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Violent Video Games and Teens

Negative Effects on the Brain, Development, and Behavior

© Susan Carney

Aug 13, 2008
Video Games, Mantis Wong
Like most things that appeal to teens, the most outrageous games are the most popular. Unfortunately, that often means more extreme and more realistic violent content.

Editors' Choice

Video games are a multi-billion dollar industry. New titles are marketed to teens each year, with increasingly realistic graphics and sound effects. Many teens, especially boys, spend hours a day playing these games, and parents are often unaware of exactly what their kids are viewing.

Parents are often concerned about the violent content of these games, but unaware just how dangerous they can be. But the risks for increasing aggressive behavior are real. “The latest brain research shows that violent games activate the anger center of the teenage brain while dampening the brain’s conscience.” [Ninth Annual MediaWise Video Game Report Card, David Walsh, Ph.D. et. al., 2004].

Video Game Research

Other studies have found similar results, including increased aggressive thoughts and behaviors, and a decrease in helping behaviors after playing violent games. One study looked at two groups of kids between to ages of 13 and 17: one group played a T-rated game involving military combat while other group played a nonviolent game. After, functional magnetic resonance imaging was used to scan the kids’ brains while they performed certain tasks. The results? The first group showed more activity in the amygdala, a part of the brain which plays a part in emotional arousal, and less activation in the parts of the brain connected to focus, concentration, and control. [Study: Violent Video Game Effects Linger in Brain, Campaign for a Commercial Free Childhood, 2006].

Desensitization to Violence

The initial surprise, or disgust felt when viewing violent images is gradually reduced over repeated viewings. This means that the images make less and less of an impact over time. Instead of finding them shocking and disturbing, kids soon experience these realistic scenes as amusing and entertaining. In addition, the offenders in video games rarely receive negative consequences for their actions, nor do they show empathy or remorse for pain inflicted on their victims. One of the problems with this is that kids may find themselves less compassion towards real incidents and victims of violence, as well.

Perception of Hostile Intent

Constant exposure to these types of images can also cause viewers to perceive the world as more violent than it is, and also normalizes using violence as the best way to solve conflicts. This in turn can lead to misperceptions about threat: kids can start to view other’s intentions as more hostile or threatening than they are intended, because they have been conditioned to expect certain things. As a result, their responses to this perceived threat may be more likely to escalate situations towards violence, rather than using more constructive, peaceful ways of resolving problems.

Using Violence to Establish Control

The themes in video games also normalize unhealthy social relationships and interactions. Male on male violence is presented as the way to determine pecking order: gang violence is glorified, and men solve conflicts through fighting to establish their place on the social chain. Since teens are very concerned about their social status, they are especially vulnerable to this type of modeling. Violence is also used to establish control over women, and sexual violence is common in some of the most popular games. Repeated exposure to and participation in these storylines for kids just learning how too navigate relationships can normalize this behavior for both boys and girls, and can impact their expectations of each other.

There is cause to be concerned about the impact of violent video games. Parents need to be aware of the content of the games their kids are playing, and use the video game rating system wisely. Parents should also talk to their kids about the themes and storylines of these games, and stay on the alert for any behavioral red flags that may indicate a problem.


The copyright of the article Violent Video Games and Teens in At-Risk Youth Support is owned by Susan Carney. Permission to republish Violent Video Games and Teens in print or online must be granted by the author in writing.


Video Games, Mantis Wong
       


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