Do violent video games really effect children?

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Simon

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I've been thinking about the constant debate that has been going on for years about this topic, and I've come to a conclusion.



My mother teaches kindergaarten, all 4-5 year old children. I went in one day to help out, and was fairly disturbed by a 4 year old talking about left 4 dead. Only about 3 of the kids had a clue about what he was talking about. This child was also not nice to the other kids, and actually punched a kid over a book.


That's my story part of this.


I think once children are over the age of 10 or so, they can fully understand that these things don't happen in reality, and that it's a game. But exposing a young child to highly innapropriate games for their age just isn't right.
Is the child sneaking on with a sibling? Are the parents not being responsible and ignoring the fact that the child doesn't understand games from reality?




What's YOUR opinion on violent/innapropriate games affecting children?
 
No, been playing violent video games since i was about 5 - 6 not affected me at all.
 
Children under the age 12 should not be allowed to play Mature rated games because their brain and body is still under development and such games as Left 4 Dead play with their undeveloped brain causing some side affects.

Being child whois played video games since I've been 14, I can say video games have never changed my train of thought nor have I ever had the desire to hurt another human being in ways video game have taught me.

-Allan
 
I believe realistic violence in video games can affect young children; however, the effect are comparable with letting the same child watch violence on tv and movies. Some children are able to tell real from make believe while others aren't. But I would say that it can influence more violent behavior. I do believe that children under 13 shouldn't be playing M rated games and children under 10 shouldn't be playing Teen rated games; however, this is my opinion.
 
Hmmm, I'd say that it would if you are young enough. Little children minds are still developing and will take anything in. Playing a violent video game could make them believe that it is alright for them to do. This is pretty much what Allan said, I'm just using my words and opinions.
 
Good thoughts guys, I like the content of the replies



Yes I agree, children under 13 should not play M games. Although I believe certain games they may be able to play.


An example of this could be Halo. The game itself isn't overly gory or anything, and kids at age 11 could play it fairly well. I think the reason they SHOULD NOT play it, is because of the campaign's storyline. At that age, the actual meaning and content of it makes no sense to them, defeating part of the games purpose
 
I think that before you play any violent games such as Left 4 Dead,etc you should know whats real and whats fake. If you believe that Zombies can fly out of the ground and kill you and you actually believe that, it shows that your brain isnt developed enough to know the difference from games and reality. For little kids like you were mentioning, I think they should be at least 12 before they play but its essential to know the difference from real life and games and until they know the difference, they shouldnt be playing no matter what the age.
 
I've done some pretty extensive research on this topic for multiple college papers, and everything I've found is pretty inconclusive. Overall, though, most independent research seems to find very little in the way of either short-term or long-term effects on teens or adults.

Children, however, have been found to have at least short-term effects in the way of behavior. Just like with their favorite superhero, or their favorite cartoon character, children who play games have been found to have short-term immediate reactions to what they see, and many times act to "mimic" what they've just seen. This can be beneficial if they're playing a game like Civilization, but these games aren't what appeal or are marketed to this age group. Instead, many times they'd rather play games like L4D or GTA, where the objective is to kill, steal, and destroy, in order to survive. Games like this could have a very detrimental effect on the child's mind, both while and shortly after playing.

Again, though, even these effects are only proven in the short-term, and no long-term studies have proven anything conclusive. On the other hand, if the child is constantly playing these games with little supervision or real-life counter towards the violence they enact in game, then I suppose it could be said they are always under the game's "short-term" influence.
 
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IMO It's not about how old the kid is, just the maturity level. Some 14 year olds can get pretty bad, while some 11 year olds handle it perfectly.
 
hehe, I am writing an essay for this in my GSW, albeit its about parents shirking their responsibilities regarding to their childrens actions, but the beginning talks about video games.



When are Parents Held Accountable?


Despite what many people say, modern children have not become more overly aggressive or violent than previous generations by video games, violent music, or aggressive sports. Despite the large increase in children utilizing these forms of entertainment, crimes rates have not increased, but instead have actually decreased over the past few years. Many blame the behavior of their children on the different forms of violent media that their children have access to when that clearly is a spurious relationship and in actuality, the parents are to blame.


Many sources claim that children are becoming more and more violent because of how they spend their current past time. “As the time spent utilizing a violent form of entertainment, the tendency of a child to perform violent acts increases” (safeyouth.org). However, the tests used to garner these results are heavily biased in their methodology. To determine the increase in violent tendencies, a child is given a rubber ball that they are asked to squeeze. This is done before and after observing a violent form of media, either television or a video game. The different in pressure of the squeezes is then converted into a measurement to gauge violent tendencies. This test has two noticeable flaws that are closely related: the method used to determine the amount of violent tendencies and the implied use of the action performed. To give a rubber ball to a child and gauge violence based on how hard he squeezes the ball is irrelevant to being linked towards aggression. At the age groups that were tested using this method, an average ranging from 5 years old to 11 years old, the act of squeezing a ball does not register as a violent activity, but as merely a game. The children are tricked into achieving the results the test makers wanted by this methodology. The ignored factor in this testing is the free energy the test subjects have after their lack of movement when viewing the material. The children can be squeezing the rubber ball harder because they have pent up energy. This course of logic can be construed as violent activities are created as the byproduct of unreleased energy from these different forms of violent media. However, that would mean that almost everybody would become a violent person, which is clearly not the case. To assume that all pent up energy is used to commit violent acts is a hypothesis that is impracticable.


A major form of entertainment that is criticized for its violence is video gaming. In the above mentioned method of testing, the Nation Youth Violence Prevention resource center asserts that the rise in sales of violent video games directly corresponds to the increase in amount of aggressive behavior and crime. To test this theory with solid evidence, The Economist, a London based news organization, decided to track the sales of violent video games and overlay this with the amount of youth crime over the same period in America. Their results showed statistical evidence that as the sales of video games increased, the amount of violent crimes committed by youths have decreased nonlinearly overtime. This brings to light the fact that crime has not been increasing, but actually being reduced. This disproves the notion that violent video games cause crime, but supports the fact that they are actually crime reducers. Violent video games have the ability to reduce crime because of the fact that they are violent. The violence attracts youths to play and occupies their time. Instead of playing a violent game, those same kids could have spent the same time committing real crime.

Another concern for children is the rise of violent sports such as paintball. The common conception is that it militarizes youth and teaches them to be cold-blooded killers, shooting other people without remorse. A player would dress up in camouflage and learn to ambush and hunt other humans. However, knowledge and a different avenue of perception can change these misconceptions. As Paintballonline.com shows, the terminology used to describe paintball makes one of the most significant changes in its image. Instead of saying that you play a game where you shoot other people with guns, using proper paintball language, that is changed to playing a game where you tag other people with your marker. Using the term tag and marker are words that are not used selectively to put paintball into a good light, but wording that is an industry standard. On technical manuals and patents, paintball markers are not listed as guns, but as markers. This is due to the mechanical differences between something being a gun and a marker. In order to be a “gun”, it must fire bullets, which are a self contained ammunition that includes propellant (gunpowder) and the projectile (bullet) in a single unit. A paintball gun fires a paintball (projectile) using a bottle of air or CO2 (propellant) to mark a target. Paintball came to be not as a sport of tagging other players, but as a quicker method to mark trees and cattle in the 1970’s. It was not until 1981 that the first game of recreational paintball was played. Now paintball is played in over 100 countries and has levels of leagues ranging from local events to national level circuits.

Two prime examples of how irresponsible parents, not violent media, ruined the lives of other people are Michael Clark and John C. Crumpton Jr. On April 24th 1965, Michael Clark positioned himself on a hill overlooking a highway and killed three people with many others seriously injured. He then turned the gun on himself when the police came to his position.


Theplaintiff’s charges were negligence twofold “…(1) failure of the Clarks to train, control, and supervise Michael, and (2) failure of Forest Clark [Father] to keep the rifle out of Michael’s hands” (Reida v. Lund. 96 Cal. Rptr. 102 (1971)). A psychologist found the parents testimony to the behavior of Michael falsified to cover the fact that he suffered from paranoid schizophrenia. This lead to negligence of the parents for being able to keep their son in control and have access to guns. Like Michael Clark, the parents of John C. Crumpton were also found guilty of negligence for the behavior of their son. John was a known, chronic abuser of drugs and alcohol. On the morning of June 28 1978, John became drunk, got high, and used a weapon to rape a girl. His parents knew of his violent tendencies, he was already caught at school with a concealed knife, and his problem with substance abuse. Before he raped the girl, his parents would give him knives, guns, and an allowance, which he would use to buy drugs. John even used one of these knives during his rape. The attitude and actions of his parents clearly demonstrate a lack of parenting and gross negligence. Video games or other violent media did not spur these violent crimes; the lackadaisical parents of these children ignited the powder keg of consequences.


Another example of bad parenting is the court case of Costa v. Hicks. In this court case Walter Hicks, father of Walter Jr, purchased a motorcycle for his son to use. The conditions of use was that it could only be used his own supervision or one of his older brothers, who already owned motorcycles. On a day when neither his father nor older brothers were around, Walter Hicks Jr. took his motorcycle out for a ride and smashed the handlebars into a young child that was watching him. His father knew of previous instances where Walter Jr. took his bike out without permission and had the ability to chain the bike so that it could not be ridden without his consent. This information shows that, like the two cases mentioned previously, while not violent, the lack of parenting caused criminal negligence that could have been easily avoided with proper parenting skills.


As final proof that parents are responsible for their children, I use myself as an example. I was raised with strict guidelines by my parents. I hated them for restricting what I could do, what I was allowed to watch and listen to, and in retrospect, I can see their reasoning. I am currently in an “elite and highly selective” group of students for business in a letter the Dean of the College of Business Administration sent me. I was able to get two scholarships for school, one for good grades and one for my essay of the “BGSU effect” for the Alumni Legacy Scholarship (BGSU effect being that an education at BGSU will make me better prepared for a career in North East Ohio as shown through my personal experiences). With such achievements thus far, many people would not think I spend my free time doing what I do. I listen to music that many consider violent, such as Slipknot, Avenged Sevenfold, Rammstein, and many other bands that have songs that glorify violence. I play violent video games where chainsaws are mounted underneath assault rifles to use on other people, and people’s heads explode when shot by a sniper rifle. I dress in full camouflage and wear equipment to simulate being a soldier when I play paintball. Despite all of this, I am not a violent person. I have never been in trouble, whether in school or with the law.
What does this mean? It shows that violent forms of entertainment are trumped by parents who are not apathetic in their children or what they are doing. Parents have more control over their children than many think they do, not realizing this sobering fact until too late in some cases. The behavior of children lies not with what they do, but in how they are raised and taught to act by their parents.
 
hehe, I am writing an essay for this in my GSW, albeit its about parents shirking their responsibilities regarding to their childrens actions, but the beginning talks about video games.

That's a well written paper, I thoroughly enjoyed reading it.



Like I said earlier, it's also the content of the game. The kid might be mature enough to handle an extensive game like Metal Gear Solid 4, but can he/she understand the content of such a complex plot that requires some thought and interpretation?
 
It's more about maturity then age. I've been playing FPS since I was 5, and I'm comfortable to say I'm not psychologically disturbed in any way by that. But I was a bit mature for my age when it came to judging situations and balancing my life.
If a child is very active, and not to mature then violent games should not be a solution to release this energy. Besides, at a young age shouldn't kids be out discovering the world, playing with friends and make memories over capping some guy in CS?
 
It's more about maturity then age. I've been playing FPS since I was 5, and I'm comfortable to say I'm not psychologically disturbed in any way by that. But I was a bit mature for my age when it came to judging situations and balancing my life.
If a child is very active, and not to mature then violent games should not be a solution to release this energy. Besides, at a young age shouldn't kids be out discovering the world, playing with friends and make memories over capping some guy in CS?

you have a point, but there are parents out there that are afraid of the world, so they push the belief that the world is a horrible, violent, disgusting place on the child, Then when the child starts to whine or complain that he doesn't want to stay inside all day because he or she has already played with all of their toys, the parents buy video games such as Grand theft auto, L4D, Call of Duty, World of Warcraft and so on to keep the child from bothering the parent or "explore the world" as SingPoint brought up.

which brings up the parents....I work with my mother at a day care in Las Vegas, and I've seen horrible parents, parents that would instead bring their dogs to the park and leave the kids at home with a baby sitter... one of the parents has even said (and im paraphrasing) "I would rather let my child play a violent video game than let him/her go outside and get in trouble that would cost me thousands of dollars."

Blame rests on the parents shoulders
 
Here's my take on it..

There are definitely inappropriate things that children should not be exposed to, violence is just one of them. Having said that, these discussions always lead to who is to blame. I can tell you that it's certainly not the makers of these games or movies, it's the parents, plain and simple. I am SO sick of people blaming violent movies and games for violence in society. The majority of the people that do this are the crappy parents who shouldn't be parents in the first place and can't admit that. So these parents are saying "my kid killed some other kid because of violent video games" when they should be saying "my kid killed some other kid because I'm a worthless parent and didn't raise him right and didn't teach him proper morals" History has shown time and time again, that it's easier to blame others for your problems than accept responsibility and that's exactly the case with these "violent video games" discussions.
 
From the 7 psychology courses I've taken in university (one specific for developmental psychology), I think the current message is that people are born with different propensities to commit certain things.

For example:

There are people who are genetically more prone to succumb to an addiction to gambling or extreme sports due to a higher threshold required to stimulate the brain.

There are people who are genetically more prone to become obese due to a higher threshold required to satisfy the food part of the brain (sorry, I don't have scientific names for brain parts).

To relate this back to gaming and violence, I think that for most people, video game violence have little effect due to the characteristics they are both with (nature) and/or they are raised in a loving environment (nurture).

Those who ARE affected by video games and go on to commit horrible crimes are born with a higher likelihood to be suggestible to video game violence (nature) and/or they are raised in an environment that would encourage this (nurture), for example, if they have abusive parents.

In conclusion, I think it requires a rare combination of nature, nurture and just pure luck (a perfect storm?) in order to create a killer out of video games, but the games itself should not receive the primary blame.

My two cents!
 
From the 7 psychology courses I've taken in university (one specific for developmental psychology), I think the current message is that people are born with different propensities to commit certain things.

For example:

There are people who are genetically more prone to succumb to an addiction to gambling or extreme sports due to a higher threshold required to stimulate the brain.

There are people who are genetically more prone to become obese due to a higher threshold required to satisfy the food part of the brain (sorry, I don't have scientific names for brain parts).

To relate this back to gaming and violence, I think that for most people, video game violence have little effect due to the characteristics they are both with (nature) and/or they are raised in a loving environment (nurture).

Those who ARE affected by video games and go on to commit horrible crimes are born with a higher likelihood to be suggestible to video game violence (nature) and/or they are raised in an environment that would encourage this (nurture), for example, if they have abusive parents.

In conclusion, I think it requires a rare combination of nature, nurture and just pure luck (a perfect storm?) in order to create a killer out of video games, but the games itself should not receive the primary blame.

My two cents!


Generally kids ARE smart enough to realize a gun is serious, and that we dont kill in real life. But then theres those few cases that come up in the news every so often
 
I don't believe its the games fault in the least. It is 100% the parents fault. Being a parent of a young child and an avid violent game player what she sees she knows is pretend. Just like a violent movie, a game isnt real. So saying its the games that only affect the children is absurd. Now granted i dont purposely play these games with her on my lap going " lawlz did you c daddy pwn thats guys face off?" why? cause thats bad parenting. Just like i dont watch slasher flicks while shes awake.

My point is if you dont want your kid to be a little shit head, then teach them right from wrong, and punish them accordingly.
 
From the 7 psychology courses I've taken in university (one specific for developmental psychology), I think the current message is that people are born with different propensities to commit certain things.

For example:

There are people who are genetically more prone to succumb to an addiction to gambling or extreme sports due to a higher threshold required to stimulate the brain.

There are people who are genetically more prone to become obese due to a higher threshold required to satisfy the food part of the brain (sorry, I don't have scientific names for brain parts).

To relate this back to gaming and violence, I think that for most people, video game violence have little effect due to the characteristics they are both with (nature) and/or they are raised in a loving environment (nurture).

Those who ARE affected by video games and go on to commit horrible crimes are born with a higher likelihood to be suggestible to video game violence (nature) and/or they are raised in an environment that would encourage this (nurture), for example, if they have abusive parents.

In conclusion, I think it requires a rare combination of nature, nurture and just pure luck (a perfect storm?) in order to create a killer out of video games, but the games itself should not receive the primary blame.

My two cents!

Basically came here to post this.
 
Nope, not at all. Ive been playing games since i was 6 (doom,quake,cs) and im the nicest person out of all my friends.
 
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