Study Confirms: Violent Video Games During Childhood Do Not Increase Aggression

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Almost all young people today play video games in the developing world, and this prevalence has led to questions about the potentially harmful consequences of this leisure activity.

Studies that survey members of the general public, as well as scientists, indicate that opinions on the impact of gaming on young people differ widely as a result of demographics and personal gaming experiences.

Some scholars suggest that playing video games has social and cognitive advantages, while others argue that the medium leads to mass shooting incidents and to violent behavior with consistent and strong consequences.

Recently, a series of open letters released by researchers have warned the public and policy-makers that their addictive potential cognitive benefits and violent consequences may have been over-exaggerated for both pros and cons when it comes to gaming.

The study that made this belief go away was researched during a  ten-year period. Its topics were Cyberpsychology, Behaviors, as well as Social Networking.

The good news is that this lengthy study hasn’t found a particular link in later years between playing violent video games as a child and increased violence or aggressive behavior.

The children who played for several hours displayed no noticeable rise in hostility over those who played few to no hours when analyzed 10 years later. The game that they used while performing the study is perhaps one of the most aggressively violent games of all – Grand Theft Auto (GTA).

During early adolescence, the group of children who played GTA actually exhibited greater depressive symptoms but rather decreased anxiety levels. Researchers assume that these children may have used violent video games to control or deal with symptoms of depression.

Blaming games for whenever mass shootings happen is absolutely absurd. Focusing on violent video games almost certainly distracts politicians and elected leaders from the pressing need to deal with more profound causes.

For elected leaders, feds, as well as state politicians, and all those associated with lethal aggression, it is a moral necessity to confront the fundamental issues and not take symbolic refuge in blaming violent video games.

 

Sources:
dana.org
royalsocietypublishing.org

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