ZONE IN: Going Digital

Violence is human
Talulah Habib
Does violence in video games cause violence in real life? We explore the two sides.
The Entertainment Software Association has found that action and shooter games are two of the most popular video game genres. With such prevalence of violence in video games, one once again has to ask: “Does violence in video games cause violence in real life?”

The jury’s still out. Many say yes: video games are desensitising people and show no long-term consequences of violent actions (you never see the mourning family of the soldier who you just fragged so skilfully with a sniper rifle). A recent study conducted at the Indiana University School of Medicine using MRI scans showed that violent video games activate the emotional part of the brain and decrease activity in areas of inhibition and self-control for at least half an hour after game play. Violence is also rewarded in video games, and it is part of natural human behaviour to repeat actions that lead to some kind of reward.

The other side argues that violence itself is also human behaviour. And according to research conducted by Freshbach and Singer back in 1971, observing violence is actually a form of catharsis – in other words, the viewer, by empathising with someone committing a violent act, has his or her own violent urges satisfied. In this way, video game violence actually prevents real-life violence. There are other positives to the games: shooting people’s heads off enhances hand-eye co-ordination, and, if playing games is done correctly, it can enhance family relations.

The Entertainment Software Association found last year that 92% of the time, parents are present when games are purchased or rented, meaning they are aware of what their children are playing. The Entertainment Software Rating Board gives games a rating of age appropriateness and descriptions of content. Using this rating as a guide, parents can select age-appropriate games and use them as bonding time, teaching children about problem-solving, information technology and team work.

The emotional arousal found when playing violent games is not unique. A similar phenomenon is found when playing and watching sport. The difference is that sport is seen as something that has a positive spin-off: it brings people together, encourages them to become fit, teaches them skills and often concentrates on team work. There is no reason why video games should not have the same positive impact.

The problem lies with violent games promoting the opposite. Ultimately, it’s the parents’ responsibility to monitor what their kids are playing. And for adult players, they should know the difference between real and make-believe!