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Running head: VIOLENT VIDEO GAMES AND JUVENILE AGGRESSION 1

Violent Video Games and Juvenile Aggression, Reality Bytes

Fabiola Quinones

Divine Savior Academy


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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

about the greatness of video games are shaped every day.

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

media/video game violence (American Psychological Association, 2016). As of 2016, 97% 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

Psychological Association, 2016).

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
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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

content influences greatly.

In an article conferred on in 2013 by Matt DeLisi- professor of sociology, Craig

Anderson- professor of psychology, and Douglas Gentile- professor of psychology summarizes

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

aggressive behavior, which in the long term augments juvenile violence.


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Review of the Literature

Statistics and Stories

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.
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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

failed to recognize because of the way the data is presented.

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
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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

flee in a police cruiser.

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

more pernicious and worrisome.

Mass Media and Addiction

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
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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.
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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

or practice or to something that is psychologically or physically habit-forming, as narcotics, to

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

American Psychological Association (Gentile, 2009). The American Medical Associations

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).

Psychologist Conducted Study

In a study conferred on by Matt DeLisi (2013)- professor of sociology, Craig Anderson

(2013)- professor of psychology, and Douglas Gentile (2013)- professor of psychology,

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
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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

influence their behavior.

Military Connection

As shocking as it seems there is an undeniable correlation between the military and

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
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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

war (Susca, 2014).

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.
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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

system of waiting for something

to happen is fraudulent. People wait

until it is too late to act. That is why

one of the main reasons history

class is a large part of the academic

curriculum, to make sure that

history does not repeat itself.

Waiting for something to happen is

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,

a total number of 80 out of the

220 responded, which is

displayed in Figure 1, shows

that out of 80 responses 47.5%

of juveniles play video games

that display violent content, out

of 44 responses, displayed in
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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

not mean that this topic should be ignored.

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

of violent video games on adolescent aggression.

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
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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,

those who can make a change.


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References

Association, A. P. (2016). Violence in the Media - Psychologists Study TV and Video Game

Violence for Potential Harmful Effects. Retrieved from

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
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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

criminal behavior and aggression. Retrieved from

http://www.news.iastate.edu/news/2013/03/26/violentvideogames

The article, contributed by Matt DeLisi- professor of sociology, Craig Anderson-


professor of psychology, and Douglas Gentile- professor of psychology outlines that violent
video games are a risk factor for criminal behavior and aggression. Matt DeLisi stands by
research that shows a correlation between violence and psychopathic traits among juvenile
offenders. Many think that violent behavior majorly stems from antisocial tendencies that some
gamers may adopt. DeLisi said: Even if you account for a childs sex, age, race , the age they
were first referred to juvenile court- which is 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. Many risk factors also have to be taken into consideration, but results surprised
douglas Gentile who has studied the effects of video game violence exposure and minor
aggression, like hitting, teasing, and name- calling. The research concluded from this study is
essential for to the topic at hand because it helps me take into account that while there are many
risk factors contributing to the reasons of juvenile violence, video games are an important one to
focus on.

Hatch, O. G. (1999). Children, Violence, and the Media. Retrieved from

http://www.indiana.edu/~cspc/ressenate.htm
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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.

Retrieved from http://dsq-sds.org/article/view/4704/4209


VIOLENT VIDEO GAMES AND JUVENILE AGGRESSION 17

John Derby, an Associate Professor at the University of Kansas, researched the

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

TV, movie & video game violence. New York: Crown.

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/

Margot Susca, Professional Lecturer in Florida State University, teaches courses

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,

a total of 80 responded to the following questions:

1. Do you play video games that display violent content?

Yes: 47.5%

No: 52.5%

2. How often do you play these video games?

Everyday: 11.4%

Every other day: 13.6%

Every week: 25%

Once a month: 50%

3. After playing these video games did you feel pent up aggression? On a scale of 1-5. 1

being the lowest, 5 being the highest.

1: 31 (67.4%)

2: 8 (17.4%)

3: 3 (6.5%)

4: 3 (6.5%)

5: 1 (2.2%)

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