PSYC FPX 3002 assessment 3

Assessment Overview

What’s Included:

Sample Assessment Paper

Argument Paper

Video game use has been contentious when it comes to their potential influence on the social behavior of children and adolescents (Lischer et al., 2022). Despite arguments that playing video games can enhance social skills and cognition, a number of studies have established that video game content can significantly affect the behavior of the players. According to Greitemeyer (2022), playing violent narrative video games is associated with increased aggression and reduced prosocial behavior. Additionally, age, sex, and initial aggression levels are also one of the variables that may moderate the link between video game use and social behavior. The complex interaction of video games with social behavior must be understood in totality, and it has even been contended by some studies that playing video games can potentially influence an individual’s social group, though the extent of influence is yet to be determined (Greitemeyer, 2022).

Content Influence on Social Behavior

Substantial research indicates that the potential influences of video games on social behavior are largely decided by their content (Burkhardt & Lenhard, 2021). Specifically, video game violence has been consistently linked to increased aggression and decreased prosocial behavior. A meta-analysis of 381 studies involving over 130,000 participants found a significant relationship between violent video game use and aggressive behavior (Greitemeyer, 2022). From these findings, it is necessary that policymakers, parents, and teachers take a hard look at the content of video games that children and teenagers play and move to restrict their exposure to violent games.

Arguments

According to the social learning theory, individuals learn through imitation and experience, and this may shape their knowledge in the future. Players can observe and mimic the violence presented in games, often being rewarded and reinforced for violent actions (Greitemeyer, 2022). This can lead to an increase in violent behavior in real life, with research suggesting a connection between violent video game play and decreased empathy and prosocial behavior. Prosocial behavior is acting to help others, and empathy is being capable of understanding and sharing the feelings of others. The desire to help others can be decreased by playing violent video games because the players would have been desensitized to the pain of others (Greitemeyer, 2022).

There is sufficient evidence that violent narrative video games can exert negative effects on social behavior, including increased hostility and decreased prosocial behavior (Shao & Wang, 2019). While the impact of these kinds of games can vary from person to person, the overall pattern of results indicates that violent video games can negatively affect social behavior. There is even evidence to suggest that the effects of violent video game usage can extend from the player themselves to their social network (Greitemeyer, 2019). Therefore, it is required that parents, educators, and legislators be cognizant of the content of video games being played by children and adolescents and limit access to violent games for the purpose of good social behavior and well-being.

Counter Arguments

The idea that violent plot video games cause hostility and a reduction in prosocial behavior has been disputed. The Catharsis Theory is of the view that violent video games can be utilized for draining aggressive tendencies and, in the long term, reducing violence in reality (Greitemeyer, 2022). Nevertheless, a meta-analysis of 381 effect sizes based on over 130,000 participants proved a link between violent video game play and aggressive behavior, dispelling the Catharsis Theory (Greitemeyer, 2022).

One of the counterarguments is that individuals are able to differentiate between the virtual and actual worlds, and that exposure to violence in video games does not directly lead to violent behavior in reality. While some can make this distinction, research has shown that video games are associated with less aggression and prosocial behavior in various studies and populations, and this suggests that this distinction between reality and the virtual world may not be common to all (Greitemeyer, 2022).

Conclusion

In conclusion, evidence strongly suggests that video game playing with violent scenarios is associated with increased hostility and decreased prosocial behavior. Numerous research designs, including experimental, correlational, and longitudinal studies, have all portrayed this relation. Although the impact of these types of games can undoubtedly vary for every person, the general trend of evidence consistently demonstrates a negative correlation between violent video game usage and social behavior. Therefore, it is necessary for parents, educators, and policymakers to examine the content of video games that are exposed to children and adolescents and limit their exposure to violent games in order to safeguard their and others’ well-being within their social network. There is no evidence that supports counterarguments such as the catharsis theory, according to which violent video games may be utilized in venting aggressive impulses and reducing real violence (Greitemeyer, 2022).

PSYC FPX 3002 Assessment 3 Argument Paper

Lischer, S., Jeannot, E., Brülisauer, L., Weber, N., Khazaal, Y., Bendahan, S., & Simon, O. (2022). Response to video game regulation under the Youth Media Protection Act: A public health perspective. International Journal of Environmental Research and Public Health, 19(15). https://doi.org/10.3390/ijerph19159320

Shao, R., & Wang, Y. (2019). Violent video games’ association with adolescent aggression: A moderated mediation effect study. Frontiers in Psychology, 10. https://doi.org/10.3389/fpsyg.2019.00384

References

  • Burkhardt, J., & Lenhard, W. (2021). A meta-analysis on the longitudinal, age-dependent effects of violent video games on aggression. Media Psychology, 25(3), 1–14. https://doi.org/10.1080/15213269.2021.1980729
  • Greitemeyer, T. (2019). The contagious effect of playing violent video games on aggression: Longitudinal evidence. Aggressive Behavior, 45(6), 635–642. https://doi.org/10.1002/ab.21857
  • Greitemeyer, T. (2022). The dark and bright side of video game consumption: Effects of violent and prosocial video games. Current Opinion in Psychology, 46. https://doi.org/10.1016/j.copsyc.2022.101326

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