Sunday, December 12, 2010

According To Science Daily

Violent Video Games May Increase Aggression in Some but Not Others, Says New Research

ScienceDaily (June 8, 2010) — Playing violent video games can make some adolescents more hostile, particularly those who are less agreeable, less conscientious and easily angered. But for others, it may offer opportunities to learn new skills and improve social networking.
In a special issue of the journal Review of General Psychology, published in June by the American Psychological Association, researchers looked at several studies that examined the potential uses of video games as a way to improve visual/spatial skills, as a health aid to help manage diabetes or pain and as a tool to complement psychotherapy. One study examined the negative effects of violent video games on some people.
"Much of the attention to video game research has been negative, focusing on potential harm related to addiction, aggression and lowered school performance," said Christopher J. Ferguson, PhD, of Texas A&M International University and guest editor of the issue. "Recent research has shown that as video games have become more popular, children in the United States and Europe are having fewer behavior problems, are less violent and score better on standardized tests. Violent video games have not created the generation of problem youth so often feared."
In contrast, one study in the special issue shows that video game violence can increase aggression in some individuals, depending on their personalities.
In his research, Patrick Markey, PhD, determined that a certain combination of personality traits can help predict which young people will be more adversely affected by violent video games. "Previous research has shown us that personality traits like psychoticism and aggressiveness intensify the negative effects of violent video games and we wanted to find out why," said Markey.
Markey used the most popular psychological model of personality traits, called the Five-Factor Model, to examine these effects. The model scientifically classifies five personality traits: neuroticism, extraversion, openness to experience, agreeableness and conscientiousness.
Analysis of the model showed a "perfect storm" of traits for children who are most likely to become hostile after playing violent video games, according to Markey. Those traits are: high neuroticism (e.g., easily upset, angry, depressed, emotional, etc.), low agreeableness (e.g., little concern for others, indifferent to others feelings, cold, etc.) and low conscientiousness (e.g., break rules, don't keep promises, act without thinking, etc.).
Markey then created his own model, focusing on these three traits, and used it to help predict the effects of violent video games in a sample of 118 teenagers. Each participant played a violent or a non-violent video game and had his or her hostility levels assessed. The teenagers who were highly neurotic, less agreeable and less conscientious tended to be most adversely affected by violent video games, whereas participants who did not possess these personality characteristics were either unaffected or only slightly negatively affected by violent video games.
"These results suggest that it is the simultaneous combination of these personality traits which yield a more powerful predictor of violent video games," said Markey. "Those who are negatively affected have pre-existing dispositions, which make them susceptible to such violent media."
"Violent video games are like peanut butter," said Ferguson. "They are harmless for the vast majority of kids but are harmful to a small minority with pre-existing personality or mental health problems."
The special issue also features articles on the positives of video game play, including as a learning tool. For example:
  • Video games serve a wide range of emotional, social and intellectual needs, according to a survey of 1,254 seventh and eighth graders. The study's author, Cheryl Olson, PhD, also offers tips to parents on how to minimize potential harm from video games (i.e., supervised play, asking kids why they play certain games, playing video games with their children).
  • Commercial video games have been shown to help engage and treat patients, especially children, in healthcare settings, according to a research review by Pamela Kato, PhD. For example, some specially tailored video games can help patients with pain management, diabetes treatment and prevention of asthma attacks.
  • Video games in mental health care settings may help young patients become more cooperative and enthusiastic about psychotherapy. T. Atilla Ceranoglu, M.D., found in his research review that video games can complement the psychological assessment of youth by evaluating cognitive skills and help clarify conflicts during the therapy process.
 




Dr. Phil Talks About Children and Videogames

Children And Violent Video Games

More and more kids are playing video and computer games — especially ultra-violent ones that are top sellers. Research shows that children are also spending increasing amounts of time playing them: an average of 13 hours per week for boys and five hours for girls. A recent content analysis by the research organization Children Now shows that a majority of video games include violence and about half of the violent incidents would result in serious injuries or death in the "real" world.


Do you know what games your children are playing and what impact all the violence can have on them?
According the American Psychological Association, violent video games can increase children's aggression. Dr. Phil explains, "The number one negative effect is they tend to inappropriately resolve anxiety by externalizing it. So when kids have anxiety, which they do, instead of soothing themselves, calming themselves, talking about it, expressing it to someone, or even expressing it emotionally by crying, they tend to externalize it. They can attack something, they can kick a wall, they can be mean to a dog or a pet." Additionally, there's an increased frequency of violent responses from children who play these kinds of video games.

Dr. Phil also points out that violent video games don't teach kids moral consequences. "If you shoot somebody in one of these games, you don't go to jail, you don't get penalized in some way — you get extra points!" This doesn't mean that your child will go out into the world and shoot someone. "But they do use more aggressive language, they do use more aggressive images, they have less ability to control their anger and they externalize things in these violent ways. It's absolutely not good," says Dr. Phil.

Furthermore, the American Psychological Association says playing violent games correlates to children being less caring and helpful toward their peers. And these effects happen just as much for non-aggressive children as they do for children who already have aggressive tendencies. Children spend a great deal of time with violent video games at exactly the ages that they should be learning healthy ways to relate to other people and to resolve conflicts peacefully.

And, according to the National Institute on Media and the Family, it's not just a concern when it comes to young children. Teenage brains are in the midst of growth spurts, making teens very impressionable. Just when teens are wiring the circuits for self-control, responsibility and relationships that they will carry with them into adulthood, violent games activate their anger center while dampening the brain's "conscience." And think of the more subtle impact: What do you think the effect is when your kids spend time with violence simulators that glorify gang culture, celebrate brutality, lionize crudeness, and trivialize violence toward women?

How can parents minimize any potential harm? Psychologists have found that when parents limit the amount of time as well as the types of games their children play, children are less likely to show aggressive behaviors. Other research suggests that active parental involvement in children's media usage — including discussing the inappropriateness of violent solutions to real life conflicts, reducing time spent on violent media, and generating alternative nonviolent solutions to problems — all can reduce the impact of media violence on children and youth. If you play video games with your child, Dr. Phil suggests alternative activities that allow you to have more interaction with your child, such as playing a board game together or going for a walk and exploring together.

For more information, visit:








  • American Psychology Association
    http://www.apa.org/

























  • The National Institute on Media and the Family















  • http://www.mediafamily.org/










  • Children Now
    http://www.childrennow.org/
















  • CLICK THE LINK TO WATCH A VIDEO WITH DR. PHIL TALKING ABOUT VIDEO GAMES:
    http://cnettv.cnet.com/violent-video-game-scrutinized/9742-1_53-50059035.html?tag=api



    
    The chart is intended to refute that video games do NOT equal violence. Not that video games are what’s removing violence.

    The ESRB rating system attempts to detour younger players from playing the "violent" games; However, that is not the case, more and more younger kids are playing these violent games.

    The video game ratings compared to movie ratings are as follows: