IntroductionAggression in the media is nothing new, from TV shows to music; teenagers all over the world are swallowed up by it every day. Aggression is a form of indirect or direct violence towards another person or subject. Studying the effects that video game violence has on the aggression of adolescents and teens is a troubling thought. Teens become desensitized to the violence they witness in their video games like Grand Theft Auto, which have become so popular in recent years. Previous research has produced findings that support the idea that violence affects the player, but studies such as that conducted by Anderson and Ford (1997) can only support this claim in the short term. In these experiments players were exposed to one of three different game types: highly aggressive, mildly aggressive, or a control game. After the game, hostility, anxiety, and depression were measured using a checklist. The experiment found that hostility was increased in both groups of gaming conditions compared to the control, although high aggression led to significantly greater anxiety. This shows that playing aggressive video games can have short-term negative effects on players and their emotional states. It also supports the idea that more aggressive games create more hostility and aggression in players. Another study conducted by Devilly, Callahan, and Armitage (2011) investigated the effect of violent video game play time on anger. It was measuring whether or not players got used to longer, more realistic periods of gameplay. Participants were assigned to play a violent video game for 20 or 60 minutes. The results showed that participants in the longer time slot showed less of a change in anger than before and after… middle of paper… that violent action video games have on a person's everyday social aggression. Creating experiments to test this hypothesis could produce different results as confounding factors would need to be taken into account. A future research task could compare different types of video games to determine if there is a relationship between role-playing games and action games. In conclusion, our study demonstrated that an increase in social aggression may not be caused by violent video games, as no significant correlation was demonstrated by these results. While concerns are still great, future research should examine more of the short-term effects that video games have on adolescents and young adults and thus move closer to the idea of habituation to violence from these games. An increase in aggression is something that should be taken seriously and future research should reflect this.
tags