PSYC FPX 3002 Assessment 3 Argument Paper

Assessment 3: Argument Paper

Full Name

Capella University

PSYC-FPX3002: Developing a Psychology Perspective

Instructor Name

July, 2024

Introduction

This study of the consequences of video games in childhood and adolescence, a subject of debate for quite some years, is of urgent concern to many researchers and parents. According to this paper, the negative impact of video games on youth and teenagers is indeed true, especially due to the relationship between game playing and aggressive behaviour.

This paper’s thesis is relevant to video games increasing aggression in children and adolescents. The content shows that playing violent video games leads to the effects, which are, for instance, higher aggression, improved capacity to endure violent stimuli, and reduced courteous behavior. For instance, in the meta-analysis by Malonda et al. (2021), it was concluded that violent video games increase aggression in cognition, affect, and conduct and decrease overall empathy and positive temperament. In another study by Zhu et al. (2023), the findings showed that students who played violent video games tested more aggressively and performed dismally than those who did not participate. A longitudinal study conducted by Vuong et al. (2021) substantiated hypotheses that desensitization to violent video games would lead to heightened aggression after a certain amount of time had elapsed.

This paper will thoroughly explore several key arguments to support this thesis. Firstly, it will examine the psychological effects of violent video game content on young minds, referencing studies that have demonstrated a correlation between violent game play and aggression. Secondly, it will discuss the desensitizing effect of repeated exposure to video game violence, which can normalize aggressive behavior. Finally, the analysis will explore the influence of video games on social behavior and educational achievement, emphasizing how overindulgence in gaming can result in social withdrawal and diminished academic success. It will thoroughly investigate the adverse effects of video games on young people, particularly noting the rise in aggressive behavior and providing supporting data.

Arguments

Violent video games contribute to aggression among kids and teenagers in various ways and are thus detrimental to their health. The systematic review by Aleissa et al. (2022) showed that a positive correlation exists between violent video game playing and an increase in aggressive cognitions, affect, and behavior. Such association is based on psychological theories, for example, the general aggression model (GAM), where, according to it, violent media facilitates violence and increases aggressive cognition and arousal, eventually leading to aggressive behavior. The GAM suggests that violent video games serve as a form of aggressive practice, where players learn and reinforce aggression-related scripts that can be accessed in real-life situations (AlHazzaa et al., 2023). 

Another critical aspect is the desensitization effect of violent video games. Desensitization to violence is the diminished emotional responsiveness to violence due to repeated exposure. Aydın et al. (2021) found that participants who engaged in non-violent games exhibited lower physiological reactions to real-world violence than those who played violent games. This reduced arousal indicates desensitization, leading to a decreased ability to empathize with others and a greater likelihood of endorsing aggressive responses. The reduction in empathy is concerning, as it can impair social bonding and increase the acceptance of violence as a norm.

The impact of video games on prosocial behavior and academic performance must be considered. Zhu et al. (2023) reported that Teenagers who often engaged in violent video games were more prone to display aggressive behavior and achieve lower academic performance in school. This relationship highlights how violent video games not only promote aggression but also detract from activities that foster prosocial behavior and academic success. Many violent games’ competitive and often solitary nature can contribute to social isolation, reducing opportunities for positive social interactions and collaborative learning experiences (Malonda et al., 2021). These findings underscore the multifaceted detrimental impacts of violent video games on youth, strengthening the case that these games are detrimental to their psychological and social development.

Counterarguments

Opponents of the view that video games lead to increased aggression in children and adolescents argue that these games can offer benefits, including enhancing cognitive abilities and serving as a safe channel for releasing aggression (Kowal et al., 2021). For instance, a study by Lei et al. (2023) suggests that video games can enhance problem-solving abilities, hand-eye coordination, and spatial reasoning. These cognitive benefits arise from games’ complex and interactive nature, which demand players to develop strategies, make rapid decisions, and adjust to evolving situations. In an article by Aydın et al. (2021), some researchers argue that violent video games offer a controlled environment where individuals can safely express aggressive impulses, potentially reducing real-world aggression through a cathartic release.

There is evidence that playing video games, including violent ones, can foster social connections and prosocial behavior. Research by Li et al. (2022) indicates that multiplayer games often necessitate teamwork and cooperation, enhancing social skills and promoting bonding among players. This social interaction particularly benefits adolescents, providing opportunities to form friendships and develop a sense of community. Moreover, a study by Olejarnik & Romano (2023) has shown that the context in which video games are played is crucial; for instance, when played cooperatively, even violent games can lead to increased prosocial behavior and reduced aggression. These findings suggest that the negative impacts of video games could be clearer-cut and that potential benefits must be considered.

Conclusion

In conclusion, while there are claims that video games, including violent ones, offer cognitive and social benefits, the evidence overwhelmingly supports the thesis that these games are harmful to children and adolescents by promoting aggressive behavior. Research by Vuong et al. (2021) demonstrates a clear correlation between violent video game exposure and increased aggression, reduced empathy, and poorer academic performance. Despite counterarguments suggesting that video games can improve problem-solving skills and foster social connections, the potential benefits do not outweigh the documented risks (Aleissa et al., 2022). The psychological principles of desensitization to violence and the reinforcement of aggressive behaviors provide a compelling case for the harmful impact of violent video games (Lei et al., 2023). Therefore, based on the presented evidence, it is evident that violent video games present considerable dangers to the psychological and social growth of children and teenagers, warranting a more cautious approach to their consumption.

References

Aleissa, M. A., Alenezi, S., Saleheen, H. N., Talib, S. R., Khan, A. H., Altassan, S. A., & Alyahya, A. S. (2022). The association between video game type and aggressive behaviors in Saudi youth: A pilot study. Behavioral Sciences, 12(8), 289. https://doi.org/10.3390/bs12080289 

AlHazzaa, S. A., Alwohaibi, R. N., AlMusailet, L. I., Alshrefy, A. J., Almaimoni, R. A., & Menezes, R. G. (2023). Video games and violence among children and adolescents in the Arab world: A systematic review. Acta Bio-Medica, 94(2), e2023060. https://doi.org/10.23750/abm.v94i2.14019 

Aydın, B., Oflu, A., & Yalçın, S. S. (2021). Evaluation of video game playing status in school-age children with various variables. Turkish Archives of Pediatrics, 56(2), 136–140. https://doi.org/10.5152/TurkArchPediatr.2020.20092 

Kowal, M., Conroy, E., Ramsbottom, N., Smithies, T., Toth, A., & Campbell, M. (2021). Gaming your mental health: A narrative review on mitigating symptoms of depression and anxiety using commercial video games. JMIR Serious Games, 9(2), e26575. https://doi.org/10.2196/26575 

Lei, X., Nie, Q., Chen, C., & Teng, Z. (2023). Violent video game exposure and bullying perpetration among Chinese adolescents: The moderating role of belief in a just world. Aggressive behavior, 49(6), 701–709. https://doi.org/10.1002/ab.22093 

Li, L., Abbey, C., Wang, H., Zhu, A., Shao, T., Dai, D., Jin, S., & Rozelle, S. (2022). The association between video game time and adolescent mental health: Evidence from rural China. International Journal of Environmental Research and Public Health, 19(22), 14815. https://doi.org/10.3390/ijerph192214815 

Malonda, E., Samper, P., Llorca, A., Muñoz, R., & Mestre, V. (2021). Traditional masculinity and aggression in adolescence: Its relationship with emotional processes. International Journal of Environmental Research and Public Health, 18(18), 9802. https://doi.org/10.3390/ijerph18189802 

Olejarnik, Z., & Romano, D. (2023). Is playing violent video games a risk factor for aggressive behaviour? Adding narcissism, self-esteem and PEGI ratings to the debate. Frontiers in Psychology, 14, 1155807. https://doi.org/10.3389/fpsyg.2023.1155807 

Vuong, T., Jarman, K., Doley, R., & McLean, A. (2021). Social media use and body dissatisfaction in adolescents: The moderating role of thin- and muscular-ideal internalisation. International Journal of Environmental Research and Public Health, 18(24), 13222. https://doi.org/10.3390/ijerph182413222 

Zhu, X., Deng, C., & Bai, W. (2023). Parental control and adolescent internet addiction: The moderating effect of parent-child relationships. Frontiers in Public Health, 11, 1190534. https://doi.org/10.3389/fpubh.2023.1190534

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