Violent Computer games are VIOLENT?
In late 1940, video games were first used in missile defence systems as a form of cathode ray tube. In 1971 the first commercially viable video game was Computer Space. Today computer video games are gaining popularity worldwide as these computer video games are increasing with different versions of sophistication and complexity. The increasing popularity of computer games has stimulated researchers’ interest in analysing their positive and negative effects.
The question arises whether playing violent video games is a harmless and enjoyable pass time or they are detrimental to a young person’s healthy social, emotional, and moral development. A study on violence exposure, gender issues, and impact by Ray M et al (2005) in India revealed that children having exposure to violence through media had poorer school performance.
Research by Craig A. Anderson., & Brad J. Bushman. (2001) suggested that playing violent video games will increase aggressive behaviour. A meta-analytic review of the video-game research literature reveals that violent video games increase aggressive behaviour in children and young adults. Experimental and non-experimental studies with males and females in laboratory and field settings support this conclusion. The analysis also reveals that exposure to violent video games increases physiological arousal and aggression-related thoughts and feelings. Playing violent video games also decreases pro-social behaviour. These studies clarify that violent video games have more negative effects than positive effects.
A gamut of research has been carried out in understanding the negative effects of violent video games. Shao, R., & Wang, Y. (2019) examined the effect of Relation of Violent Video Games to adolescent aggression; the results revealed that there was a significant positive correlation between exposure to violent video games and adolescent aggression. The family environment plays a vital role as a mediation effect on exposure to violent video games and adolescent aggression. Kimmig, A. C. S., Andringa, G., & Derntl, B. (2018) saw adverse effects in terms of lack of empathy and immorality, no claims of directionality and interpersonal-affective deficits were seen increased in violent video game user groups.
Tips to keep the violent games away
- The first step is to keep a time check and monitor the gaming activity. Having a logbook helps to understand how the hour is being spent.
- Creating a mutual agreement for engagement in gaming activities coupled with extracurricular activity is important.
- Third, emphasis on family environment and focus on reinforcing behaviours. For example: Setting a dining rule for not using mobile phones or gadgets during family dinner, gathering, and household activities.
- Parents should encourage active social engagement and explore group-based activities, recreation, and sports. Developing hobbies in creating art which includes all five senses of the body such as pottery, carpentry, gardening, logo making, etc., helps to rediscover oneself and to develop better concentration and focus in academic activities.
The Brighter Minds Alpha and Alpha plus programs are tailored intervention programs to cater to the holistic development of the Child. The program consists of a finely-tuned balance of exercises that activate and relax different lobes of the brain, all within a positive learning environment. These include brain, eyeball, journaling and breathing exercises, music and dance as well as relaxation sessions. This strengthens the child’s capacity to absorb, observe, remember, imagine, and empathize better. And we at Cognitive Gain, a leading learning center of Brighter Minds aim to nurture every child to explore their hidden potential.
References:
- Craig A. Anderson., & Brad J. Bushman. (2001). Effect of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal and prosocial behavior: A Meta-Analytic Review of the Scientific Literature. American Psychological Society Volume 12, No. 5: 353-359.
- Ray M, Malhi P. (2006). Adolescent violence exposure, gender issues, and impact. Indian Journal Pediatrics; 43: 607-612.
- Ray M, Malhi P. (2005). Reactions of Indian adolescents to the 9/11 terrorist attacks. Indian Journal Pediatrics; 72: 217-221.
- Kimmig, A. C. S., Andringa, G., & Derntl, B. (2018). Potential adverse effects of violent video gaming: Interpersonal-affective traits are rather impaired than disinhibition in young adults. Frontiers in psychology, 9, 736.
- Shao, R., & Wang, Y. (2019). The relation of violent video games to adolescent aggression: An examination of moderated mediation effect. Frontiers in psychology, 10, 384.