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Violence and Video Games
It is worth showing that, despite claims otherwise, there is no link between violent video games and real-world violence. As Markey and Ferguson note in Moral Combat (2017), research shows that:
“the crusade against violent video games is as much about culture as it is about actual danger, that the research supporting this crusade is seriously flawed, and that there is no connection between video game violence and school shootings or, indeed, any other acts of real violence.” (Moral Combat, p. 110)
In fact, research shows clear benefits to collaborative gaming:
“Video games build social skills: by playing with friends, gamers learn how to compromise, follow rules, take turns, resolve conflicts, and solve problems. Given this link between video games and social skills, it shouldn’t be surprising that children who play video games every day also interact with their friends in the ‘real world’ as frequently as other kids. Contrary to their stereotype as antisocial loners, people who enjoy violent video games … are also more sociable, outgoing, and talkative than those who do not enjoy these games (Moral Combat, p. 110)
Video Game Addiction
One common depreciatory comment about video games is their supposed addictive nature. There is undoubtedly an issue with the quantity and quality of students use of technology, and our program looks to take on this issue head-on (see Social/Emotional Development above). It is worth noting here however, that “obsessive video gameplay is often a symptom of another underlying problem” (Moral Combat, p. 125). In fact:
“People who healthily engage with video games will find that the hobby adds value to their lives. In contrast, individuals who have an unhealthy or addictive relationship with video games will inevitably discover these games detract value from their lives” (Moral Combat, p. 129)
The perspective of “addiction” to gaming is often misperceived via an attitude of how one uses their time, but as Markey and Ferguson state:
“for people who are not familiar with gaming, it can sometimes be difficult to tell the difference: they can’t imagine what it could possibly add to a person’s life, and they might think the gamer is ‘missing out’ and should be outside or doing something more constructive. But being unable to see the appeal of an activity is not a sign that the activity is harmful” (Moral Combat, p. 129-130)