A quick glance at any video game retailer's
store shelves reveal numerous games containing a large amount of violence and
aggressive competition. With successful video game franchises such as Call of
Duty, Grand Theft Auto and God of War boasting blood, brutality and glory, many
have come to question the interactive medium of video games as a role model
advocating violence. Video games have almost become household products with 91%
of U.S. children between the ages of 2-17 playing daily for entertainment
(NPD). Compared to more passive mediums, such as television or print, it is
valid to wonder whether or not interactive mediums greatly fuel aggressive behaviors
that lead to the violent crimes noticed in today's news.
There have been numerous studies
linking violence to media. In terms of television, however, a landmark research
investigation by Wilbur Schramm, Jack Lyle and Edwin Parker showed that there
was no magic bullet of media effects. Further studies have revealed slight
aggressive behavior, but none provide a concrete link. More importantly,
family, school and religion provided greater influences on the individual,
providing tastes, attitudes and behaviors.
The claim that video games lead to
hostile behavior has also been recently studied in PBS's weeklong special After Newtown. The shooter during the
tragic event was linked to playing World of Warcraft, a highly competitive game
valuing aggression and violence amongst players. However greater influences are
at work when determining the violent nature of Newtown shooter Adam Lanza. As
PBS excerpts a clip from Raising Adam
Lanza, it is revealed that his mother Nancy brought him to shooting ranges
as well as bought him rifles and weaponry. Nancy Lanza's influence easily
correlates to her son's aggressive behavior just as much as video games do,
highlighting the fact that there are greater influences outside of interactive
media. Those who argue that video games have a greater effect on users in regards
to influencing violence may be disregarding important outside influences such
as family, school and religion and highlights a criticism of media-effects
research: that audiences are easily duped by media messages.
Although violent video games provide
its users with an interactive violent environment, the correlation to
aggressive behavior does not equal causation. Furthermore, public health
consultant Cheryl Olson debates video games as normative behavior. Olson has a
point, as the growth in percentage of video game users have not led to a
dramatic increase in real world violence, making interactive media similar to
passive media in terms of influence.
For more information:
Converging Media by John V. Pavlik & Shawn McIntosh - Chapter 14: Media Theory & Research
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