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Video games have become pervasive in many children’s life. According to the NPD group (Lenhart et.al, 2008), more than 90% of children play some types of video games. This number soars to 97% when considering only adolescents ages 12-17. As most of video games on the market contain some form of violence (Children Now, 2001), many people are concerned about the impacts of video games on children and adolescents. More and more people think that video game is a potential contributor to the rising number of mass homicide. Furthermore, many have claimed that due to the violent nature of the games, children tend to grow up to be more violent. A report from The American Psychological Association (2005) concludes that violent video games present a “risk factor” for elevated aggression in children. In contrast, other studies show that playing video games helps people improve their memory skills, strategic planning skills, spatial skills, fine motor skills and decision-making skills.
According to The Huffington (Swanson & Wilkie, 2013), more than half of Americans think that there is a link between violent video games and gun violence. Whenever there is a news about a mass homicide, people usually comment that it is a result of violent video games. Also, reports often show that many serial killers were addicted to violent video games. Media point out that gaming habits can be an urging reason, a method of training, a practice for these mass murderers to learn how to aim and shoot. In violent video games, they call the death toll a “score”. That means the more people one kills in the game, the more accurate they shoot, the higher score they will get. Hence, when a gamer plans to do mass homicide, he will try to kill as many people as possible. Since he is used to the thought that every gamer has “to get as high score as possible”. Take Chris Harper-Mercer case as an example, before killing 10 people, including himself, and left seven people injured in the massacre taking place on Umpqua campus, he said, “I’ve been waiting to do this for years”, on an anonymous chat room website called 4chan (Fletcher, 2015). It is more horrible that he also received supports for his evil actions from such sites. Some of the supporters even felt disappointed that he had not killed more. With all of this evidence, we cannot deny that there is no link between violent video games and mass shootings.
Yet, do violent video games cause people to kill others? Dr. Mark Appelbaum, who chaired the APA task force, said, “Scientists have investigated the use of violent video games for more than two decades but to date, there is very limited research addressing whether violent video games cause people to commit acts of criminal violence. However, the link between violence in video games and increased aggression in players is one of the most studied and best established in the field.” He means that violent video games do not make people want to murder or shoot others but increase aggression in players. Not only violent video games but also non-violent ones make people more aggressive. Brock University researcher, Paul Adachi, said, “Whereas playing non-violent, non-competitive games did not. So, that really gets at the idea that, well, it may not be the violence, it may be the competition in games that is responsible for a link between video games and aggression.” Therefore, it is not the violent video game or non-violent video game that causes increased aggression in people. Competition and frustration do. Andrew Przybylski, a researcher at the Oxford Internet Institute at Oxford University, said, “Any player who has thrown down a remote control after losing an electronic game can relate to the intense feelings or anger failure can cause.”
But, do competition and frustration only exist in video games? No, those things exist in all types of games and sports. Why do we only blame video games for all the violent actions? Is it because other games and sports are considered good activities that help people improve their health and skills? For example, if one takes part in games such as chess, Sudoku, or crosswords, people will assume that these games will make them more intelligent and more creative by improving their reading skills, problem-solving skills, planning skills and etc. If one joins sports such as basketball, soccer, or volleyball, they will think that those games will help them with stress relief, burning calories, gaining strong arms, strong legs and etc.
Parents usually don’t encourage their kids to play video games because they assume that those games do more harm than good. They believe those games are useless activities that may distract their kids from doing homework. However, recent studies show that even playing a simple game such as Super Mario 64 results in increased size in brain regions responsible for spatial orientation, memory formation, and strategic planning as well as fine motor skills (Kühn et.al, 2013). In an experiment conducted in Berlin, scientists asked 23 adults to play “Super Mario 64” on a portable Nintendo XXL for 30 minutes a day, over a period of two months. When compared to the control group by measuring using MRI, the gaming group showed increases of gray matter in the right hippocampus, right prefrontal cortex, and the cerebellum. Those areas are responsible for complex functions such as memory formation, strategic planning, spatial navigation, and fine skill hands. These results can help patients with mental disorders in which brain regions are altered or reduced in sizes – such as Alzheimer’s, PTSD or schizophrenia. Moreover, playing video games is far more acceptable for these patients than intrusive procedures. Jürgen Gallinat, psychiatrist, and co-author of the study at Charité University Medicine St. Hedwig-Krankenhaus, said, “Many patients will accept video games more readily than other medical interventions.” Another research, carried out by Australian and Chinese researchers, also suggests that playing video games not only increases the amount of gray matter in your brain, but also promotes better connectivity between different areas of the brain (Gong et.al, 2014). A team led by researchers from the University of Electronic Science and Technology of China and Macquarie University in Sydney, used functional MRI (fMRI) scans to analyze the brains of 27 gamers who achieved professional status or at least had an ‘expert’ status. The team then compared the results with those from people who don’t typically play games and noted the results. The results show that increased activity for gamers in an area called the insular cortex – typically associated with ‘higher’ cognitive functions such as empathy and compassion, but also with the ability to focus, which is good for decision making.
In conclusion, video games are similar to other activities such as sports and games. It has both bad effects, that cause elevated aggression and addiction; and good effects like sports and other games. With video games becoming more and more realistic, we need to be extremely cautious as to what our youths are being exposed to on a daily basis. It is not good to be addicted to video games but also not bad to play moderately. Moreover, playing video games helps us improve skills such as memory skills, strategic planning skills, spatial skills, fine motor skills and decision-making skills.
References
American Psychological Association. (2005). Review of the violent video game literature. Retrieved October 10, 2016, from http://www.apa.org/pi/families/review-video-games.pdf
Fletcher, L. (2015, October 15). 14 mass murders linked to violent video games. Retrieved October 14, 2016, from http://www.charismanews.com/culture/52651-14-mass-murders-linked-to-violent-video-games
Gentile, D. A. & Gentile, J. R. (2008). Violent video games as exemplary teachers: A conceptual analysis. Journal of Youth and Adolescence, 9, 127-141
Glaubke, Christina R.; Miller, Patti; Parker, McCrae A.; Espejo, Eileen. (2001). Fair play? Violence, gender and race in video games. Los Angeles, CA: Children Now.
Gong, D., He, H., Liu, D., Ma, W., Dong, L., Luo, C., Yao, D. (2014). Enhanced functional connectivity and increased gray matter volume of insula related to action video game playing. Scientific Reports, 5, 9763. doi:10.1038/srep09763
Kühn, S., Gleich, T., Lorenz, R. C., Lindenberger, U., & Gallinat, J. (2013). Molecular psychiatry – abstract of article: Playing super Mario induces structural brain plasticity: Gray matter changes resulting from training with a commercial video game. Molecular Psychiatry, 19(2), 265-271. doi:10.1038/mp.2013.120
Lenhart, A., Kahne, J., Middaugh, E., MacGill, A., Evans, C., & Vitak, J. (2008). Teens, videogames and civics.Washington, DC: Pew Internet & American Life Project. Retrieved October 14, 2016, from http://www.pewinternet.org/files/old-media/Files/Reports/2008/PIP_Teens_Games_and_Civics_Report_FINAL.pdf.pdf
Swanson, E., Wilkie, C. (2013, April 12). Poll: Majority link gun violence and video games. Huffington Post. Retrieved October 14, 2016, from http://www.huffingtonpost.com/2013/04/12/video-games-gun-violence_n_3071632.html