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PSYC FPX 3002 Assessment 3 Argument Paper
FPX 3002 Assessment 3 Argument Paper
Introduction
Video game usage has been a topic of controversy for many years, with some individuals questioning the effects it may have on the social behavior of children and adolescents (Lischer et al., 2022). Despite the belief that playing video games may enhance social skills and cognitive function, various studies have demonstrated that the content of these games can significantly influence the behavior of the player. According to Greitemeyer (2022), playing video games with violent storylines relates to increased aggressiveness and decreased prosocial conduct.
PSYC FPX 3002 Assessment 3 Argument Paper
Factors such as age, gender, and preexisting levels of aggression may influence the relationship between video game play and social behavior. The connection between video games and social behavior is multifaceted and needs to be fully understood. Some studies have also suggested that the way someone plays video games may affect their social circle, although it needs to be clarified to what extent this occurs (Greitemeyer, 2022).
A substantial body of research indicates that video games’ potential impacts on social behavior are significantly influenced by their content (Burkhardt & Lenhard, 2021). According to the study, video game violence is consistently linked to increased aggression and decreased prosocial conduct. A meta-analysis of 381 studies, including a total of over 130,000 participants, found a relationship between playing violent video games and displaying aggressive behavior (Greitemeyer, 2022). Considering these findings, it is crucial for parents, educators, and legislators to carefully assess the nature of the video games that kids and teenagers play and to take measures to reduce their exposure to violent games.
Arguments
The social learning theory claims that people pick up knowledge via imitation and experience. The results of these practices may affect what learners understand in the future. Players see and emulate the game’s hostility, frequently rewarded and encouraged (Greitemeyer, 2022). This can lead to an increase in aggressive behavior in real life. According to research, there exists a relationship between playing violent video games and decreased empathy and prosocial behavior. Prosocial behavior includes actions taken to help others, while empathy refers to the ability to understand and share the emotions of others. The impulse to assist others may decline because of playing fierce video games. As they may become desensitized to the pain of others (Greitemeyer, 2022).
PSYC FPX 3002 Assessment 3 Argument Paper
Ample evidence suggests that playing video games with violent storylines can have negative effects on social behavior, including increasing animosity and decreasing prosocial behavior (Shao & Wang, 2019). While the impact of these games may vary among individuals, the overall pattern of results indicates that violent video games can have negative consequences on social behavior. Some research even suggests that the influence of violent video game consumption may extend beyond the individual player to their social network (Greitemeyer, 2019). Therefore, it is important for parents, educators, and policymakers to be mindful of the content of video games that children and adolescents are exposed to and to consider limiting access to violent games to promote positive social behavior and well-being.
Counterarguments
The idea that video games with violent plots promote hostility and reduce prosocial behavior has been challenged. According to the Catharsis Theory, these games can help to relieve aggressive urges and, eventually, reduce violence (Greitemeyer, 2022).. However, a meta-analysis of 381 effect sizes involving over 130,000 participants found a link between playing violent video games and acting aggressively. This refutes the Catharsis Theory (Greitemeyer, 2022).
Another counterargument is that people can differentiate between the natural and virtual worlds and that exposure to violence in video games does not translate to aggressive behavior in real life. At the same time, some people may be able to make this distinction. According to these, video games are related to decreased aggression and prosocial behavior across various studies and races. This suggests that the ability to distinguish between reality and the virtual world may not be universal (Greitemeyer, 2022).
Conclusion
In conclusion, research suggests that playing violent plot video games relates to increased hostility and lower prosocial conduct. A range of study methodologies, including experimental, correlational, and longitudinal investigations, have been used to illustrate this association. While the influence of these games may vary depending on the person, the general data pattern consistently demonstrates a detrimental association between violent video game play and social conduct. It is critical for parents, educators, and legislators to assess the content of video games to which children and adolescents are exposed and to limit their access to violent games to safeguard their well-being and that of individuals in their social network. Research has not supported counterarguments such as the catharsis theory, which claims that violent video games can serve to release aggressive desires and reduce violence.
PSYC FPX 3002 Assessment 3 Argument Paper
References
Burkhardt, J., & Lenhard, W. (2021). A meta-analysis on the longitudinal, age-dependent effects of violent video games on aggression. Media Psychology, 25(3), 1–14. https://doi.org/10.1080/15213269.2021.1980729
Greitemeyer, T. (2019). The contagious impact of playing violent video games on aggression: Longitudinal evidence. Aggressive Behavior, 45(6), 635–642. https://doi.org/10.1002/ab.21857
Greitemeyer, T. (2022). The dark and bright side of video game consumption: Effects of violent and prosocial video games. Current Opinion in Psychology, 46. https://doi.org/10.1016/j.copsyc.2022.101326
Lischer, S., Jeannot, E., Brülisauer, L., Weber, N., Khazaal, Y., Bendahan, S., & Simon, O. (2022). Response to the regulation of video games under the Youth Media Protection Act: A public health perspective. International Journal of Environmental Research and Public Health, 19(15). https://doi.org/10.3390/ijerph19159320
Shao, R., & Wang, Y. (2019). The relation of violent video games to adolescent aggression: An examination of moderated mediation effect. Frontiers in Psychology, 10. https://doi.org/10.3389/fpsyg.2019.00384