The player gets rewarded for being violent,

The United State
Supreme Court actually went as far as to rule that violent video games do not
cause youth to act aggressively. In Brown v. Entertainment Merchants
Association (2011) the United State Supreme Court ruled that the state of California
would not be allowed to ban the sale of violent video games to minors. The ruling
was based on multiple studies that reportedly showed a connection between
violent video games and harmful effects on children, “have been rejected by every court to consider
them, and with good reason: They do not prove that violent video games cause
minors to act aggressively.” (Justice Antonin Scalia 2011) By age seven,
children can distinguish fantasy from reality. Exposure to fantasy is crucial
for kids. “Pretending is more than play: it’s a major part of a child’s
development. Fantasy not only develops creative thinking, it’s also a way for
children to deal with situations and problems that concern them.” (Fisher-Price
Company)

In certain video games it
tells the players that violence is an appropriate way of dealing with problems;
in the games the more you fight, the more rewards you get. In Grand Theft Auto,
the missions include robbing banks, bounty hunting other players, stealing cars
and other missions. Study shows that when a player gets rewarded for being
violent, it exhibits increased aggressive behavior in the player. Around 81
games that are rated 13 and up are found that 90% rewarded injuring other characters,
and 69% rewarding killing.

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A study from Psychology of Violence suggests that aggressive
behavior in games is gained by the competitiveness of the game and not the
violence in a game.  “Past studies failed
to equate the violent and nonviolent games on competitiveness, difficulty, and
pace of action simultaneously, researchers may have attributed too much of the
variability in aggression to violent content.” The study also mentions that
they tracked high school students for four years and noticed that students
became more hostile toward the others because of the competitiveness and not
the violent portion.

In 1988 a study found
that 21% of games that show violence against women while 28% portrayed women as
sex objects.  Games like this increase
rape-supportive attitudes, which are hostile attitudes toward rape victims. It
has been said that many times when someone is exposed to sexual violence in games this can increases false attitudes
about rape within the gamer. Many of these violent games that expose sexual
violence portray women as being the provoker towards a man and therefore deserves
to be raped. Another false attitude about rape within these games is that women
secretly desire to be raped. In Dec 2014, a Target in Australia stopped
selling the latest Grand Theft Auto game because of complaints towards its’ deception
of women, it gives the player the option to kill a prostitute to get money
back. Carole Liberman states that “The more
games a person plays that have violent sexual contents the more likely one is desensitized
to violent sexual tendencies and commits them.” (Carole Liberman)

 

Although many factors
contribute to violence, games are not one of them. There is quite a list however
of factors that can contribute to violence such as abusive
parents, poverty, and neglect. In addition to these obvious factors there are
also some that may not come to many people’s minds such as neighborhood crime,
substance use, and mental health. There is one factor that can affect anyone
regardless of where they live or how they grew up based on a study that was
done hot weather would be more likely to cause more homicides and aggravated assaults
than games.

Although many people may
think that violent games play a huge factor in the development of child youth and
other behavior developments, it shows that media violence isn’t just black and
white, there are so many shades in between the issue. 

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