Video game and Violence
By seeing and hearing some shocking tragedy such as shooting incidents in high schools or universities, people concerns on our young generationâs aggressive and violent behavior. People blame media contents, especially, game contents for youthâs aggressive, violent and impulsive behaviors .They argued that violent media lead our young generation to actual violent behaviors. It is true that a video game has unique affordances that are distinguishable from other media contents, such as books, Television and movies. A video game offers virtual reality in which all characters look like human beings who have the most powerful and beautiful. In this sense, it seems that video game implements a distorted world view to young generation. Many empirical studies supported this argument. However, it is too risky to argue that a video game makes people more violent.
First of all, we need to consider unique properties of the game. This week readings explain what kind of properties video game has. First of all, video game is addictive. The article from Bogost (2014) implies this property. Specifically, he talks about why business wants their products and services to be âgamifiedâ. Â But his criticized this trend because gamification makes it obscure original purpose of products and services. Games usually encourage to players to be competitive for getting reward. Â Game has incentive systems that require people to input lots of amount of time. This systemically designs make youth to immerge in to a video game world. Â
Secondly, video games portrays human beings an exaggerated ones. Specifically, Dill et al (2008) argued that a video game describes male characters as hyper masculine while as female characters is shown as sex symbols. Jenkin (xxxx) also explained that a video games provide virtual world that meaningful symbol is embedded. So, many researchers argued that distorted images of video game make people more aggressive and impulsive to crime. For example, Dill et al (2008) investigated the effect of exposures to sex-typed video game character and found that exposures to video game characters affect an increase of sexual harassment judgment. However, because they conducted experimental studies, they have lack of external validity. They simplified effects of video games just exposure to video characters. Moreover, their experiment did a serious manipulation error. They set up conditional groups as showing images of actual congressman. However, this image contains identification while video games characters do not represent any personal identification. Therefore, participants in condition groups would not accept sexual harassment toward image because of identification.      Â
Aderson & Dill (2000)âs study showed external and internal validity compared to the study of Dill et al (2008). Specifically, Aderson & Deill (2000) were interested in video game effect on aggressiveness. They conducted two different studies: one was a survey study among college students and the other was an experimental study. They argued that their findings confirmed that exposure to violent video game will increase aggressive behaviors in short term and in long term. Their argument looks reasonable. However, I wonder how size and power of video game effects in actual world. Specifically, Aderson & Dill measured participantsâ aggressive behaviors during a playing game. This implies priming effects. Aggressive behaviors can be primed because of exposer to a video game. However, in a real world, priming effect would disappear. Aggressive behaviors are affected by many other factors.
Jenkin (xxxx) appointed out this weakness of empirical study. He criticized empirical studies of these simplifications He said â most "media effects" researchers pull back from making any confident claims about the possible links between popular culture and youth violence, because decades of research on media violence still yields contradictory and confusing resultsâ. He argued that our aggressive behavior occurs in specific contexts so that we need to be attentive to them. And then, how we can test those various contexts? Â As Jenkinâs argument that empirical studies simplified video effect, can we ignore empirical results from empirical studies? Ultimately, how can we see video game effects? One thing that Iâm sure is video games matters but other things also matter.













