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Essay: Analysis of article ‘Are Violent Video Games harmful to Children and Adolescents’ (Gruel, 2010)

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  • Subject area(s): Sociology essays
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  • Published: 15 October 2019*
  • Last Modified: 22 July 2024
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  • Words: 1,390 (approx)
  • Number of pages: 6 (approx)
  • Tags: Video games essays

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The article “Are Violent Video Games harmful to Children and Adolescents” (Gruel, 2010) explores the effects of violence in video games on aggression, school performance, the brain, and sociology of youth as explored through various studies and surveys. This article served as an amicus curiae in the case Brown v. Entertainment Merchants Association. The article was presented in favor of restricting the availability of violent media to youth. This paper will evaluate the validity of the points presented, namely, the articles comprehensive nature, lack of detailed research findings, use of emotional reasoning, and suggesting causation from correlation.

Summary

Throughout the article “Are Violent Video Games harmful to Children and Adolescents” (Gruel, 2010), author Steven F. Gruel discusses the increase of graphic violence included in video games leading to increased aggression, decreased school performance, negative effects on the brain, and lack of evidence in contesting these findings. Looking at various first-person shooter games, Gruel uses various surveys that indicate an increase of violent material in addition to increased time spent playing these games. With this in mind, Gruel progresses to draw the correlation between video game violence and actual aggression through the outlook of the General Learning model, Five Dimensions of Video Game Effects, and evidence from the American Medical Association regarding video game addiction. In regard to school performance Gruel includes evidence from the displacement hypothesis, that the time spent on video games replaces more valuable activity, as well as the short and long-term risk factors of frequent violent video game play. To substantiate the behavioral theories and evidence, neuro-psychological theories are also explored, including reference to studies with evidence that suggests decrease activity in the frontal lobe, detriment in the areas of the brain responsible for inhibitory mechanisms, and resulting desensitization. Meta-analysis studies from the United States and Japan cited explore the cultural variation ultimately contribute to the evidence that violent video games are highly correlated with aggressive thoughts and behavior in youth. Some reference is given by Gruel analyzing and debasing research that challenges the link found between violent media and aggression (2010).

Critical Analysis

Strength

A Comprehensive Look At A Wide Range of Effects. Steven Gruel (2010) looks at violence through a variety of different theories, and how they have been tested in various large sample sizes. In doing so, he acknowledges and considers the effects of violent video games from many angles of physical, emotional, and social well being for those of different nationalities and cultures. Through the inclusion of such studies, Gruel considers different perspectives in video game impact including school performance and negative effects on the brain. The different perspectives provide a more inclusive and comprehensive view of violent video game impact. Specifically, in consideration of the effect of video game play on school performance, Gruel provides evidence for the displacement hypothesis, citing a large sample survey of 1,491 youth in the US. In regard to the effect of violent video games on neuro-psychological theories, Gruel uses evidence from an experimental design investigation into frontal lobe activity as well as fMRI research and behavioral study evidence (Gruel, 2010).  Separated from the rest of the research, Gruel addresses the bias of other groups that contest findings that show “the harmful effects to minors playing violent video games” (Gruel, 2010, p. 96). The inclusion of all of these various arguments is a strength to the variety and breadth of the article.

Weaknesses

Overgeneralizing findings and not giving context or validity to the statistics used. Some of the first pieces of evidence given are from a book titled Violent Video Game Effects on Children and Adolescents, but Gruel makes no attempt to explain or expound upon the validity of the statistics presented within the book (2010, p. 93). Additionally, one of the other major sources used to substantiate the argument that the State is justified in regulating children’s access to video games is taken from The National Youth Violence Prevention Resource Center. This is an organization with a clear goal and one-sided perspective: that violent video games are a cause of violence within youth and must be regulated. Whether or not they are justified in these claims is not backed by any experimental or correlational evidence in this point of the article. Because the author of the article made no attempt to include the details of the studies conducted by the NYVPRC, the information included should not be accepted as valid until further information is provided (Gruel, 2010, p. 93). Overly generalized findings cannot give a fully comprehensive view of the study, other factors and considerations, unknown to the readers, could impact the results and subsequently reader perception.

Use of Emotional Reasoning and Language. A great weakness to the comprehensive nature of this article is Gruel’s clearly biased perspective. Use of unnecessarily strong language throughout suggests that the article is meant to be more persuasive than neutral and scientific. This article functions as an amicus curiae and is inherently meant to be persuasive in nature, however, it’s scientific integrity needs to be considered and evaluated. Research of this sort should consider statistics as possible, not certain, and avoid using strongly positive or strongly negative wording when reporting findings. There is no quantifiable way to measure “staggering” (Gruel, 2010, p. 93) rate of a minors exposure to violent video games, or to expound upon what he calls “severe aggressive behavior” (Gruel, 2010, p. 95) and no scientific attempt is made to do so. Such verbiage is detrimental to the neutral and informative quality of the article as it is intended to sway the audience to the belief that violent video games should be monitored.

Suggesting causation from correlational research. In doing so, Gruel uses language to incorrectly indicate causation from correlation even at times, summarizing the data and claiming that “playing violent video games causes an increase in the likelihood of physically aggressive behavior, aggressive thinking, aggressive affect, physiological arousal, and desensitization/low empathy” (Gruel, 2010, p.94) Though occasionally using the correct denotation to summarize the findings of a correlational study, referencing “causal risk factor” (Gruel, 2010, p. 94) as a more inclusive and neutral explanation, more times than not, the incorrect assumption of causation is made. Less assumption is made of the neuropathic research included, and more assumption is taken in explanations about affected school performance and overall aggressive behavior.

Opinion

In my opinion, violent video games are most likely correlated with aggressive behavior and a host of other negative cognitive and social consequences. My first reason for believing that violent video games are linked to aggression is my own personal experience at home with three younger brothers who play video games. As I have observed their video game habits, they tend to become more aggressive when regularly playing violent games, often trying to imitate the behavior of characters from these games. In addition to my personal experience, my faith has shaped the way I view media. As members of the Church of Jesus Christ of Latter-Day Saints, we are encouraged to avoid media, including television, books, video games, or movies, that are unnecessarily violent or gory. As a result, I am lead to believe that viewing or participating in violent media could be correlated with violent and aggressive action.

However, I recognize the limitations of my own personal experiences and faith. Very little weight can be put on my experiences with my three brothers; the sample size too small and there are other environmental factors and variables at play. In regard to my religious beliefs, there is no evidence within the bounds of my faith that says that participating in violent media will inevitably lead to aggressive behavior or the like, and more information and research should be factored into my personal thought. It is entirely possible that there are more factors at play than I am aware of.

Conclusion

Through a critical lens, “Are Violent Video Games harmful to Children and Adolescents” written by Steven Gruel (2010) provides a wide range of evidence sources but fails to present an unbiased and thorough argument with the studies included. The persuasive nature of the article does not allow for conclusive evidence to be drawn without further research. Careful consideration should be taken to present the findings of reliable studies in a detailed and comprehensive way to minimize bias and convey accurate information.

References

Gruel, S. F. (2010). Brief of Amicus Curiae in case of Brown v. Entertainment Merchants Association. U.S. Supreme Court, NO. 08-1448

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