Sunday, February 22, 2015

Recent Meta-Analytical Tests Done Proving the Powerful Effects Video Games Have on Media Users Today


The popularity of video games has greatly increased throughout the years and the growing addiction to these aggressive interactive games is still continuing today. Video games are found to have a negative effect on media users, but the source of entertainment makes one never want to stop. In the Sage Journals article, “Video Games do Affect Social Outcomes: A Meta-Analytic Review of the Effects of Violent and Prosocial Video Game Play,” Tobias Greitemeyer and Dirk O. Mugges stated that, “A representative national survey indicated that about 97% of American teens play video games.” This incredibly high percentage indicates the dangers of these video games and only proves that many people have a high change of being affected. When media users get so embedded in the entertaining interactive game, they do not realize the harm that they are doing to themselves. The interaction involved in a video game is what keeps a media user so intrigued, while just watching Television does not have the same powerful effect.
Violent video games increasing the level of aggression on media users
The General Learning Model believes that video games can greatly shape a user’s attitude. It concludes that violent video games increase aggression in a user and can cause someone to be aggressive just by actively participating in the game. The General Learning Model also states that, “perceptual and cognitive constructs include beliefs, cognitive-emotional constructs, and emotional constructs are likely to be influenced by repeated video game play.” A suitable example for the aggressiveness video games have on media users is the 1999 shooting at Columbine high school. In a meta-analytic review, “Evidence for Publication Bias in Video Game Violence Effects Literature,” it is believed that Eric Harris and Dylan Klebold learned their gruesome actions due to violence they were once exposed to. The violence involved in these highly interactive games can put ideas in one’s head that can cause one to commit violent actions, especially because he or she has virtually participated in these actions and had no problem doing so. 

Violent video games cause media users to think its acceptable
 in real world situations
Evidently, violent video games can cause severe aggression as well as many other issues. In relation to the social learning theory, we learn by observing, which therefore shows that media users who continuously watch violent video games and participate will then act upon that behavior and bring it to their normal daily life. Iowa State University students studied a theoretical model of the effects and consequences of playing video games, which led them to conclude that, “people are more likely to imitate behaviors if they also witness that behavior being rewarded and less likely to imitate behaviors if they also witness that behavior being punished.” When media users are constantly participating in a video game, they can sometimes feel that it is more that they need to play and it can become more of an addiction than what was really meant to be for fun. If individuals never see a character being punished, they can feel that those specific actions are not bad, which therefore leads them to acting upon what they observe and have virtually experienced.

On the other hand, a more passive medium, such as television, does not have as great of an effect on the individual as a highly interactive video game does. The interaction that goes into a video game as well as the addiction that develops as a result, is the key component as to why aggression would evolve. Actually participating in this game can make someone feel like he or she is actually a part of the situation going on. It is known that television is viewed around the world and many people spend hours watching. Although there is a lot of time spent watching television, it can be very beneficial when it comes to learning knew things, especially because violence does not necessarily have to be involved. The unnecessary stress and aggression that comes out of a video game can really harm oneself, while television can greatly help a media user in numerous ways.

At a very young age, watching television can definitely enhance the way a young media user thinks and acts. Watching certain educational television shows can help young media users learn new things just by observing. Television has beneficial effects on media users today; however, the effects that come with highly interactive video games are much greater due to the interaction that comes with a video game. More specifically, schools today show certain shows to students solely for the purpose of trying to have them learn a certain lesson. In regards to a video game, a teacher would not have students play a video game to learn a lesson out of it. Clearly, many people know that there are many violent television shows out there as well. The main difference between observing a violent television show in relation to a violent video game is the interaction component. The viewing of violent television shows relates to the cultivation analysis theory in the sense that one may feel the world is as dangerous as it is seen on television. This does not necessarily make users feel like they have to bring what they observe on the screen to real life; however, with the interaction involved in video games, some may feel the strong urge to. Media users who invest their time in actually interacting in the video game can make them feel like they are a part of the game. This feeling of actually being in the game can make the media user have the strong desire to bring this urge to real life. Interaction plays a key role when comparing the two.


Young media user watching television without the use of any violent means
In conclusion, it is evident that participating in highly interactive video games can cause severe aggression, anxiety, as well as many other negative factors. There is a much stronger pull on the media user with video games compared to just watching television and not actually participating. Video games can change the person that one was before, and turn the individual into someone he or she never knew they could ever be. The General Aggression Model states, “a person’s set of chronically accessible knowledge structures defines that person’s personality.” Evidently, a negative personality can develop from participating in highly interactive violence because these actions have the pull that makes the media user want to bring the actions into the real world.


1 comment:

  1. This is a phenomenally written post about the relationship between interacting with video games and violence. The headline is very informative and explanatory and lets the reader know immediately what the post will be about and what to expect. The post is also well structured with multiple embedded links that allows the reader to further their knowledge on the topic. I loved the way you talked about how TV and Video Games are different because of the interaction component of video games. All of your points can relate back to the articles you embedded in the post. Your main points of how video games can create violent behavior because of the interaction component and how television is different is vert evident and you did a great job describing and informing the reader. One thing I think that you could've added to your article is a study that shows how video games don't cause aggressive and violent behavior so that you could acknowledge the opposing article and rebut it with more research from your sources. Overall a very good post

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