Violence in the Media – Psychologists Study TV and Video Game Violence for Potential Harmful Effects

Since TV was first introduced, parents, teachers, politicians, and mental health professionals have wanted to understand the impact of television, particularly focusing on children. Psychologists tend to refer to Bandura’s work in the 1970s on social learning and the tendency of learning as influenced by modeling and exposition. Upon years of study and assessment the National Institute of Mental Health came up with some major effects related to the exposition of violence including: (1) reduced sensitivity to pain and suffering of others, (2) increase fearfulness of the world, and (3) increased aggressive behavior towards others. Complementary research studies have also found that children who watch many hours of violence on TV tend to be more aggressive as teenagers and adults. These findings don’t necessarily imply that exposition to violence is a cause of aggressive behavior, but rather recognize it as a factor that may contribute to aggressive conduct.

 

Leaving TV aside, it’s important to consider how the video game realm contributes to violence as it doesn’t just limit itself to present violence, but to engage the user in virtual violent behaviors. Before addressing the subject of video games and violence, I think it’s important to recognize that according to statistics, approximately 97% of adolescents (ages 12-17) play videogames. This is interesting as it shows how almost every single adolescent is exposed to video games. It becomes more fascinating to note that the most popular videogames like Call of Duty or Grand Theft Auto embrace violence or violent behaviors as their main objective. If we take 97% of adolescents and add it to the popular violent games we obtain interesting data that may lean towards violent videogames as a cause of aggressive behaviors.

 

According to new research studies conducted by psychologists, evidence in research suggests that exposure to violent videogames is a causal risk factor that can lead to aggressive behavior, aggressive affect, and decreased empathy and prosocial behaviors. Another research study proposes the idea that children are also influenced by other variables like mental health and family life. Children who are already at risk in these settings may be more likely to play violent video games. Although this data is compelling, it would be somewhat premature to conclude that violent video games are the cause of aggressive behavior.  I would limit myself to say that violent videogames may be one of the causes of violent behaviors or conducts. To reach further conclusions, more research studies have to be considered. As for parents, I would advise close monitoring of what their adolescent children are exposed to in both TV and videogames. Personally, I would also consider the idea of monitoring the environment these adolescents are in as a negative influence enhanced by a violent videogame that may lead to negative outcomes.

Link to article: https://www.apa.org/research/action/protect