Answering & Question


We are at an age where technology is in our everyday life, without it, we cannot move forward. With technology, videos games are greatly improving, from 8-bit games, to stunning new worlds. From one dimension to 2D to now 3D. We are able to take our imagination, put it on screen, and play it. But with that, we bring violence such as Call of Duty, Grand Theft Auto, StarCraft 2 and iPhones app like beat the boss. These games are all violent; having us shoot, kill and even build armies to wipe the other person out. These games have us do unmoral and even unlawful actions such as running people over in a car but this violence does not cause us to do the same. To show that video games do not lead to an increase in violent behavior or a decrease in helpful behavior, I have found two researches done on violent video games, one on the behavior while playing alone in single player and the other tested on competitively and cooperatively play, lastly is the games community and its culture.

            The first study was done by the School of Psychology, from the University of Queensland, in Australia. This group wanted to see if prosocial game would increase prosocial behavior, while violent games would increase violent behavior. It was a three part experiment that was done to reduce outside factor and was done in a way that the test subject themselves did not know the true nature of the experiment. In each experiment there were 64 participants ranging from 17 to 33 years old and in each experiment they had to play a single player game. To test if each game increase, helpfulness or not helpful; the conductors would “accidently” knock over a cup of pens to see if the players would help pick them up. In the first experiment, the conductor dropped the pens as there were walking out the room; results show that players who play violent games were the most helpful, but maybe that was due to where the pens were dropped; next to their feet, closer to the conductor or even farther away from the player. To fix this problem, the second experiment was done in two parts; the conductors would walk by the player and drop the pen or reach over to the player and knock the pens over. Result shows that violent games still had the most helpfulness. The last experiment was done the same as the second but with different games; result were the same, violent games were the most helpfulness. After seeing this, these data seem very wrong; violent games make people more helpful? No, it does not; it shows that violent games do not affect the players, that the willingness to be helpful comes from the person themselves.

            While that study show an odd result, it only show what happen when players play in single mode. The next study was done by the CyberPsychology, Behavior & Social Networking. With many other experiments done with violent games through single player, they wanted to see if playing those violent games with other players would increase aggressive behavior. In this experiment there were 119 Participants that were split into 4 testing area; playing against one another, competing in a race, playing together and the control group which was to allow the player to play after the data from the others area  to represent behavior tendencies. Also in the experiment the players were given 4 dimes and were allow to keep them or give them to their partner that would double the value. The result were, when players had to cooperate, it show a high rate of players giving their coins to their partner. This shows when playing together, it increase prosocial behavior, to help your partner. It shows how in a way violent video games does not increase aggression nor does it show selfness but it does show a willingness to help the others if played cooperatively.

 

            There are many other experiments done on video games and behavior; some shows no relationship between the two, others shows some kind of linear relationship, but in the gaming community it doesn’t show. Major league gaming, Esports, in game tournament such as League of Legends, Dota 2, Call of Duty, players from all around the world who play these video games that are label violent, are played as a career. These violent games are what brings thousands of people together, and millions online for a passion to play these games. When players play these violent games; they do not yell, curse, throw things, or attack the other players, even when the pressure of possibly losing their career; they get up, they walk towards the other player, and reach out their hand for a good game played.

            The gaming community is very large; stretching to almost all parts of the world, bring people from half around the world together for a common passion, the love for these violent games. In both experiments done on video games and behavior, there was no sign in one causing the other in both single player and cooperatively. Even though these experiment may show no relationship, there are always other that are done that proves violent games to increase violent behavior but even in those experiments, they only show a very, very small percent of the players from the millions of players from all around the world. These games are treated like a sport, but unlike other sports that have reports of fans getting into fights and are broadcast on news, the gaming community has no such things. Players accept one other and professional players are able to admit when someone else is better. Experiments may show an increase in violence with video games, but the gaming community does not show it, they come together with a common passion and welcome each other with open arms.  

           


Work Cited

Ewoldsen, David R., et al. "Effect Of Playing Violent Video Games Cooperatively Or  Competitively On Subsequent Cooperative Behavior." Cyberpsychology, Behavior & Social Networking 15.5 (2012): 277-280. Academic Search Complete. Web. 7 Nov. 2013.

 

Tear, Morgan J., and Mark Nielsen. "Failure To Demonstrate That Playing Violent Video Games Diminishes Prosocial Behavior." Plos ONE 8.7 (2013): 1-7. Academic Search Complete. Web. 7 Nov. 2013.

 

 

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