Video Games and Their Societal Influence

By: Michael Oliver

Warning: There will be graphic content below.




Video games, and violence.  It is a classic combination and topic of controversy, especially in recent months with President Trump meeting with high ranking video game executives.  This is a sensitive and important topic to discuss following some of the recent shootings within the United States.  Many people argue that video games are creating a culture of violence within the United States.  Others argue against this notion, saying the blame lies elsewhere and not in the video games themselves. In this post we will look at how this type of media can potentially affect our society.

Aggression is defined as behavior intended to harm another individual.  This aggressive and violent behavior can be observed in some of the most popular video games, such as the Call of Duty franchise, and the Grand Theft Auto franchise.  These are often two of the biggest games mentioned when discussing violence.  Within Call of Duty: Modern Warfare 2, there is the infamous scene where you, as the player, enter into a crowded airport to shoot and kill as many of the people within the terminal.  You can see an image of the attack below.


These games while marketed for a mature audience, meaning people ages 17 and above, they are easily accessed by younger demographics.  Exposure to this type of media does create a increase in aggression in both immediate and long-term contexts (Kassin, Fein, & Markus, 2017).  Desensitization is thought to be a causal effect as to why violent media exposure increases real aggressive and violent behavior.  Desensitization is an effect where continued exposure to a stimulus results in a reduction of a emotional and physiological response to the stimulus.  Essentially it normalizes the violence, so a person will no longer feel a normal response to the violent acts.

While aggression can be increased through the use of violent video games, other types of games can have a calming effect, essentially reducing aggression within a person.  A meta-analysis of violent and pro-social video game play, produced results correlating to violent video games increasing aggressive and violent behavior while reducing pro-social behavior.  On the other side, pro-social games were shown to increase pro-social behavior, while also decreasing aggressive behaviors
(Greitemeyer & Mugge, 2014).


Clearly  there is evidence to support both side of the argument.  One idea is clear though, video games do certainly have an influence on our behaviors, whether they be positive or negative.  Ultimately we choose what media genres to consume, and what we like to play may indicate what our personalities are like. Below are two videos.  One was created by the White House to depict the graphic violence prevalent in video game while Trump was meeting with video game executives. The other was a video created in response.  The second video shows that not all video games have to be violent.  Both videos are under two minutes, and I encourage you to view them to see the two sides of video games.







Video games are just another form to tell a story, and we choose the story to follow. While the violent games may get more attention in the media, I just want to end with a reminder, there are more to video games than just the violence they can depict.  Which side do you think better represents video games, the violence, or the creative and interactive story telling.

Resources:

Kassin, S. M., Fein, S., & Markus, H. R. (2017). Social psychology. Boston, MA: Cengage Learning.

Greitemeyer, T., & Mugge, D. O. (2014). Video Games Do Affect Social Outcomes. Personality and Social Psychology Bulletin,40(5), 578-589. doi:https://doi.org/10.1177/0146167213520459

Comments

  1. While for some video game enthusiasts, the story telling may be more important and even outshine the violence in certain video games, but as for the common consumer, violence will always be at the forefront. And while there may be video games out there that reduce aggression, young boys are still conditioned to choose wildly violent games about war, stealing, killing, and other crimes. Do you think the issue of violent video games is rooted at a deeper gender issue? We learned in Chapter 11 that boys are taught to be more overtly aggressive and are positively reinforced with acts of violence, how do you think we could affect this gender difference in aggression?

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    1. You bring up some great points Emma. I agree for the common consumer, at least at a younger age, the violence and flashy visuals is what brings them to choose these types of games. I do think there is definitely a gender or even a larger societal issue at play when it comes to violence in video games. As you stated boys see and participate in more overtly aggressive behavior. I know as a child myself when my brother and I fought, it was seen as just boys being boys. So I think moving forward we as a society need to realize that aggression to others needs to be disciplined and not positively reinforced.

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  2. I think you provided a great example for our in-class debate on video game violence this coming Tuesday!

    Your blog post got me thinking a little bit about different forms of media that influence aggressive and maybe even violent behavior including, television (TV shows and movies), as well as video games. (First thing that came to mind was Game of Thrones and the gore and at times super violent scenes presented in the series - I wonder if shows like this have a similar affect on aggression and violence).

    I also wonder if the interface of these forms of media have more or less of an affect on aggressive and violent behavior. For example, in the way that we watch something versus the way that we may actively participate in some form of decision making like in a video game that allows players to choose to commit a violent act such as shooting a crowd of people in an airport like in Call of Duty as part of the first-person campaign design of the game (which you mentioned above) because, it not only allows people to consume the graphic and violent content but also requires you to participate in some way with the graphic and violent content of the storyline, perhaps changing the way the content is processed and stored in our brain - which may elicit different behavioral outcomes.

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    1. Violence in television and movies definitely has an effect on aggression. To how that extent differs I cannot say. I would be interesting to see the difference compared to movies and video games. As you stated, in a video game you are actively participating in the various violent acts, which you probably do not have a choice in to progress the story. This makes you an active participant in the violence, whereas with television or a movie, you are almost like a bystander, just watching it happen. Being a participant in the violent behavior possibly desensitizes at a quicker rate, than just simply consuming the different media. Speaking of different media, I wonder how reading violence in a book changes behavior. It would be interesting to see how imagining graphic images could potentially change our behaviors, if at all. I would think it does not change behavior, at least as drastically, as seeing it, because we tend to imitate what we see.

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  3. Great post and inclusion of media to demonstrate the levels of violence in video games. I thought it was really interesting that you mentioned the rating system for video games. Like you stated, highly violent games often come with a rating system but it is very easy for younger players to access the games regardless. For example, I have a younger brother who is under 17 but he has plenty of MA-17 games. Do you think that the rating system is even worth having in place if it isn’t followed? Furthermore, do you think that desensitization occurs at different rates depending on age? If kids are becoming desensitized at younger ages, are they more likely to engage in violent or aggressive behaviors than someone who maybe follows rating guidelines and isn’t exposed to as much violence until they are more mature?

    I think that in general, media is allowing more violence overall than in the past. Television shows and films have the capabilities to be much more graphic due to advances in CGI and other technologies. I assume the same influence can be found in video games as well. If we are allowing and seeing more violence in other places, how much of an impact do video games have on individuals at all?

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    1. While the rating system can be ineffective, I do think it is needed still. I think when selling the games, clerks should communicate what the rating is actually about and if the parent is really okay with their child playing this type of game, and making sure the rules are actually enforced. I know when I was around 15 I went to go buy an M rated game from Gamestop, which you need to be 17 to purchase. I was able to buy the game without showing any form of ID to verify my age. I think people do not take games as seriously for age restrictions, as compared to things like alcohol, tobacco, and firearms. The effects of these other products are more easily apparent as compared to the mental effects that could come from these violent games.

      I do think age has something to do with it. If you are brought up surrounded by violence, you may come to think such acts are okay. Whereas, if you did not start these types of games until you were more mentally matured, the effect could be lessened. If you are older you should be able to understand the differences between real life and video games, and hopefully be less influenced by the media.

      The different types of media all have violence in them, and as you stated, has only become more graphic with the advancement of CGI. And yes, this has happened in video games as well, each year the games are becoming closer and closer to looking like real life. This can make for some truly breathtaking settings in the game. On the same point though, it can also make for some truly horrifying violence. I think video games as a whole are attacked more than other types of media, because many of the recent shootings are from younger people, and video games are heavily associated with younger people. So, is there a heavier influence from video games, there may be, but it can be hard to tell with violence persisting in many different areas of media.

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  4. Personally I think there is value in video games. Yes, some can be violent, but video game violence is not the only type of violence people are exposed to. If video games must be further censored, what about news stories? Do those need to be age restricted? Or is common viewer disgresion enough? What about music? Often playing characterless puzzle based games in the spare few minutes between my classes, I am exposed to more violence when listening to my friends music where I hear reference to violent acts such as "popping" someone or references to rape. I would say at least video games make it clear what I am getting into. When I go to play a Borderlands game I know that there will be violence and coarse language. When I play dishonored I know that I am likely to see limbs and heads flying. Yet I choose to play the game. But when I am studying in the kitchen, or at a friends house, I am not prepared to subliminally listen to violent references that don't always register in my occupied mind. Personally, I think the benefits of the learning, interacting, and creative sides of video games far outweigh the possible negative effects of graphic images and violent references, and if video games are to be restricted or fall under harsh legislation, I would ask for fairness, restrict the music and movies that fall under the coressponding categories. Restrict one, restrict them all, or give fair warning and let people exercise their own judgements.

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    1. I agree with Kira on some of these points. If there is an issue that calls for a solution here, it mirrors issues seen in other forms of media consumed by our youth. I would imagine the number of violent movies watched by youth even outnumbers that of violent video games played (though there may be an argument here about length of time spent on each medium). If we regulate violent content, we would need to do it across all mediums. But that still doesn't tackle the issue of illegally shared content via the web and peer to peer.

      I also see the benefit of prosocial and other positive learning games. There is a huge potential here for things like empathy training and improving cognition in those with deficits. In the end, I feel that the responsibility lies with consumers. Our purchases fuel media design and direction. If we want less violence in our media, we will have to convince studios that it is no longer profitable.

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    2. I agree with you both. There are many different forms of media which promote violence within them. I think video games are talked about the most because out of all the forms of media, it is the least commonly practiced. Nearly everyone engages with television and listens to music, or watches movies. It is mostly the younger generations that engage in video games. Because of this, it seems the more likely source to target, because otherwise it would be admitting a problem with the society as a whole, and people in power wouldn't like that. If one media is regulated, all of them should be.

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  5. Your blog post does a great job at highlighting what the different social psychology terms mean and how video games can influence them. It definitely is a controversial topic and it was interesting because I recognize almost all of the video games in the video. The famous Call of Duty level where you go into the airport and shoot down dozens of civilians I remember used to be my favorite , which is a scary thought. I am not an aggressive person in the least, but I can admit that sometimes these violent video games can be relaxing because you get to "escape" and be in a totally different world and be someone your not for a while. I can see how for someone struggling with mental illness or aggressive behavior could have this slowly turn less into an escape and more of a motivation to increase those violent and aggressive tendencies. Overall you do a great job at expressing these issues and showing why it is so controversial.

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    1. Thanks Hunter! Yeah I recognized many of the video games in the video, more so in the second one, than the first one personally. Video games definitely can be used as an escape, and this may be relaxing for some. But as you said, we need to be careful from when it turns from an escape into a reinforcement of these behaviors. Maybe it is not the violence in the games but the competitiveness of them, just like in sports.

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  6. I think video games, especially violent ones, do have their downsides. I've known many people who get too drawn into them, and get exceptionally angry because of a loss, or just because of the game they're playing in general. I agree with some of the comments above, that video games are more than violence. Some games are violence just for violence's sake, but that's not all violent video games. Many of them try to convey a powerful message, like the "No Russian" mission in call of duty modern warfare 2, and try to teach you a lesson in humanity. But we do have to consider the other lessons it teaches as well.

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    1. There may be a possibility that the aggressive behavior results from the competitiveness in the games. I do not know what type of video games were used in research, but if they were multiplayer games, competitiveness may have something to do with the aggressive acts. I know personally, I get annoyed when I am losing in Smite and not playing well, at it is the losing which effects me. Smite isn't a very graphic game when it comes to violence.

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  7. I believe that video games, even the violent ones, do not make mentally stable people to become more aggressive or cause violence. For many people, video games are an outlet for their stresses throughout the day. Video games help them to relax and unwind, whether it be playing a racing game like Forza, or playing a shooting game like Call of Duty. Video games get too much bad press, but what else would you expect from such an easy scapegoat?

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  8. I think it would be interesting to look at violence from the perspective of game design. Violence in video games is often the solution to a presented problem, e.g. there is a room full of people/monsters/etc. who are trying to kill you, so you must kill them first in order to progress. The violence is a kind of teaching tool for the player because if you don't fight back you will get a game over, so the objective to prevent the game over is quite clear. It isn't really a puzzle that may require tons of thought to figure out what you need to do. So in that regard, it makes sense to include violence in a game, because it isn't really something that may require lots of forethought and planning to create. On the other hand, games that go out of their way to introduce puzzles that can't be solved with simple violence can often be quite a unique experience, as most players are conditioned to fight their way through a game. Now they would have to think a little bit outside of the box in order to solve their problems. Either way, great article.

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  9. While I agree that the evidence points towards violent videos games having something to do with increasing childhood aggression I think that there also may be alternative factors. For example, how does the home environment affect aggression in younger children? I think that this third factor could play into the larger two factors being talked about in this blog post. A household that does not monitor their children's game play may just be the type of household that agressive behavior naturally arises from. I would like to see if there are any studies that look at these tertiary factors that could have a more definite causal relationship. What do you think could be another factor causing both aggression and interest in violent video games?

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  10. I believe that if a person had no previous mental health problems, violent video games would not have a major impact on their level of aggression. I think it can plant ideas in peoples heads, but only if they have difficulty distinguishing from reality and fantasy. I actually had an interesting experience today in one of the dorms today. I was sitting in the lobby and there was a guy in there with a virtual reality headset on, and video game controller guns in his hands. He was waving these toy guns around and performing the act of shooting while playing the video game. At one point, he pointed the gun right at me and it made me feel very uncomfortable because I thought about how life-like the game must feel and it made me wonder how many steps away from using a real gun the action was.

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  11. Like most things we do as people, I think video games are an expansive medium for exploration, expression, and entertainment. The possibilities among video games are endless, much the same as books, art, film, food, etc. There is a large niche for violent video games. There is also a large niche for violent movies. But as expressed in your post, and many other's arguments, there is also a creative and cooperative side to video games. This is not a black and white issue though. Video games could also increase learning in the classroom, training for employees in different fields, predictions for military action, or a lot of other areas of human life besides aggression and creation. I don't believe these games should be banned because censorship never leads to anything good. A push for a more expansive use of video games in our society could help to shift some focus away from violence, and I would be all for that.

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  12. My biggest question is: were the games made and then people started to like them, or were people already into them and they were created to appease the audience? Like a “did the chicken or the egg come first” dilemma. Video games may not be bringing out new aggression. It could’ve always just been there. Blame the human, not the game.

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  13. In my own opinion, I honestly don't think that violent video games are a ROOT cause to the problems behind violence in children and school shootings. There are always previous mental health problems that are main contributing factors to violence that is acted out, and video games may give these troubled individuals ideas but they can not be blamed as a main cause. I myself have played violent video games since I was about 10. I started by hobby of playing video games with the example game you gave, Modern Warfare 2 and i distinctly remember that terminal shooting scene within the game. Yes, I was very underage for that game at the time, but i knew the difference between actions that are morally and ethically wrong such as that scene in a GAME vs ever doing that in real life.

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  14. While I don't see myself as a violent person, or a person who is persuaded by violent video games, I could see how these violent video games could potentially leave an impression on young people. I think in today's society, it would be almost impossible to ban violent video games because they are so popular. However, I do believe that there needs to be more of a restriction on these mature video games. People under the age of 17 are very impressionable and I think if we reduce their exposure to these intense games, there will be less desensitization.

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