The discussion related to video games violence and its effects on kids, students and adults seem to be endless. It is truly a complex subject that should be approached from different angles. Here, we will try to present the most up-to-date studies and research that cover video game violence and problems it may provoke.

Studies Related to Violence in Video Games

There are hundreds if not thousands of studies about violence in video games and how it can affect everyday behavior of children, adolescents and even grown ups. The first comprehensive studies are attributed to as early as 1998 (Wiegman and Schie). In 2001 based on Andreson and Bushman research, the General Aggression Model was used to describe that violent video games become a factor in the aggression levels among children and adolescents. In the following 10 years, Anderson, sometimes alone, sometimes with different colleagues, held a variety of experiments studying the relation between increased aggression among students (as well as delinquent teenagers) and being exposed to violence in video games.

Andreson was very firm in insisting on using the General Aggression Model as the most relevant when assessing aggression and analyzing the students’ behavior. For some time he was the pioneer in using it in this field and others followed. Soon, however, scientists started using different approaches, as well as suggesting different outcomes, making different conclusions. Research done by Sherry (2001) and Ferguson (2007) clearly stated that adolescent aggression is only slightly connected to violence in video games. Meta-analysis used in these studies confirmed this conclusion.

And it is only the beginning of the story. Nothing is black and white when it comes violence in video games — it is an issue that causes disputes all over the world since players got allowed to shoot or hit. In the following abstracts we will analyze more studies to come closer to the truth. However, nothing is more true than video games being distracting and making students forget about papers, deadlines and assignments. When it happens, professional writing services come in handy, as you can purchase research papers online in several clicks. Expert writers will analyze the studies, just like we do in this article, but in a more academic way, compose a quality paper based on your instructions, edit, cite and proofread it. Later, you can use a received sample as you please, analyzing the studies used and conclusions made for your assignment. Let’s get back to studies.

Studies on Family Environment and Video Game Violence

Family environment should be considered the first factor when speaking about adolescent aggression. Studies done by Ferguson in 2009, 2012 and 2013, as well as Batanova and Loukas in 2014 clearly confirm that family violence is directly linked to aggression and delinquent behavior among adolescents. The same studies state that good, calm, understanding atmosphere within families, structured rights and obligations, have positive affect and can reduce aggression, including the aggression caused by the exposure to violence in video games. A research held by Fickers in 2013 shows drastic aggression results caused by the combination of being exposed to family violence, verbal abuse and violence in computer games. This cocktail almost inevitably leads to delinquent behavior among adolescents and is difficult to overcome without the external help. In short, being exposed to violence in video games can be almost fully compensated by a good family atmosphere, but bad, violent family atmosphere doubles and triples the negative effect of video games among adolescents.

Myths Related to Video Violence in Games

This article clearly shows that there is no one decisive opinion on the effect of violence in video games on aggression. Everything depends on individual inclinations of a particular person. And when there are debates about some important subjects, and studies cannot fully confirm one or another side, myths occur, spread and grow. Here, let’s discuss and maybe bust some myths related to video violence.

  • Myth. Confirmation of relation between violence in games and aggression is based on studies with weak methodology.
  • Truth. All the studies mentioned in this article and others not mentioned that confirm the link between violence in video games and aggression are based on quality research and groups of relevant size, with participants of relevant age, etc.
  • Myth. Studies confirm that only mild and average aggression can be caused by the exposure to violence in games.
  • Truth. Based on the studies also mentioned in this article (including studies done by Anderson in different years) delinquent behavior of adolescents linked to exposure to violence in games can be manifested in serious aggression, fighting in school and violent criminal behavior.
  • Myth. Cartoonish violence in games cannot be perceived seriously by adolescents and older peers.
  • Truth. Any kind of increased violence in video games, no matter how cartoonish, is perceived seriously by our brain and may cause increased aggression and anxiety levels.

There are many more myths that should be busted, but in general, the conclusion is — increased levels of aggression can be caused by being exposed to violence in video games. Studies that show no link are more like scientists that 20 years ago kept saying “we don’t see a direct connection between smoking and lung cancer.” The problem is, the game industry is too rich, and cybersport gets more popular every day. It doesn’t seem like something will be actually done about the aggression issue.