The discussion about the impact of violent video games on behavior in children and adolescents has recently become a critical problem in psychological research. Video games, with their increasing popularity, have started to play an essential role in the development of youth. Thus, a question about their influence on children’s and young adults’ character and mental health arose. In this paper, it will be argued, that, despite the existing controversies, there is no direct influence of violent video games on behavior of children and young adults.
The thesis is grounded in the results of the analysis of the experimental data that demonstrates no direct interdependency between the level of aggressiveness of the youth and the time dedicated to violent video gaming. At present, the majority of scientists express “skepticism about the importance of effects of violent video games, likening them to a harmless pastime” (Prescott, 9882). The psychologists argue that the impact is not distinctive enough to raise concerns.
However, along with it, the analysis demonstrates that, although in the absence of direct interconnection, the negative effect of video games may emerge while accompanied by other social, psychological, or physiological factors. Among such factors, Shao and Wang name genetic predisposition and various environmental variables, such as the situation in the family or normative beliefs about aggression (2). Some of the psychologists consider the moderation effect of ethnicity, where the representatives of Western cultures demonstrate a higher vulnerability than Asian countries.
Third, even in the absence of scientific evidence of the harm of violent video games for the youth, there is a public bias about it that often causes banning video gaming by adults. As a result, children could miss the benefit of acquiring certain skills, which could be developed in the process of video gaming (Lobel). Thus, the current effort should be taken on getting the general public acknowledged with the sources with scientifically proved information.
To conclude, it might be argued that at present, there is no evidence of the direct impact of violent video games on behavior of children and adolescents, although the influence may be indirect if accompanied by additional factors. However, there is a general bias about video gaming that causes adults’ actions against it, which may prevent the positive effects of gaming as a developing activity for the children. It demonstrates the requirement of public education in this question, possibly by the distribution of the appropriate information.
Works Cited
- Lobel, Adam, et al. “Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study.” Journal of Youth and Adolescence, vol. 46, 2017, pp. 884-97. doi:10.1007/s10964-017-0646.
- Prescott, Anna T., et al. “Metaanalysis of the Relationship between Violent Videogame Playand Physical Aggression over Time.” Proceedings of the National Academy of Sciences, vol. 115, no. 40, 2018, pp. 9882-88, doi.org/10.1073/pnas.1611617114.
- Shao, Rong, and Yunquiang Wang. “The Relation of Violent Video Games to Adolescent Aggression: An Examination of Moderated Mediation Effect.” Frontiers in Psychology, vol. 10, no. 384, 2019, pp. 1-9, doi:10.3389/fpsyg.2019.00384.