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Today, what children are looking to for entertainment is similar to what is happening
currently in real life in Iraq. The War on Terror demands nothing less than obliterating the
enemy. Through real-life torments, such as bombings, armed attacks, and cyber terrorism,
juveniles imitate the same actions when playing violent video games in order to unlock new
levels and triumph the leaderboards. The most well-known video games in society are Call of
Grand Theft Auto (Rockstar Games, 1997), Doom (Id Software, 1993),
Duty (Activision, 2003),
or Dark Souls (Miyazaki, 2012). These games are usually seen as a method of entertainment by
children, teenagers, and adults. However, not everything is as great as it seems. Misconceptions
One of the first video games that portrayed violent content was first released to the public
in 1976, known as Death Race by Exidy-one of the largest creators of arcade video games. The
emergence of video games brought up new questions about the unknown influence of
adolescents ages 12-17 play video games, whether it be on a computer or on consoles such as
Playstation, or XBox. Others on portable devices such as the PSP, phone, or tablet (American
Some psychologists who have studied this topic believe that there is absolutely no
correlation whatsoever between video games and juvenile violence, and simply do not look past
the idea that videogames are solely for entertainment. While there are others who research and
study how significant the impact these violent video games have on juvenile aggression.
Psychologist Craig A. Anderson (2013), mentioned in the article from the American
Psychological Association, concluded from a 2010 study about video games that ... exposure to
VIOLENT VIDEO GAMES AND JUVENILE AGGRESSION 3
violent video games is a causal risk factor for increased aggressive behavior, aggressive
cognition, and aggressive affect and for decreased empathy and prosocial behavior. One major
conclusion from research on violent entertainment media is that content matters. Many people
think that videogames do not cause a domino effect on juvenile violence but it does because
that violent video games are a risk factor for criminal behavior and aggression. Several believe
that violent behavior mainly arises from different factors such as antisocial tendencies that some
juveniles may assume. DeLisi acquires that: Even if you account for a childs sex, age, race, the
age they were first referred to juvenile court-which has a very powerful effect- and a bunch of
other media effects, like screen time and exposure. Even with all of that the video game measure
still mattered (DeLisi, Anderson, Gentile, 2013). While there are other risk factors that
contribute to the reasons of juvenile violence, video games are an important one to focus on.
Multitudes of people think that video games aid with hand- eye- coordination and assist
with a juveniles social development, but to what extent is this going to influence our future
generations? People have short attention spans when it comes to media, if what is being watched,
or the action that is conveyed is not entertaining, people lose interest. Video games are bound to
exhibit more violence in order to cater to the interests of gamers everywhere. Although video
games are seen as a recreational pastime, violent content displayed in video games indulge
There are many factors that contribute to aggression such as family psychopathology,
child abuse, exposure to domestic and community violence, substance abuse, undeveloped social
relationships, and mental health; however, people do not consider the influence that violent video
games have on Americas youth (American Academy of Child and Adolescent Psychiatry,
2016). Too many children currently are either harming or killing each other. According to a
report drafted by the Senate Committee on the Judiciary and the United States Department of
Justice, approximately 2.8 million juveniles were arrested during 1997. Of those arrests 2,500
were for murder, and 121,000 regarded other violent crimes. Juveniles accounted for 19% of all
arrests, 14% were murder arrests, and 17% of all violent crime arrests (Hatch, 1999).
Fast forward to 2016, crime rate, compared to how it was in 1996 has declined. Many
make the argument that because violent crime, as measured by murders and aggravated assault
has been declining over the past decade media is not a significant influence on kids aggression
or in their desire to harm others. This argument is fallacious because it fails to contemplate the
factors that have influenced the plunge in violent crime. Murder rates go down when people who
are assaulted do not die, also due to the immense progress in medical technology, from artificial
respiration to the national 911 emergency response telephone system. (Grossman and
DeGaetano, 2014). All of these factors combined have helped save more lives over the last fifty
years, contributing to a downward trend in the murder rate (Grossman and DeGaetano, 2014).
The positive effects of an aging population also need to be taken into consideration. Another
reason for the decline in violent crime has been because there are more prevention programs.
VIOLENT VIDEO GAMES AND JUVENILE AGGRESSION 5
Also the police technology that is used today is not the same from the technology used a decade
ago. Grossman and DeGaetano address a valuable point when they write that crime statistics are
general indicators of the level of violence in society, but not a true measure of the level of
violence. According to government surveys, between 2006 and 2010, throughout the United,
52% of violent crimes, 60% of property crimes, and 65% of rapes and sexual assaults were never
reported to the police (Grossman and DeGaetano, 2014). One final important fact to be
considered is that violent crime statistics are measure of crime rates (generally per 100,000
people), not of the total number of crimes committed, which is determined by both the crime rate
and the size of the population (Grossman and DeGaetano, 2014). This distinction can easily be
A survey by the Centers for Disease Control and Prevention (CDC, 1999) concluded that
18% of all high school students carry a weapon on a regular basis, 9% of those take a weapon to
school (Hatch, 1999). The analysis also concluded that 88.7% of homes with children have home
video game equipment, a personal computer, or both (Hatch, 1999). The effect of violent video
games on juveniles is similar to that of violent television and film. Some experts suggest an even
greater malignant effect, concluded that violent actions performed while playing video games are
more contributive to a childs aggression (Hatch 1999). As Lt. Col. Dave Grossman concludes,
Were not just teaching our kids to kill, were teaching them to like it. The CDC warns, the
prevalence of youth violence and school violence is still unacceptably high (Hatch, 1999). On
April 20, 1999, two seniors at Columbine High School in Littleton, Colorado, Eric Harris and
Dylan Klebold went on a crazed shooting spree, murdering twelve students and one teacher, and
injuring twenty-four others. Harris and Klebold were avid players of the violent video game
VIOLENT VIDEO GAMES AND JUVENILE AGGRESSION 6
Doom (Grossman and DeGaetano, 2014). These adolescents who imitate these scenarios often
have in mind to make the attack exactly like a video game. For example, eighteen-year-old
Devon Moore mimicked the Vice City version of Grand Theft Auto in 2003 and killed two
policemen and a dispatcher, then fled the scene in a patrol car, saying, Life is a video game.
Everybody has got to die (Grossman and DeGaetano, 2014). In one of the episodes in the game
there is a mission that depicts exactly what Moore did: escape a police station, kill officers, and
Parents were concerned that this could lead their children to the adaptation of real- world
violence, the concern was brought to life when it was learned that the two juveniles responsible
for the Littleton massacre had obsessively played the ultra-violent video game: Doom (Hatch,
1999). The previous Littleton shooting also reminded Americans of the 14 year old boy who shot
8 classmates in Paducah Kentucky in 1997 had been an avid videogame player (Hatch, 1999). As
the New York Times observed, the search for the cause in the littleton shooting continues, and
much of it has come to focus on violent video games. Sustained exposure of children to violent
video games increases the likelihood of aggression. The more often children practice these
fantasy acts of violence, the more likely they are to act out and recreate real world violent acts.
As professor Brian Stonehill, creator of the media studies program at Pomona College in
Claremont California, states The violence is no longer vicarious with interactive media. Its
Mass media, at any age, significantly influences behavior. Juveniles are especially
vulnerable to mass media in the embodiment of video games. Computers, iPads, and game
VIOLENT VIDEO GAMES AND JUVENILE AGGRESSION 7
consoles contribute to the increased exposure of juveniles to violent video game content
(Bernstein, 2015). These games are now a frequent mass media influence on juvenile behavior
because adolescents have an active role. They make decisions to perform and participate in the
violent activity displayed in these games (Bernstein, 2015). The frequent prolonged exposure to
videogame violence leads juveniles to adopt violent traits in their behavior (Bernstein, 2015).
The topic of internet addiction seems to elude seriousness and is only taken into account when a
situation reaches drastic measures. In comparison to a drug overdose, internet addiction seems
insubstantial, a closer look however divulges that elongated periods of internet use can be
detrimental. Take into account the case of 30- year-old Chen Rong-yu, who had a fatal heart
attack while playing the online smash hit League of Legends in a cafe in Taipei (Frank, Paget,
2013). Three months later, an eighteen year old Taiwanese male identified as Chuang, died
after a forty hour marathon of playing Diablo III (Frank, Paget, 2013). While there are more
common consequences of internet and video game addiction, they are not to be taken lightly, for
instance: poor school performance, sleep disturbances, withdrawals from friends, family, and
activities, aggressive behavior, family conflict, anxiety, and depression. These addictive
behaviors can get in the way of normal everyday functioning. These kids who spend endless
hours online and playing video games are not developing social skills, playing sports, or growing
academically. As an after effect, a 21 year old with the emotional and social intelligence of a 12
year old (Frank, Paget, 2013). All addictions, including Internet addictions, result in negative
emotional, social, relational, educational, or career related consequences. Sometimes video game
accomplishments take priority over family, friends, school, work, hobbies, and activities.
VIOLENT VIDEO GAMES AND JUVENILE AGGRESSION 8
Prolonged exposure to violent video games can create video game addiction to Americas
youth. Addiction summed up in its most basic definition is the state of being enslaved to a habit
such an extent that its cessation causes severe trauma. The literature suggests that gaming and
technology addiction is very similar to any other addiction (Frank, Paget, 2013). One addiction
counselor summed it up this way, When they play, their brains produce endorphins, giving them
a high similar to that experienced by gamblers or drug addicts. Gamers responses to questions
even mirror those of alcoholics and gamblers when asked about use (Video Game 2012). A
few research studies reveal some interesting findings. Grusser, Thalemann, and Griffiths found
in their study of teenage gamers that 11.9% fulfilled diagnostic criteria of addiction (Grusser, S.
M. et al., 2007). Dr. Douglas Gentile of Iowa State University concluded in his study of 1,178
youths between the ages of 8 and 18 that 8.5% exhibited pathological patterns of play, which
was described as the presence of at least six of the eleven critical symptoms (as defined by the
Council on Science and Public Health states that 15% of American youth, more that 5 million
kids, may be addicted to video games according to data cited (Video Game, 2012).
published in the April issue of Youth Violence and Juvenile Justice examined the level of
video game exposure for 227 juvenile offenders in Pennsylvania. The average offender had
committed nearly nine serious acts of violence, such as hitting a parent, gang fighting, or
VIOLENT VIDEO GAMES AND JUVENILE AGGRESSION 9
attacking another person in the prior year (DeLisi, Anderson, Gentile, 2013). The results show
that both the frequency of play and affinity for violent games were strongly associated with
delinquent and violent behavior (DeLisi, Anderson, Gentile, 2013). Craig Anderson,
distinguished professor of psychology and director of the Center for the Study of Violence at
Iowa State University, said violent video game exposure is not the sole cause of violence, but
this study shows it is a risk factor. Researchers point out that juvenile offenders have several risk
factors which influence their behavior. The next step is to build on this research and determine
what combination of factors is the most volatile and if there is a saturation point (DeLisi,
Anderson, Gentile, 2013). In contrast, just because a child plays a violent video game does not
mean he or she is going to act violently. However, researchers say if there is anything for parents
to really understand, it is an awareness of what their children are playing and how that may
Military Connection
violent video games. The military has used video games at every organizational level for a
broad array of purposes, Corey Meade writes, a professor of English at Baruch College CUNY
(Shaban, 2013). Since the years of World War II, the army has built a collaborative relationship
with commercialized gaming. The relationship is still seen today: The military offers funding and
technological expertise to game and computer developers, and, in exchange, they give the
military proprietary technology and technical consulting (Shaban, 2013). 1993s Doom, showed
potential for 3-D piloting, multiplayer networking, and virtual reality based training (Shaban,
2013). Through commercial gaming technology, the armed forces could adapt soldiers to the
VIOLENT VIDEO GAMES AND JUVENILE AGGRESSION 10
tactics of team fighting and trigger-fast decision making, or conjure tailor-made battle
environments for them (Shaban, 2013). Americas Army (Epic Games, 2002), a first person
shooter game created by and for the Unites States army, was used explicitly as a recruitment tool
aimed at young teenagers. It could be viewed as propaganda, or as an army intrusion into the
home (Shaban, 2013). The gaming environment desensitizes players to violence and portrays
warfare as an altruistic and free of disabling consequences suggesting that military service
increases ones ability and worth (Derby, 2016). The United States military use video games to
train soldiers and explain the growing significance of military video games and their links to real
Application
When it comes to violent video games and juvenile aggression, one of the outstanding
issues is parental awareness. A childs parents are the ones who should be monitoring what their
child watches and how that affects their childs growth, both mentally and socially. Since most
parents believe that videogames are made for kids, the ratings on the cover such as, eC for
early childhood, E for everyone, E 10+ for ages ten and up, T for teen, M for mature
(generally ages 17+), Ao for adults only, and RP for rating pending, are frequently ignored.
When a news event takes place, either positive or negative that involves a child, the first report is
about what happened, but very rarely is parenting skills brought into question. Everything done
concerning children should always be brought to the attention of a parent or guardian. Parents
are the ones who can stop their children from playing violent video games. They should be
educated about the subject matter at hand, in this case being violent video games and juvenile
aggression.
VIOLENT VIDEO GAMES AND JUVENILE AGGRESSION 11
Presently, there is not a major situation which addresses the correlation between violent
video games and juvenile aggression, but that does not mean that anything will not happen. Most
of the time, people wait for something to happen, rather than avoiding what might happen. This
a risk that endangers everyone, society should be aware of the glitches that violent video games
may bring. All it takes is just one unsupervised child for something to go wrong.
On a survey of the whole Divine Savior Academy High School student body and faculty,
of 44 responses, displayed in
VIOLENT VIDEO GAMES AND JUVENILE AGGRESSION 12
Figure 2, ranging from 11.4%-25% most juveniles play these video games either every day,
every other day, or every week, and out of 46 responses, while the majority of adolescents did
not feel any pent up aggression after playing these types of games a total of 32.6% answered that
they do feel some sort of pent up aggression. With the information gathered from the Divine
Savior Academy survey, I now have a better understanding of the perspective these students
have on video games. While aggression is not a problem at Divine Savior Academy, that does
Personal experience through my cousin has taught me that video games can transform
children. He has played video games since the age of seven until today at the age of nine. He
sometimes expresses himself aggressively because he enjoys play fighting using toy swords
and hand to hand combat with other relatives. My concern for this topic is genuine and in the
future my hopes are that I could raise awareness and also inspire others to recognize the effects
Conclusion
The concern for this topic of finding a correlation between violent video games and
aggression was brought to life because of all the aggression and violence displayed by juveniles
bringing firearms to school to intentionally harm and in several cases kill each other. Violent
video games are not the sole cause of aggression, but they are one that should never be ignored
or excluded. This topic brought insight into this whole new unexplored world of violent media
and juvenile aggression. Although the media industry caters to all, people lose interest easily
unless what they have to offer is new and exciting, in this case, exciting is a whole new level
of violence. Since the creation of the first violent video game, the games that have followed have
VIOLENT VIDEO GAMES AND JUVENILE AGGRESSION 13
only been created in a more gruesome manner because that is what keeps the public interested.
For now, one of the best ways to stop it is by bringing awareness to parents and guardians, also
how children are raised in general because an important aspect to remember is that all of this
reflects back on parents, teachers, and policy makers, basically those who have the greatest
significance on what a child learns and is taught to believe. If that child grows up around violent
video games, they are going to think that violence is acceptable to some extent. People need to
be aware of what is influencing these kids and targeting parents, teachers, and policy makers,
References
Association, A. P. (2016). Violence in the Media - Psychologists Study TV and Video Game
http://www.apa.org/action/resources/research-in-action/protect.aspx
The article, published by the American Psychological Association, identifies that parents,
teachers, legislators, and mental health professionals have wanted to know and understand the
imprint that media has left on children. In arrival of video games, this only seemed to peak more
interest because the video game player is more of an active choice-making participant rather
than just a mere viewer. Several of the more popular videogames seen today are Call of Duty
or Grand Theft Auto which are violent. Psychologist Craig Anderson was mentioned in this
article quoted saying: the evidence strongly suggests that exposure to to violent video games is
a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect
and for decreased empathy and prosocial behavior. One major conclusion from this and other
research on violent entertainment media is that content matters. This research is valuable to the
topic many think that videogames do not really cause a domino effect on juvenile violence but it
does because content matters.
Bernstein, A. (2015). Mass Media Effects on Juvenile Delinquent Behavior - Panmore Institute.
Retrieved from
http://panmore.com/mass-media-effects-juvenile-delinquent-behavior
Angela Bernstein, an author at the Panmore Institute, highlights how mass media effects
juvenile violent delinquent behavior. Bernstein addresses how the content of violent video games
influence a violent tendency in the well-being of juveniles. Since video games are everywhere
nowadays there is a frequent impact on juvenile behavior. Video games have always been
interactive and so players are the ones who actively decide and perform whatever actions their
VIOLENT VIDEO GAMES AND JUVENILE AGGRESSION 15
avatars do. Sustained exposure to these violent video games leads juveniles to adapt violent
traits. This issue is more prominent now because younger gamers are more exposed to the violent
content that video games provide. This article is essential for my research because it is
interesting to see how video game players choose what actions they do. The arguments presented
in this article are valuable to the matter in the sense of how violent behaviors increase through a
specific type of video game use.
DeLisi, M., Anderson, C., & Gentile, D. (2013). Violent video games are a risk factor for
http://www.news.iastate.edu/news/2013/03/26/violentvideogames
http://www.indiana.edu/~cspc/ressenate.htm
VIOLENT VIDEO GAMES AND JUVENILE AGGRESSION 16
The report for parents and policy makers, written by Utah senator Orrin G. Hatch,
summarizes the problem: youth violence while also addressing the principal cause: media
violence, in this case, video game violence. A lot of this research is brought one because far too
many children nowadays are either harming or killing others. An excellent point is brought on by
this report because as Lt. Col. Dave Grossman mentions, Were not just teaching kids to kill.
Were teaching them to like it. If you think about this statement it is true. These days when a
new violent video game comes out, it is pretty much all a gamer can talk about. They are excited
to play it. The report is essential to the argument in question because it sheds a new light onto
other reasons as to why violent video games may lead to an increase into juvenile violence.
Jenkins, H. (2016). Reality Bytes: Eight Myths About Video Games Debunked. Retrieved from
http://www.pbs.org/kcts/videogamerevolution/impact/myths.html
The article, written by Henry jenkins, a professor at MIT, attempts to separate the
publics perception of video games and what research actually shows. For example, for a lot of
troubled kids, violent video games may be one risk factor when it is coupled with other
real-world influences, which can then contribute to antisocial behavior. Many people think that
videogames are for kids, but the video game industry mainly focuses on adult tastes. While an
extensive amount of parents ignore the game ratings because the expectation is that videogames
are for kids. Parents need to be educated and should shoulder some of the responsibility about
the media choices they are making for their kids. The study is fundamental for the cohesiveness
of the topic because it provides the counter argument necessary to balance out the whole paper. It
also challenges the effectiveness of the presentation on the aspect of an audience.
Derby, J. (2016). Virtual realities: The use of violent video games in U.S. military recruitment
and treatment of mental disability caused by war | Derby | Disability Studies Quarterly.
use of violent video games in United States military recruitment and treatment of mental
disability caused by war, based on his research in Disability studies, with specific interest
in mental disabilities.
Frank, K. (2013). Lost and found: Rescuing our children and youth from video, screen,
technology, and gaming addictions. Chattanooga, TN: National Center for Youth Issues.
Grossman, D., & DeGaetano, G. (1999). Stop teaching our kids to kill: A call to action against
Shaban, H. (2013). Playing War: How the Military Uses Video Games. Retrieved from
http://www.theatlantic.com/technology/archive/2013/10/playing-war-how-the-military-us
es-video-games/280486/
Susca, M. (2014). Violent Virtual Games and the Consequences for Real War. Retrieved from
http://www.e-ir.info/2014/09/24/violent-virtual-games-and-the-consequences-for-real-wa
r/
in childrens media culture, mass media and society, code, and many others. Suscas
journalism work focuses on society; United States military recruitment video games,
VIOLENT VIDEO GAMES AND JUVENILE AGGRESSION 18
corporate media ownership and democracy, and the medias handling of mass shootings.
Susca outlines the importance of violent virtual games and the consequences for real
war.
VIOLENT VIDEO GAMES AND JUVENILE AGGRESSION 19
Appendix
Survey Questions
After surveying 220 Divine Savior Academy High School students about their video game usage,
Yes: 47.5%
No: 52.5%
Everyday: 11.4%
3. After playing these video games did you feel pent up aggression? On a scale of 1-5. 1
1: 31 (67.4%)
2: 8 (17.4%)
3: 3 (6.5%)
4: 3 (6.5%)
5: 1 (2.2%)