Wednesday, September 11, 2013

Interactive Media Provides Weak Link to Violent Behavior

            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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