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Oct 30, 2023

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Unsworth et al. (2007) found that violent video games could lead to a potential increase, decrease, or no change in anger ratings following exposure. Anderson et al. (2010) found that violent video game exposure was in fact positively correlated with aggressive behaviour. Ferguson et al. (2008) found that both daily violence exposure and violent video games can influence potential future crimes, but states that an aggressive personality is the best predictor. A common theme in all these readings would be violent video games, as well as its potential influence on behaviour. Violent video games should not be sold to individuals who have been convicted of a violent crime. Violent video games can portray very graphic and illegal acts, convicted individuals should not be allowed to engage with games that depict such acts. Convicts are more likely to recidivate after playing violent video games which support their aggressive mindsets (Hamilton & Pearson, 2021). A counter would be that there is no evidence for violent video games leading to violent behaviours, and as such nobody should be restricted from playing them (APS, 2019). There are just as many if not more studies that state that violent video games can cause more aggressive behaviour, and as there is even a suggestion that violence can increase, all violent convicts should not be able to play these games. This could help violent crime recidivism rates to drop as the violent behaviours portrayed in games would not become normalized for these already aggressive individuals. Individuals wishing to play violent video games should have to submit to a standardized test to see if they are predisposed to aggressive behaviours. The results would be shared to the individual to let them know if the violence in the games could change their behaviour, or if they should not play the games due to their existing personality. There are endless lists available on the internet that record which convicts attribute their crimes to video games, with offences such
as murder being noted. A counter would be that forcing people to take a test to see whether they have aggressive personalities would be that people would provide fraudulent responses to mask their personalities (Bohannan, 2016). However, the standardized testing method would allow an over-seer to see results that are obviously fraudulent by comparing to mean averages, and simply delete applications to play these games if they submit such a test. By implementing a standardized test to measure predispositions for aggressive behaviour prior to violent video game purchases, it allows users to be more self-aware of both their own behaviours and the content that they are viewing, which can lead to an overall decrease in violent behaviours attributed to video games. Highschools should integrate empathy and anger management education in the classroom. Many of the people who are reported to be inspired or influenced by video games in the commission of their crimes are adolescents. Integrating these emotional education areas into regular school teachings leads to a positive influence and outlet to release those thoughts rather than potentially violent acts. A counter would be that teachers are ill-equipped present this type of learning in the classroom, or do not have the empathy skills at all (Ahmed, 2019). However, teachers typically have their students’ best interests at heart, and the goal of teachers as a whole is to meaningfully educate the next generation; no teacher would object to extra training in order to provide students with their best selves. By implementing these emotion management programs into daily, weekly, or even monthly lessons, young adult violence such as school shootings or fights will decrease. References:
Ahmed, H. (2019, February 28). Some teachers lack empathy . Experience. Retrieved June 19, 2022, from https://lmcexperience.com/perspective/2019/02/28/some-teachers-lack- empathy/ Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., Rothstein, H. R., & Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in eastern and Western countries: A meta-analytic review. Psychological Bulletin , 136 (2), 151–173. https://doi.org/10.1037/a0018251 APS. (2019, August 5). Study finds no evidence that more violent, difficult video games spur aggression . Association for Psychological Science - APS. Retrieved June 19, 2022, from https://www.psychologicalscience.org/publications/observer/obsonline/video-game- mechanics-aggression.html Bohannon, J. (2016). Many surveys, about one in five, may contain fraudulent data. Science . https://doi.org/10.1126/science.aaf4104 Ferguson, C. J., Rueda, S. M., Cruz, A. M., Ferguson, D. E., Fritz, S., & Smith, S. M. (2008). Violent video games and Aggression. Criminal Justice and Behavior , 35 (3), 311–332. https://doi.org/10.1177/0093854807311719 Hamilton, I. S., & Pearson, D. A. S. (2021). A systematic review examining the use of media as an offence-related behaviour in recidivism of offenders. Aggression and Violent Behavior , 56 , 101517. https://doi.org/10.1016/j.avb.2020.101517 Unsworth, G., Devilly, G. J., & Ward, T. (2007). The effect of playing violent video games on adolescents: Should parents be quaking in their boots? Psychology, Crime & Law , 13 (4), 383–394. https://doi.org/10.1080/10683160601060655
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