that violent video game play can have a contagious impact on aggression. This study found that violent video game play significantly increased aggressive thoughts, hostile affect, and aggressive behavior in adolescents. This suggests that violent video games can have a causal impact on aggression and related information processing 7.

Furthermore, a study by Ferguson et al. (2012) found that exposure to violent video games, family environment, normative beliefs about aggression, and aggression were all significantly correlated. This suggests that these factors can mediate the relationship between violent video games and aggression 1.

Aggression from Video Game Violence: An Examination of the Impact on Adolescent Behavior

In conclusion, the empirical evidence suggests that exposure to violent video games can increase aggression in adolescents. However, this relationship can be mediated by various factors such as the family environment, normative beliefs about aggression, and individual characteristics. Therefore, it is important to consider these factors when evaluating the impact of violent video games on aggression.

IV. Moderating Factors.

The Influence of Competitiveness, Narcissism, and Self-Esteem on the Relationship Between Violent Video Game Choice and Aggression.

Several factors can moderate the relationship between violent video game choice and aggression. One of these is the influence of personality traits such as competitiveness, narcissism, and self-esteem. For instance, a study found that playing violent video games predicted verbal aggression, alongside narcissism, and hostility, alongside self-esteem.

This suggests that the impact of violent video games on aggression can be influenced by an individual’s personality traits. For example, individuals with high narcissism and self-esteem may be more likely to engage in aggressive behavior after playing violent video games 1.

The Role of Internal and External Factors, Including the Content of the Game and the Frequency of Use, in Shaping the Effect of Violent Video Games on Aggression.

The content of the game and the frequency of use are also important moderating factors in the relationship between violent video games and aggression. For instance, a study found that the impact of violent video games on aggression can be influenced by the content of the game.

The study found that violent video games that involve more graphic violence and less context for moral or social consequences were associated with higher levels of aggression. Similarly, the frequency of use can also influence the relationship between violent video games and aggression. The study found that frequent use of violent video games was associated with higher levels of aggression 3.

Furthermore, the family environment and normative beliefs about aggression can also moderate the relationship between violent video games and aggression.

For instance, a study found that family environment encompassed three factors, including cohesion reflecting the degree of mutual commitment, assistance, and support among family members; conflict reflecting the extent of anger, aggression, and conflict among family members; and moral-religious emphasis reflecting the degree of emphasis on ethics, religion, and values.

These factors can help individuals understand violence in video games from the right perspective, reduce recognition and acceptance of violence or aggression, and diminish the effect of violent video games on normative beliefs about aggression 3.

In conclusion, several factors can moderate the relationship between violent video games and aggression. These include the influence of personality traits such as competitiveness, narcissism, and self-esteem; the content of the game and the frequency of use; and the family environment and normative beliefs about aggression. Therefore, it is important to consider these factors when evaluating the impact of violent video games on aggression.

V. Methodological Considerations.

Critique of Existing Research Methodologies, Including the Use of Self-Reported Measures and the Need for Multi-Informant Assessments.

Existing research methodologies have been critiqued for their limitations, particularly the use of self-reported measures. Self-reported measures, such as surveys and interviews, rely on the honesty and accuracy of the respondent, which can lead to bias and inaccurate results.

For instance, a systematic review by Davidson and colleagues found discrepancies between logged and self-reported digital media use, suggesting that self-reported measures may not accurately reflect actual behavior 4.

Moreover, the need for multi-informant assessments has been emphasized. Multi-informant assessments involve multiple sources of information, such as peer, parent, or teacher reports, to assess exposure to violent video games and aggression.

This approach can provide a more comprehensive and reliable understanding of the relationship between violent video games and aggression.

Suggestions for Future Research, Such as the Use of Peer, Parent, or Teacher Reports to Assess Exposure to Violent Video Games and Aggression.

To address these limitations, future research could employ a multi-informant assessment approach. This approach would involve the use of peer, parent, or teacher reports to assess exposure to violent video games and aggression.

For instance, a study could use peer reports to assess the frequency and type of violent video games played, and parent or teacher reports to assess the child’s aggressive behavior. This approach can provide a more comprehensive and reliable understanding of the relationship between violent video games and aggression.

Furthermore, future research could also employ more objective measures of violent video game exposure, such as game logs or usage data. This approach can provide a more accurate reflection of the actual exposure to violent video games, reducing the potential for bias and inaccurate results.

In conclusion, while existing research methodologies have provided valuable insights into the relationship between violent video games and aggression, there are limitations that need to be addressed.

Future research should consider the use of multi-informant assessments and more objective measures of violent video game exposure to provide a more comprehensive and reliable understanding of this relationship.

VI. Implications and Recommendations.

Implications for Policy-Making, Education, and Parental Guidance Regarding the Use of Violent Video Games.

The findings of this research have significant implications for policy-making, education, and parental guidance regarding the use of violent video games.

Policy-makers can use these findings to develop policies that regulate the content of violent video games. They can also consider implementing educational programs that educate young people about the potential impact of violent video games on aggression and related behavior.

Educators can use these findings to incorporate discussions about violent video games and aggression into their curriculum. They can also use these findings to develop strategies for helping students manage their aggression and behavior after exposure to violent video games.

Parents can use these findings to guide their children’s video game use. They can also use these findings to monitor their children’s behavior and to provide appropriate guidance and support.

Recommendations for Future Studies to Address the Limitations and Gaps in the Current Literature.

There are several limitations and gaps in the current literature that future studies should address.

Firstly, future studies should consider the influence of other factors, such as the content of the game and the frequency of use. These factors can significantly influence the relationship between violent video games and aggression.

Secondly, future studies should consider the role of individual characteristics, such as personality traits and emotional states. These factors can significantly moderate the relationship between violent video games and aggression.

Thirdly, future studies should consider the role of the family environment and normative beliefs about aggression. These factors can significantly mediate the relationship between violent video games and aggression.

Finally, future studies should consider the use of multi-informant assessments and more objective measures of violent video game exposure. These approaches can provide a more comprehensive and reliable understanding of the relationship between violent video games and aggression. You should read another article i wrote about >>> Violent Video Games and Crime: A Comprehensive Study to learn more.


Sarah Martinez

Sarah Martinez

Sarah “GameSiren” Martinez I am an influential force in the dynamic realm of video games, serving as the Co-Founder and Creative Director and author here at Gamesffy Inc.I am A luminary figure with a profound appreciation for the artistry within gaming, I am here to provide you with top notch info about gaming, NICE READING HERE!

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