
- Young Video Gamers - Sandman35
Video games have been a part of North American culture since the 1970’s, but the violent content of video games has begun to escalate since the 90’s and today the debate over whether violence in video games is detrimental to the emotional, social and physical well-being of youth is more intensified than ever.
In some secret shopper operations in America, 44% of children as young as 7, were able to purchase M-Rated video games. Recent research has demonstrated that the percentage of gamers under the age of 18 years of age, may be as high as 41% and among this group, those that are 8-10 years of age are averaging 1.5 hours of gaming a day-that is approximately 11 hours a week.
Before turning to a synopsis of the arguments that support video gaming, it is important to note that the concern here is with excessive playing and with the violent content of these games, not simply with games in general.
The Arguments Supporting Video Gaming
Arguments that support video gaming involve what the games do to encourage developmental growth. A common belief is that video games teach problem solving as players persevere and try to find alternate avenues to succeed. Gamers are motivated to continue to improve their skills and are constantly forming and testing new hypotheses. Gamers make choices and must accept the consequences of their actions, thus encouraging and fostering the sense of accountability and responsibility.
Another common argument is that gaming encourages eye-hand coordination.
Many also believe that video games are a meaningful form of expression as the gamer can feel guilt over their own actions and are expressing themselves in the choices they are making. Gamers are also learning to adapt, which is one of life’s most valuable lessons and realities.
Video games encourage social growth as gamers play with others and learn to work cooperatively. To get through the game requires teamwork, a skill that young children continue to try to develop throughout their childhood.
One of the most popular arguments heard today is that violent play leads to violent play, not real-world violence. In other words, gamers are more likely to gravitate towards other play that is violent, but this remains pure fantasy and does not impact their lives outside of the gaming world.
Those making these arguments are likely to believe that adult suspicion (over the harmful effects of violent content in video games) is more problematic than the actual content of the games. These people are likely to believe that the energy focused in fighting against these games and opposing this violent subculture is misdirected; the efforts do not actually focus on what does cause violence and do not actually lead to any substantial conclusions with regards to what does lead to violence.
Arguments Against Violence in Video Gaming
On the flipside, there are many who believe that video-game play is directly linked to youth aggression, as these youth who play excessively become conditioned to the violence. When someone has seen violence used repeatedly to such an extent, they are more at risk of responding impulsively with violence in a real-world situation.
They become desensitized in a way that would not propel them away from using violence in the real world to obtain an end goal. In becoming desensitized, these youth are more likely to lack empathy towards victims, and a lack of empathy is a key characteristic of many violent offenders and those who suffer from other patterns of delinquency.
Other arguments are that excessive video gaming can lead to health problems such as obesity, poor-heart health or tenosynovitis. In addition, excessive gaming can lead to social isolation and poorer grades.
Of recent, video gaming has been categorized as addictive in nature. Medical boards have equated the problems found in other addictions with those symptoms and problems found in gamers. For example, health degredation, and social alienation are consequences of gaming as they are of other addictions.
The Need for More Research
There is uncertainty and ambiguity in the research that supports any of these aforementioned arguments, and there most certainly is not enough understood longitudinal research into the long-term effects on our youth.
However, much of the research that has been conducted does demonstrate a causal link between violent video-gaming and real-life aggression along with a lack of quality friendships.
What is certain, and one harsh criticism is that while glorified video game companies are raking in the profits, this generation of youth is becoming stupefied. Some are benefiting, others only think they are.
Parents and anyone wishing to better educate themselves with regards to who is most at risk are advised to further their readings, but most especially to use common sense and discretion along the way.
