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Effect of Video games on the Youth

Eric Tipan

 

Video games have been with us for more than 3 decades.  They started out as simple games that leave a lot to the imagination. Graphics were crude but then the rest of the game is in the mind.  These were the arcade video machines of the late 70's.  With improvement of graphics came attempts to have video games that approximate real images.  Games were crude but allowed children and teens as well as some adults to have a virtual experience of other activities not accessible to them.   There lies the thin line between reality and virtuality.  How does the game blur the line and what sends a few kids to the deep end?

 

Playing video games have become pervasive throughout the world.  In a recent survey conducted by Princeton Survey Research Associates in February 2008, they have been able to conclude that 97% of teens between the ages of 12 to 17 play computer games (Lenhart, Kahne, Middaugh, Macgill, Evans, & Vitak, 2008, p.2).  50% of those asked played ‘yesterday’, 86% play on a console like Xbox, Playstation or the Wii, 73% play on a desktop computer or laptop, 60% use a portable gaming device such as a PSP, Nintendo DS or a Gameboy and 48% use a cell phone or a handheld organizer (Lenhart et al., 2008, p.2). 

 

Having established the fact that majority of teens play video games, it is now time to tackle the effects of its content, more specifically the violence in certain games.  There have been mixed reactions regarding the matter. 

 

      Psychologists Craig Anderson, Doug Gentile, and Katherine Buckley (2007), in their book Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy, conclude that the younger a subject is exposed to violence, whether it be through a cartoon, movie, TV show or video games (video games having the most impact), the earlier he or she will become less engaged socially and the more he or she will be aggressive physically and verbally.

 

On the other side of the spectrum, Dr. Kutner and Olson (2008) have discovered through constant study and contact with children and their families that the popularity of violent video games is inversely proportional to real-world youth violence.  Violent juvenile crime peaked in 1993 and has been in decline ever since while video games, violent and non-violent, have been all the rage, pardon the pun, ever since.

 

A U.S. Secret Service study regarding the Columbine, Sandee and Paducah school shootings show inconclusive evidence regarding the link between violent video games and the shooters.  “Only 1 in 8 school shooters showed any interest in violent video games; only 1 out of 4 liked violent movies” (Author reveals, 2008).

 

In addition, I had the pleasure of exchanging emails with Dr. Darwyn Chern, a resident psychiatrist in Phoenix, Arizona, regarding the effects of violent games on children.  He took his residency at St. Luke’s-Roosevelt Medical Center in New York and has been a practicing psychiatrist for 13 years.  Below are his answers regarding the topic:

 

What type of children gets attracted to video games?

 

“The term ‘children’ encompasses many developmental stages.  Simply put the effect of outside influences depends largely on their level of maturity. It is believed that children who are introverted will tend to be more prone to get attracted to this type of activity. However previously sociable children can become introverted and absorbed by this kind of activity as well.” (Darwyn Chern, web-based communication, September 26, 2008).

 

How do video games affect today’s youth?

 

“With the advent of social networks exclusively for gamers, children and some teenagers have also been known to substitute outside/real life socialization with ‘virtual’ interactions.  I have seen clients who claim to have many friends only to find out that they are virtual friends and that they have no friends outside their subculture of gaming enthusiasts. Teenagers sometimes use the advent of college courses and careers in game design as reason to justify that their activities are productive and relevant to their future.” (Darwyn Chern, web-based communication, September 26, 2008).   

 

How do parents fit into the picture?

 

“I think that parental supervision and adequate enforcement of video game classification are both needed to prevent children from being adversely influenced by violence in video games.   The truth is that there are really children with mental illness right from the start and before they have been exposed to violent video games.  It is always easier to find an ‘escape goat’.    Of course exposing very young children to violent scenes can desensitize them, lowering their threshold for path to future conflict resolution.   Games are not only games for the young.   We are born with brains that have not yet achieved full functioning.  Learning involves ‘teaching’ synaptic connections to respond to outside stimuli.  Learning is achieved by forming specific responses to particular situations.  What appears to be a game to us is actually a learning activity for the young.   Therefore while there seems to be no unequivocal studies or evidences pointing to the harmful effects of violent video games common sense would tell us that there are other more edifying activities for children.” (Darwyn Chern, web-based communication, September 26, 2008).

 

 

 

References

Anderson, C., Gentile, D., & Buckley, K. (2007). Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy. New York: Oxford University Press.

Author reveals the surprising truth about violent video games. (2008, March 17). Retrieved September 29, 2008, from http://www.openeducation.net/2008/03/17/author-reveals-the-surprising-truth-about-violent-video-games/.

Kutner, L., & Olson, C. (2008). Grand Theft Childhood. New York: Simon & Schuster.

Lenhart, A., Kahne, J., Misddaugh, E., Macgill, A., Evans, C., & Vitak, J. (2008). Teens, Video Games, and Civics. Pew Internet and American Life Report. New York: Pew Research.

 

 

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