In the past two decades, tragedies
such as the Columbine High School shooting and the Sandy Hook Elementary School
shooting have shocked the general public, causing people to ask the obvious
question: why? Issues frequently brought to the spotlight following a shooting
or similar tragedy are gun control and mental health. However, in recent years,
the media seems to have shifted the spotlight to violent video games, claiming them
to be a major contributing factor to youth aggression, the alleged root of
recent tragedies; this is coupled with an increasing number of politicians calling
for the regulation of the video game industry. But do violent video games
actually cause our youth to commit these terrible tragedies? One must be weary
of the attempts to place the blame upon video games, and similarly, the
attempts to base policy off of this blame. Because if violent video games are
to be blamed as the cause of the tragedies seen in the past two decades, a
definitive link between them and aggressive behavior has to be established
first, and researchers have yet to show this alleged link. Also, since video games
have become more and more popular in the recent years, we should also be seeing
a rise in violent crimes committed by youth; however, these two things seem to
be going in opposite directions. Lastly, not all the committers of tragedies in
the recent years have even had exposure to violent video games.
Research
has yet to show a definitive link between violent video games and aggressive
behavior. Attempts to establish a link “have generally been mixed, with some
studies supporting a link between violent video games and minor acts of
aggression and others finding no link, or even finding reduced aggression
because of violent video game exposure”. One of the studies that claims to link
games with aggression was conducted by Craig Anderson and Karen Dill in the
year 2000; however, it was criticized on the grounds that the researchers’ data
did not support their conclusions in a paper by Christopher J. Ferguson, an
assistant professor of clinical and forensic psychology at the Texas A&M
International University, and co-authors Stephanie M. Rueda and Amanda M. Cruz (“School
Shooting/Violent Video Game Link”). According to Ferguson and his coauthors, the
(generally weak) positive effects on aggressive thoughts and arousal levels do
not establish a link as Anderson and Dill claim; this is because positive aggressive
thoughts and arousal level don’t necessarily translate to increased aggressive behavior, especially if they have been
measured immediately after the subjects finish playing the violent video game,
in which the game would obviously still be fresh in their mind. As they put it
in their paper, “the critical question is not whether individuals who play
violent video games are merely aroused or thinking of aggressive concepts but
whether their behavior is altered such that they are more likely to engage in
violent acts” (Ferguson, Rueda, Cruz). When one asks this critical question,
much of the research supporting a link between violent video games and
aggressive behavior comes under scrutiny, and even more so when one realizes the
research fails to take into account other external factors such as family
violence/environment, negative life events, and bullying.
However,
there is one particular study that does take into account these “third
variables”. It also was the first study to “employ well-validated clinical
measures of aggression and violence, and to control carefully for a number of
other relevant factors that may influence youth violence”. Conducted by Christopher
J. Ferguson in 2010, it attempted to investigate the possibility of a link
between violent video games and aggressive behavior over time; Ferguson,
however, found “no evidence to support a long-term relationship between video
game violence use and subsequent aggression”. His 2010 study expanded upon a
previous study he had done the year before, which found that those with “depressive
symptoms were a stronger predictor of serious aggression and violence”, rather
than those who were exposed to video game violence (“Video Games and Youth
Violence”). So the media and politician’s claims that video games are the root
of recent tragedies simply are not based upon fact.
Many
Americans are under the impression that youth crime is on the rise in the light
of recent tragedies and constant bombardment of examples via the news. Many are
led to believe that this is due to the proliferation of violent video games,
with games such as Call of Duty and Grand Theft Auto blowing away other forms
of media in sales. However the two are actually going in opposite directions.
Based upon statistics from Childstats.gov, “as video games have become more
widespread over the past few decades, the incidence rate of criminal youth
violence has declined sharply; it has not increased as feared” (“Video Games
and Youth Violence”). In addition, “Government agencies, from the Virginia Tech
Review Panel, to the United States Secret Service and United States Department
of Education, to the UK’s Byron Report have a found (sic) little evidence of
violent games sparking an increase in youth violence or school shootings specifically”,
according to Christopher Ferguson (“School Shooting/Violent Video Game Link”).
So, one must be careful in assuming a positive correlation exists because the
media and politicians imply it does, especially when there is strong evidence to
the contrary. Furthermore, it is important to remember that correlation does
not imply causation, so even if violent video game sales were increasing with
youth violence, it doesn’t necessarily mean that they are causing it. Same
applies for the current trend: youth violence is not necessary declining because
of video game proliferation.
Furthermore,
some of the tragedies that have occurred in the past decade involve criminals
who have never had exposure to violent video games. For example, the man
responsible behind the 2007 Virginia Tech shootings, Seung-Hui Cho, was found
by investigators to have had “little or no exposure to violent video games”;
Sulejman Talovic, the man responsible for the Utah mall shootings the same
year, “was found not to be in possession of computer or video games” as well.
Steven Phillip Kazmierczak, the Northern Illinois University shooter, in
addition, was found not to be an avid player of video games. (“School
Shooting/Violent Video Game Link”). These three examples of criminals who had
no experience with video games helps break the common misconception that video
games are the root cause of a tragedy.
It
is very important following a tragedy to be careful not to blame one specific
thing such as a violent video game; it is very easy for one to do so and it
gives the illusion that combating the said thing, in this case, video games, will
prevent tragedies like Sandy Hook and Columbine from happening again. But this
is simply not true. Video games are not the cause of these tragedies, because if
violent video games were the cause, a proper link between them and aggressive behavior
would have already been established. Similarly, video games cannot be blamed
for a rise in youth crime if youth crime is not rising; also, not all shooters
are those that are exposed to violent video games. So the next time you switch
to a news channel and hear the usual-- violent video games being blamed as the
cause of a tragedy-- take it with a grain of salt.
Works Cited
Ferguson, Christopher J. "The School Shooting/Violent Video Game Link: Causal Relationship Or Moral Panic?." Journal Of Investigative Psychology & Offender Profiling 5.1/2 (2008): 25-37. Academic Search Complete. Web. 1 Nov. 2013.
Ferguson, Christopher J., Stephanie Rueda, and Amanda Cruz. “Violent Video Games and Aggression: Causal Relationship or Byproduct of Family Violence and Intrinsic Violence Motivation?” Criminal Justice and Behavior 35.3 (2008): 311-332. Texas A&M International University. Web. 3 Nov. 2013.
Ferguson, Christopher J. "Video Games And Youth Violence: A Prospective Analysis In Adolescents." Journal Of Youth & Adolescence 40.4 (2011): 377-391. Academic Search Complete. Web. 1 Nov. 2013.
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