In this two-part feature I would like for us to discuss violence in video games, what this means to our personal wellness, and how we can bring mindfulness to the games we play.
The fear of restricting gun accessibility is perhaps founded somewhat historically and can certainly be tied to our national culture. When masses of people are disarmed, they are left vulnerable to oppressive acts by their government and the Second Amendment ensures that the people are allowed to protect themselves.
Those in the debate who swing to the right have contested that the right to bear arms is essentially unlimited and is in place specifically to gun down officers of the law and military troops should the need occur and the terms of such a need are generally undefined.
Often, I find, that these are people who add the additional confusion of supporting the use of the Rebel Flag while simultaneously claiming to be Patriots. Political contradictions can be found in almost any platform, left or right, but it bears pointing out that both of these contradictions severely undercut the seriousness of intellectual backing that one argument can have when held in conjunction with the other.
Barring the argument that American citizens may someday have to engage in firefights with our troops and police officers in the suburban wastelands of a dystopian America, there are some other mental gymnastics taking place in the discourse around gun control and the causes of increased violence in schools.
Most notably, since the tragic Parkland and Santa Fe shootings, blame has been placed on pharmaceuticals, video games, and most surprisingly…doors. There are a great number of reasons these reasons are canards at best, but the one that seems to continuously gain the most traction is the argument against violent video games Violence in the video games violent media at large.
As it turns out there is a significant body of research on the topic of violent crimes and media influences including video games. There is some debate in much of the literature, and even some evidence condemning video games as a cause for violent tendencies in youth.
The problem with the argument is that the assumptions have to be checked. For such a theory to work, it would have to be generalizable.
There would have to be a pandemic trend of violence associated with millions, thousands, or at least hundreds of video game fans, which thankfully is not the case.
Additionally, the conclusions we can draw from more recent and thorough research weighs that burden as quiet heavy. Ferguson conducted an experiment with an analysis of the existing literature to determine the relationship between violence an video games. In their literature review they refer to the fact that while meta analysis of the research does show a very low relationship between violent video games and violent actions, this relationship is basically eroded by the inclusion of other demographic information such as neighborhood characteristics, family characteristics, and relationship with parents are factored into the analysis.
People, nowadays, are always arguing about the problem of violence in video games; and violence, in this case, includes use of drugs, blood, gore, offensive language, and many other things, that exist in modern video games. According to the statistics, over a billion people play video games, and the. Studies that link violent video games to violent behavior, he says, often fail to account for other factors that can contribute to aggression, such as . The relation between game ratings and types, amounts, and degrees of violence present in violent video games; The relation between negative outcomes and game characteristics such as properties of the game, including type and degree of violence, how the game is played, and how the game is perceived by the player;.
In their own research DeCamp and Ferguson identified weak relationships between violent games and violent acts and found that other social indicators were much stronger. They point out that both their research and criminological theories suggest that parental attachment, disclosure of behavior, and parental enforcement of rules were more likely to curb violent behavior than an aversion to violent games.
What DeCamp and Ferguson did say, however was curious. According to research not only are young men less likely to engage in group fights if they play violent games but also that when considered with recent research by Cunningham, Engelstatter, and Ward in and Markey, Males, French, and Markey in crime rates are reduced after the release of a popular violent video game and that this effect is not reciprocated by the release of a popular non-violent video game.
Ultimately, while they definitely state that more research is needed to make a final determination, the strength of the research leans towards there being factors not only other than, but of greater significant social force than video games. In a solutions oriented view, we can look at factors of family involvements, genetic predilections, or environmental factors.
If we take a look at a few maps, perhaps we can extrapolate some ideas about where to begin to legally and politically remedy increased violence in schools.
These maps all appear to be clustering their data in similar areas. The evidence is more telling here, where there are actual guns being used and the burden of evidence is on pro-gun activists to prove that the heightened ease of access and and use of guns where they appear to be doing the most harm, and not on those looking at the data.
To be fair, I did not generate these maps and gathered them relatively quickly in Google so my conclusion is definitely perfunctory. This is not an easy road to travel, because it is a Constitutional issue and we have a deeply embedded gun culture in this country.
However, if as President Trump suggests, we are truly committed to schools being a safe place for our children we need to focus in on what the problems are. In order to do that we need to look at the actual guns that show up in our schools, where they come from, how they get there, and why they are being used rather than the digital ones popping up in millions of homes and never once actually coming out of the screen to cause harm.
Only then will we move ourselves away from not avoiding the horrible tragedies that have become all too common place.Of course, video games with a cartoonish art direction can be violent, such as Super Meat Boy, but the violence in these games is not thought to have the same impact as games aiming for photo-realism, because of the obvious visual disconnect.
Also, any game that does not clearly depict violence committed against people or humanoid creatures. If video games were responsible for violence, there should be more violence in those countries.
Also, globally the video game industry brought in $66 billion in and 85% percent of these games contain some violence. Of course, money is often the ultimate incentive to maintain the status quo.
This is a concern because most of the popular video games contain violence. Part of the increase in aggressive behavior is linked to the amount of time children are allowed to play video games—and daily media use by children is increasing significantly. Mar 13, · Video games do have a big problem, but it is not stylized virtual violence.
Contentious debate continues over whether video games and other forms of media promote violent behavior, particularly in the wake of the Parkland, Fla., school shooting. Games like “Resident. Jun 28, · Video game industry advocates still maintain that there is no link between violent video games and real-life violence. The Entertainment Consumers Association (The ECA) uses carefully-worded statements as they stand against research that links violent behavior with violent video games. If video games were responsible for violence, there should be more violence in those countries.
Rather, it is the bigotry, social abuse, sexism and other toxic behavior to . Watch video · The Supreme Court rejected a tie between school shootings and video game violence seven years ago, but Trump wants to bring back the idea.