Given how common these games are, it is small wonder that mental health clinicians often find themselves fielding questions from parents who are worried about the impact of violent video games on their children.
The view endorsed by organizations such as the American Academy of Pediatrics (AAP) and the American Academy of Child & Adolescent Psychiatry (AACAP) is that exposure to violent media (including video games) can contribute to real-life violent behavior and harm children in other ways. But other researchers have questioned the validity or applicability of much of the research supporting this view. They argue that most youths are not affected by violent video games. What both sides of this debate agree on is that it is possible for parents to take steps that limit the possible negative effects of video games.
In its most recent policy statement on media violence, which includes discussion of video games as well as television, movies, and music, the AAP cites studies that link exposure to violence in the media with aggression and violent behavior in youths. The AAP policy describes violent video games as one of many influences on behavior, noting that many children's television shows and movies also contain violent scenes. But the authors believe that video games are particularly harmful because they are interactive and encourage role-playing. As such, the authors fear that these games may serve as virtual rehearsals for actual violence.
In recent years, however, other researchers have challenged the popular view that violent video games are harmful. Several of them contributed papers to a special issue of the Review of General Psychology, published in June 2010 by the American Psychological Association.
Other researchers have challenged the association between violent video game use and school shootings, noting that most of the young perpetrators had personality traits, such as anger, psychosis, and aggression, that were apparent before the shootings and predisposed them to violence. These factors make it more difficult to accept the playing of violent games as an independent risk factor. A comprehensive report of targeted school violence commissioned by the U.S. Secret Service and Department of Education concluded that more than half of attackers demonstrated interest in violent media, including books, movies, or video games. However, the report cautioned that no particular behavior, including interest in violence, could be used to produce a "profile" of a likely shooter.
Personality. Two psychologists, Dr. Patrick Markey of Villanova University and Dr. Charlotte Markey of Rutgers University, have presented evidence that some children may become more aggressive as a result of watching and playing violent video games, but that most are not affected. After reviewing the research, they concluded that the combination of three personality traits might be most likely to make an individual act and think aggressively after playing a violent video game. The three traits they identified were high neuroticism (prone to anger and depression, highly emotional, and easily upset), disagreeableness (cold, indifferent to other people), and low levels of conscientiousness (prone to acting without thinking, failing to deliver on promises, breaking rules).
Although adults tend to view video games as isolating and antisocial, other studies found that most young respondents described the games as fun, exciting, something to counter boredom, and something to do with friends. For many youths, violent content is not the main draw. Boys in particular are motivated to play video games in order to compete and win. Seen in this context, use of violent video games may be similar to the type of rough-housing play that boys engage in as part of normal development. Video games offer one more outlet for the competition for status or to establish a pecking order.
Video games share much in common with other pursuits that are enjoyable and rewarding, but may become hazardous in certain contexts. Parents can best protect their children by remaining engaged with them and providing limits and guidance as necessary.
In the wake of a spate of new mass shootings, our nation is mystified as to why these (mostly) young male shooters are triggered to inflict such carnage on humanity. Discussion centers around mental illness, political motivations, and the availability of automatic weapons as possible explanations for the spike in these violent acts. But more and more people are beginning to wonder about violent video games effects on teens.
While the jury is still out about the affect of violent FPS games on the mental health of young people, there is increasing awareness that the games can interfere with social functioning. In addition, studies have identified areas of concern with high gaming involvement resulting in interpersonal-affective deficits, such as a lack of empathy. At the very least, it is important to continue to study the effects of violent gaming on the mental health of our young.
Several studies have been conducted in the past ten years to look at the possible negative impact of violent video games on kids, teens, and adults. Some study results showed no significant connection between gaming and subsequent violent behavior, while other studies did report statistically significant results.
There is difficulty in discerning just how much time playing violent video games is safe, or how these games impact mental health. It could be that the games attract kids who are already struggling with a personality disorder or tend to be antisocial, which might make them more sensitive to the effects of the games, versus a well-adjusted teen who has the ability to filter fantasy from reality. Regardless, the effects of the games on young people should continue to be studied.
The images that our impressionable children are exposed to can resonate on a subconscious level. The young teen may be fascinated by the mayhem and gore he or she views on a violent FPS video game, just as they would be in viewing a violent R-rated movie or music videos. It is like a forbidden territory that they are being introduced to. While the effects of the gaming may not be visible to others, at least at first, there is a possibility that the constant exposure to dark, disturbing imagery can affect their sensitivity to aggression or violence and decrease pro-social behaviors.
Because there is no consensus yet on the matter of violent video games and teen mental health, the best tactic for parents to take is simple vigilance. Be aware of behavioral and attitudinal changes observed in your teens. Keep an eye out for any signs of deteriorating mental health or an increase in aggressive or violent behavior. Some of the danger signs of declining mental health in your teen might include:
As far as violent video games, parents need to be aware of the ESRB rating system to ensure that the teen is not playing games intended for adults or even older teens. Adhering to these guidelines can offer some protection against the teen being engaged in FPS games. Instill a time each evening when gaming is to end in order to ensure the teen gets sufficient sleep. Online gaming with players from different time zones can impact the hours the teen is keeping and negatively impact sleep quantity or quality.
While it remains to be seen if the young adults who have perpetrated mass shootings became mass murderers due to their time playing violent FPS video games, these individuals often have the signs of anti-social personality disorder, also referred to as sociopathy. These tendencies should be addressed as early as possible for treatment to be at all effective.
BNI Treatment Centers is a Los Angeles-based residential mental health center designed to treat teens ages 12-17. This multi-modal program uses a blend of evidence-based therapeutic strategies and experiential activities for achieving excellent clinical results. If you are worried about violent video games effects on teens and recognize some concerning behaviors, please reach out to the team at BNI Treatment today at (888) 387-0105.
Store-bought video games are evaluated by the Electronic Software Ratings Board (ESRB) and rated for their appropriateness for children and teens. The ratings are featured prominently on the game packaging.
In moderation, playing age-appropriate games can be enjoyable and healthy. Some video games may promote learning, problem solving and help with the development of fine motor skills and coordination. However, there are concerns about the effect of video games on young people who play videogames excessively.
Violent video games have been blamed for school shootings, increases in bullying, and violence towards women. Critics argue that these games desensitize players to violence, reward players for simulating violence, and teach children that violence is an acceptable way to resolve conflicts.
Violent video games require active participation and identification with violent characters, which reinforces violent behavior. Young children are more likely to confuse fantasy violence with real world violence, and without a framework for ethical decision making, they may mimic the actions they see in violent video games.[59] [4]
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