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Should Violent Video Games Be Banned
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Published: Mar 5, 2024
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Christopher J. Ferguson, The Conversation Christopher J. Ferguson, The Conversation
- Copy URL https://www.pbs.org/newshour/science/analysis-why-its-time-to-stop-blaming-video-games-for-real-world-violence
Analysis: Why it’s time to stop blaming video games for real-world violence
In the wake of the El Paso shooting on Aug. 3 that left 21 dead and dozens injured, a familiar trope has reemerged: Often, when a young man is the shooter, people try to blame the tragedy on violent video games and other forms of media.
This time around, Texas Lt. Gov. Dan Patrick placed some of the blame on a video game industry that “ teaches young people to kill .” Republican House Minority Leader Kevin McCarthy of California went on to condemn video games that “dehumanize individuals” as a “problem for future generations.” And President Trump pointed to society’s “glorification of violence,” including “ gruesome and grisly video games .”
These are the same connections a Florida lawmaker made after the Parkland shooting in February 2018, suggesting that the gunman in that case “was prepared to pick off students like it’s a video game .”
Kevin McCarthy, the GOP House minority leader, also tells Fox News that video games are the problem following the mass shootings in El Paso and Dayton. pic.twitter.com/w7DmlJ9O1K — John Whitehouse (@existentialfish) August 4, 2019
But, speaking as a researcher who has studied violent video games for almost 15 years, I can state that there is no evidence to support these claims that violent media and real-world violence are connected. As far back as 2011, the U.S. Supreme Court ruled that research did not find a clear connection between violent video games and aggressive behavior.
Criminologists who study mass shootings specifically refer to those sorts of connections as a “ myth .” And in 2017, the Media Psychology and Technology division of the American Psychological Association released a statement I helped craft, suggesting reporters and policymakers cease linking mass shootings to violent media, given the lack of evidence for a link.
A history of a moral panic
So why are so many policymakers inclined to blame violent video games for violence? There are two main reasons.
The first is the psychological research community’s efforts to market itself as strictly scientific. This led to a replication crisis instead, with researchers often unable to repeat the results of their studies. Now, psychology researchers are reassessing their analyses of a wide range of issues – not just violent video games, but implicit racism , power poses and more.
The other part of the answer lies in the troubled history of violent video game research specifically.
An attendee dressed as a Fortnite character poses for a picture in a costume at Comic Con International in San Diego, California, U.S., July 19, 2019. Photo by REUTERS/Mike Blake
Beginning in the early 2000s, some scholars, anti-media advocates and professional groups like the APA began working to connect a methodologically messy and often contradictory set of results to public health concerns about violence. This echoed historical patterns of moral panic, such as 1950s concerns about comic books and Tipper Gore’s efforts to blame pop and rock music in the 1980s for violence, sex and satanism.
Particularly in the early 2000s, dubious evidence regarding violent video games was uncritically promoted . But over the years, confidence among scholars that violent video games influence aggression or violence has crumbled .
Reviewing all the scholarly literature
My own research has examined the degree to which violent video games can – or can’t – predict youth aggression and violence. In a 2015 meta-analysis , I examined 101 studies on the subject and found that violent video games had little impact on kids’ aggression, mood, helping behavior or grades.
Two years later, I found evidence that scholarly journals’ editorial biases had distorted the scientific record on violent video games. Experimental studies that found effects were more likely to be published than studies that had found none. This was consistent with others’ findings . As the Supreme Court noted, any impacts due to video games are nearly impossible to distinguish from the effects of other media, like cartoons and movies.
Any claims that there is consistent evidence that violent video games encourage aggression are simply false.
Spikes in violent video games’ popularity are well-known to correlate with substantial declines in youth violence – not increases. These correlations are very strong, stronger than most seen in behavioral research. More recent research suggests that the releases of highly popular violent video games are associated with immediate declines in violent crime, hinting that the releases may cause the drop-off.
The role of professional groups
With so little evidence, why are people like Kentucky Gov. Matt Bevin still trying to blame violent video games for mass shootings by young men? Can groups like the National Rifle Association seriously blame imaginary guns for gun violence?
A key element of that problem is the willingness of professional guild organizations such as the APA to promote false beliefs about violent video games. (I’m a fellow of the APA.) These groups mainly exist to promote a profession among news media, the public and policymakers, influencing licensing and insurance laws . They also make it easier to get grants and newspaper headlines. Psychologists and psychology researchers like myself pay them yearly dues to increase the public profile of psychology. But there is a risk the general public may mistake promotional positions for objective science.
In 2005 the APA released its first policy statement linking violent video games to aggression. However, my recent analysis of internal APA documents with criminologist Allen Copenhaver found that the APA ignored inconsistencies and methodological problems in the research data.
The APA updated its statement in 2015, but that sparked controversy immediately: More than 230 scholars wrote to the group asking it to stop releasing policy statements altogether. I and others objected to perceived conflicts of interest and lack of transparency tainting the process.
It’s bad enough that these statements misrepresent the actual scholarly research and misinform the public. But it’s worse when those falsehoods give advocacy groups like the NRA cover to shift blame for violence onto non-issues like video games. The resulting misunderstanding hinders efforts to address mental illness and other issues, such as the need for gun control, that are actually related to gun violence.
This article was originally published in The Conversation. Read the original article . This story was updated from an earlier version to reflect the events surrounding the El Paso and Dayton shootings.
Christopher J. Ferguson is a professor of psychology at Stetson University. He's coauthor of " Moral Combat: Why the War on Violent Video Games is Wrong ."
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El Paso shooting is domestic terrorism, investigators say
Nation Aug 04
Essay on Banning Violent Video Games
Students are often asked to write an essay on Banning Violent Video Games in their schools and colleges. And if you’re also looking for the same, we have created 100-word, 250-word, and 500-word essays on the topic.
Let’s take a look…
100 Words Essay on Banning Violent Video Games
Introduction.
Violent video games have been a topic of concern for many. Some believe they can lead to aggressive behavior in children.
Reasons for Banning
Critics argue that violent games can desensitize players to real-world violence, making them more likely to behave aggressively.
Counter-Arguments
However, others argue that such games can provide a safe outlet for natural aggression and have no proven link to real-world violence.
The debate on banning violent video games is complex. It is essential to consider both the potential risks and benefits before making decisions.
250 Words Essay on Banning Violent Video Games
The debate on banning violent video games has been a hot topic for years. Advocates argue that these games trigger aggressive behavior, while opponents claim they are a harmless form of entertainment.
The Argument for Banning
Those in favor of banning violent video games posit that they contribute to increased aggression and desensitization to violence. They believe that the interactive nature of video games, where players actively participate in violence, can lead to real-world aggression. This is particularly concerning for young players who may not yet fully differentiate between virtual and real-world consequences.
The Counter-Argument
However, opponents of the ban argue that there is no definitive proof linking video game violence to real-world violence. They contend that millions of people play violent video games without exhibiting aggressive behavior. They further argue that video games, like any form of media, are a form of expression protected by the right to free speech.
While the debate continues, it’s crucial to consider the potential effects of violent video games on individuals and society. A middle-ground approach might be more effective, such as implementing stricter age restrictions and parental controls. This way, the rights of gamers are preserved, while potentially harmful effects on impressionable minds are minimized.
500 Words Essay on Banning Violent Video Games
The debate on whether violent video games should be banned has been a topic of intense discussion among policymakers, psychologists, and the general public. The critical concern is the potential influence these games could have on the behavior of players, especially young people.
The Impact of Violent Video Games
Research has shown that violent video games can have both positive and negative effects on players. On the one hand, they can enhance cognitive skills, decision-making abilities, and hand-eye coordination. Conversely, they are also associated with increased aggression, desensitization to violence, and decreased empathy.
Arguments for Banning Violent Video Games
Those advocating for the ban argue that violent video games can lead to real-world violence. They claim that these games desensitize players to violence, reward players for simulating violence, and teach children that violence is an acceptable way to resolve conflicts. They propose that banning such games would reduce the risk of violent behavior among players, particularly impressionable children and teenagers.
Counter Arguments
Opponents of the ban, however, argue that it infringes upon freedom of expression and the right to access information. They posit that there is not enough empirical evidence linking violent video games directly to criminal violence. They also argue that parental control, rather than a blanket ban, should be the solution.
The Role of Parental Control
Parental control plays a pivotal role in mitigating the potential negative effects of violent video games. Parents can limit the time their children spend playing these games, monitor the content of the games, and explain the difference between video game violence and real-world consequences. This approach may be more effective than a ban, as it encourages responsible consumption of media.
In conclusion, the debate on banning violent video games is complex and multifaceted. While there are valid concerns about the potential negative impacts of these games, a blanket ban may not be the most effective solution. Instead, a combination of responsible game design, parental control, and education about the difference between video game violence and real-world violence may be a more balanced approach. The conversation should continue, with more research needed to fully understand the long-term effects of violent video games on players.
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