Although it is still in the preliminary stages, this research and several other studies suggest that a subset of youths may become more aggressive after playing violent video games. However, in the vast majority of cases, use of violent video games may be part of normal development, especially in boys — and a legitimate source of fun too. Given the likelihood of individual variability, it may be useful to consider the impact of video games within three broad domains: personality, situation, and motivation.
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.
Cheryl Olson, cofounder of the Massachusetts General Hospital Center for Mental Health and Media, led a study of 1, students in public schools most were ages 12 to 14 in South Carolina and Pennsylvania. The researchers found that certain situations increased exposure to violent video games — such as locating game consoles and computers in children's bedrooms, and allowing older siblings to share games with younger ones. In this study, children who played video games often with older siblings were twice as likely as other children to play mature-rated games considered suitable for ages 17 and older.
In a three-year study, a team led by Dr. Mizuko Ito, a cultural anthropologist at the University of California, Irvine, both interviewed and observed the online behavior of youths.
The researchers concluded that video game play and other online activities have become so ubiquitous among young people that they have altered how young people socialize and learn. 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.
Parents can protect their children from potential harm from video games by following a few commonsense strategies — particularly if they are concerned that their children might be vulnerable to the effects of violent content.
These simple precautions may help:. Place video consoles and computers in common areas of the home, rather than in children's bedrooms. Set limits on the amount of time youths can play these games. The AAP recommends two hours or less of total screen time per day, including television, computers, and video games.
Encourage participation in sports or school activities in which youths can interact with peers in person rather than online. 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. American Academy of Pediatrics. Anderson CA, et al. Ferguson CJ. Ito M, et al. MacArthur Foundation, Lenhart A, et al.
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