PSYC FPX 3002 Assessment 3 Argument Paper
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PSYC FPX 3002 Assessment 3 Argument Paper

PSYC FPX 3002 Assessment 3 Argument Paper

Name

Capella University

PSYC FPX 3002 Developing a Psychology Perspective

Prof. Name

Date

Argument Paper

Video game usage has been a subject of debate over its potential effects on the social behavior of children and adolescents (Lischer et al., 2022). While some argue that playing video games might enhance social skills and cognitive function, numerous studies have indicated that the content of these games can significantly influence players’ behavior. According to Greitemeyer (2022), engaging in video games with violent storylines is associated with increased aggression and decreased prosocial conduct. Moreover, factors such as age, gender, and preexisting levels of aggression may also play a role in the relationship between video game play and social behavior. The complex connection between video games and social behavior requires comprehensive understanding, and some studies have even suggested that playing video games could impact an individual’s social circle, though the extent of this influence remains to be clarified (Greitemeyer, 2022).

Content Influence on Social Behavior

Substantial research indicates that the potential impacts of video games on social behavior are significantly influenced by their content (Burkhardt & Lenhard, 2021). Specifically, video game violence has been consistently linked to increased aggression and decreased prosocial conduct. A meta-analysis of 381 studies involving over 130,000 participants found a significant relationship between playing violent video games and displaying aggressive behavior (Greitemeyer, 2022). Given these findings, it is crucial for parents, educators, and policymakers to carefully assess the nature of the video games that children and teenagers play and take measures to reduce their exposure to violent games.

Arguments

According to the social learning theory, individuals acquire knowledge through imitation and experience, which can shape their understanding in the future. Players might observe and mimic the hostility depicted in games, often being rewarded and encouraged for aggressive actions (Greitemeyer, 2022). This can lead to an increase in aggressive behavior in real life, as research suggests a connection between playing violent video games and decreased empathy and prosocial behavior. Prosocial behavior involves actions taken to help others, and empathy refers to the ability to understand and share the emotions of others. The impulse to assist others may decline due to exposure to violent video games, as players might become desensitized to the pain of others (Greitemeyer, 2022).

Ample evidence suggests that playing video games with violent storylines can have detrimental effects on social behavior, including increased animosity and decreased prosocial behavior (Shao & Wang, 2019). While the impact of these games may vary among individuals, the overall pattern of results indicates that violent video games can have negative consequences on social behavior. Some research even suggests that the influence of violent video game consumption may extend beyond the individual player to their social network (Greitemeyer, 2019). Therefore, it is important for parents, educators, and policymakers to be mindful of the content of video games that children and adolescents are exposed to and to consider limiting access to violent games to promote positive social behavior and well-being.

Counterarguments

The idea that video games with violent plots promote hostility and reduce prosocial behavior has faced challenges. According to the Catharsis Theory, these games can help to relieve aggressive urges and, eventually, reduce real-life violence (Greitemeyer, 2022). However, a meta-analysis of 381 effect sizes involving over 130,000 participants found a link between playing violent video games and acting aggressively, refuting the Catharsis Theory (Greitemeyer, 2022).

Another counterargument is that people can distinguish between the virtual and real worlds, and exposure to violence in video games does not necessarily translate to aggressive behavior in real life. While some individuals may be able to make this distinction, research suggests that video games are associated with decreased aggression and prosocial behavior across various studies and populations, indicating that the ability to distinguish between reality and the virtual world may not be universal (Greitemeyer, 2022).

Conclusion

In conclusion, research strongly suggests that playing video games with violent plots is associated with increased hostility and lower prosocial conduct. A range of study methodologies, including experimental, correlational, and longitudinal investigations, have consistently illustrated this association. Although the impact of these games may vary depending on the individual, the general pattern of data consistently demonstrates a detrimental association between violent video game play and social conduct. Therefore, it is critical for parents, educators, and policymakers to assess the content of video games to which children and adolescents are exposed and to limit their access to violent games to safeguard their well-being and that of individuals in their social network. Research does not support counterarguments such as the catharsis theory, which posits that violent video games can serve to release aggressive desires and reduce real-life violence (Greitemeyer, 2022).

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 impact 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

PSYC FPX 3002 Assessment 3 Argument Paper

Lischer, S., Jeannot, E., Brülisauer, L., Weber, N., Khazaal, Y., Bendahan, S., & Simon, O. (2022). Response to the regulation of video games 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). The relation of violent video games to adolescent aggression: An examination of moderated mediation effect. Frontiers in Psychology, 10. https://doi.org/10.3389/fpsyg.2019.00384

PSYC FPX 3002 Assessment 3 Argument Paper