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Effects of Video Games 1

Paige McClatchie
Kutztown University
25 November 2015

Effects of Video Games 2

The positive applications of video games and video game technology.


Target Audience: older Americans and parents
Shots ring out in the middle of the night and in a panic you run to the family room to see
what is going on. There sits your teenage son playing the latest war fare video game. Mixed
emotions of anger and fear course through you - anger at the disregard to others in the household
and that he is playing such a distasteful game, and the fear that the game will cause your son to
be the next name on a crime alert for a violent crime.
Video games are the root of all evil; or so they seem to be perceived in such a manner by
a large section of the population. Games are being held accountable for brainwashing youth into
aggressive behaviors and crimes. The opinion of the people is also reflected in the types of
research and publications dealing with video games and video game technology. While
researching for this project, I found only a handful of publications with the positives of video
games. Most of the publications are centered on studies of violent video games and the
correlation between playing video games and aggressive behavior. An overwhelming amount of
views, opinions, and text based works that only revolve around the negative aspects of video
games. A whole other side of the argument with the positives of video games and the promises
that video game technology can hold is not as equally represented.
Instead of condemning the usage of these technologies, the potential should be viewed as
an aid in society. Video games and video game technology have many positives that are not as
commonly known. Many just focus on the dark side of the gaming spectrum. Video games are
something that cant be ignored, especially with 4 in 5 American households own at least one

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gaming console according to the Entertainment Software Associations 2015 sales,


demographic, and usage data: Essential Facts on the Computer and Video Game Industry .
video games have many other positives that should be looked into.
Much of the older population has in their minds that video games are what cause children
to act out and be aggressive. This belief is reflected in the types of studies that are being done
relating to the usage of video games. In the following paragraph a study is discussed on
aggressive behaviors and the usage of ultra-violent video games.
J.L. Whitaker and B. J. Bushmanin in their publication A Review on the Violent Effects
of Video Games on Children and Adolescents are afraid that the rise in video game use has
negative behavioral effects in adolescents. The issue of violent video games and whether or not
they cause violent behaviors is dealt with in this article. The authors are trying to inform the
readers and peers the results of a study on video games and violence. They are looking to make a
clear distinction that the exposure to violent video games results in an increase in violent
behavior in children and teens. In the Violent Video Game Effects section of the piece it is
theorized why playing video games are more prone to cause aggressive tendencies and violent
behaviors than viewing television shows or movies. The authors discuss the idea that video
games involve an active engagement whereas television shows or movies are more passive, and
this active role in video games is what triggers the behavioral change. This theory is also
supported with a study done. The authors later bring up that video games reward the violent acts
done in game. The article notes that participants in violent video games have a more hostile
attribution bias than those who do not partake in such games. The authors allude to the Pavlov's
dog experiment in which classical conditioning is exhibited. And "In classical conditioning, a
natural response becomes associated with neutral stimuli (Whitaker & Bushman, 2009)." The

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violent video games are conditioning the subject to respond to situations with specific behavioral
and emotional responses. (Whitaker & Bushman 2009)
J. Hollingdale and T. Greitemeyer published a piece which discusses a study was
conducted where "participants were randomly assigned to one of four experimental conditions
Following this they completed questionnaires to assess their attitudes towards the game and
engaged in a chili sauce paradigm to measure [behavioral] aggression (Hollingdale, J. &
Greitemeyer, T.)" The participants played one of four categories of games; violent online,
violent offline, neutral online, and violent offline. The online games were against other players
and the neutral games were against a computer. The levels of aggression were based off of Chili
Sauce Paradigm. The study's participants were told they were part of a survey of Chili sauce and
that their job was to dish out chili sauce for someone to taste test that can't handle spiciness well.
"The Chili Sauce Paradigm has been successfully used in previous studies to measure
[behavioral] aggression in the laboratory environment." The results showed of the paradigm
showed that those who played the violent video games showed more aggression by what the
amount of chili sauce they dispensed. (Hollingdale & Greitemeyer, 2014)
A focus on violent video games exclusively results in a narrow view of the field. Other
genres are not being widely looked at or studied at all. An array of games exists besides first
person shooter games, which are the types of violent games studies; such as strategy,
educational, and exercise games to name a few. More needs to be looked at as to the positive
effects of these other types of video games to make for a more balanced field of knowledge.
What is not mentioned is how there are limits in places that prohibits children from getting
mature content video games.

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Something that studies do not discuss are that there are measures in place to regulate the
sale of violent and mature content games from youth. Much like movie ratings for viewer
suitability, video games are also categorized into groups for suitable audiences. Games rated
Teen or older require a parent or someone over the age of 18 to purchase the game if the child
does not meet the age to play the game. This allows for parents to censor what content they feel
their children should be allowed to use. Along with the ESRB ratings, many game consoles allow
for parents to set up parental blocks on the game consoles so certain content cant be used. In the
case of the study referenced above, many of the violent games are going to be categorized under
M for Mature audiences. The mature rating has listed that it is content suitable for ages 17 and
above. When children get their hands on these games it is likely not because they purchased it on
their own accord. The game ratings make it so an underage child cannot purchase a video game
with more advanced content without an adult purchasing it. Video game stores will card patrons
for the higher rating games such as is done when purchasing alcohol or R-rated movies. I still
even as a legal adult have my identification checked for age to make sure I can get the game on
my own. Many video game stores have protocol in place to keep from young children getting
more advanced games.
Parents can have a part in monitoring the amount of time their children have screen time
and the content of what their children are playing. A child who is unsupervised in the content
and time they are allowed to play video games is when things start to get out of hand. When
parents take the time to look over the games their children want to play before purchase then
they have a better idea of whether or not they feel it is appropriate for their childs age. The
amount of time allowed for children with developing brains should also be limited by the parents

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so the child is better-rounded and what they learn is not from games. That way they will be able
to distinguish the difference between a video game and real life.
Greitemeyer and Osswald in their publication address the notion that the positive effects
of video games on behavior should be looked into as well. T. Greitemeyer and S. Osswald,
discuss the positive behavioral effects in their article "Playing Prosocial Video Games Increases
the Accessibility of Prosocial Thoughts". They also mention how most of the studies done are on
the 'antisocial' behaviors promoted by more violent games. While discussing the 'antisocial' or
aggressive behaviors and violent video games, the 'General Aggression Model (GAM)' is
mentioned. The General Aggression Model studies use to assess the change in behavior when
studying the subjects playing violent video games. Anderson and Bushman explain that
According to this model, aggressive media contents may activate an individuals internal
states...[the] internal state, in turn, affects how events are perceived, interpreted, and what
behavioral response is chosen" (Greitemeyer & Osswald, 2010).
T. Greitmeyer and S. Osswalds article discusses studies done on prosocial games also
have an adapted version of the GAM called the General Learning Model (GLM) to help assess
the subjects participating in the study. The GLM on the other hand accounts for both positive
and negative behaviors from playing different types of video games. The original test method
was somewhat unreliable so they developed a study to more effectively test the behavioral
response to video games. The procedure involved the participants being told they were part of
"two unrelated pilot studies" to play a control or a 'prosocial;' video game and then go to he next
study on word recognition. This method eliminated the high likelihood of cheating than the
original study. The impact the games had where gauged based upon the reaction of the
participants to words that evoked 'prosocial' behavior. The ones that played the game promoting

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prosocial behavior gravitated faster toward the prosocial keywords and the control group did not
have such an affinity toward the prosocial words. The results showed that there was a relation to
those who played the prosocial video game and their likelihood to choose the prosocial words.
The studies concluded that the brain is "primed for prosocial cognition" after playing the
prosocial video game. (Greitemeyer & Osswald, 2010)
In recent years with the evolution of video games and the technology surrounding those
new uses are being explored. Games come in a wide variety including education, roleplay, and
exercise. The exercised based games take advantage of the use of motion sensors to allow the
player to move around. This innovation of the motion sensor opens up many possibilities for
other uses. One of those uses that have been looked at recently is for therapy such as interactive
motion-controlled [game therapy] for stroke rehabilitation(Bower et al, 2015).
In 2015 a study was published on The Clinical Feasibility of Interactive MotionControlled Games for Stroke Rehabilitation by K.J.Bower, et al. on the prospective use of video
games using motion controls to assist in the rehabilitation of stroke patients. The authors of the
study are looking to explore the usage of interactive motion controlled video games as part of
rehabilitation therapy for stroke patients. They are looking to see if the games are able to
produce the results of improved fine and gross motor skills the way regular therapy does. The
authors are looking at the practicality of using the video games in therapy. It is a more interactive
and engaging for the individual. The study involved a variety of patients at different stages of
recovery and the improvements made in the individuals motor skills. Bower et al mentions how
the game console was a specially designed camera sensor to allow for ease of the patient. As well
as games were created so the patients would not be discouraged by the negative feedback in
other normal games. The researchers went through phases to select eligible participants that had

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certain types of strokes that would be able to do the motions required. They concluded that it is
possible to use the video games as a form of physical therapy for stroke patients. With alteration
they felt it could be used as a formal form of therapy is patients that had a stroke (Bower et al,
2015).
The implementation of the motion-controlled videogames into therapy would make for
a more engaging experience. The games also had a level system. Much like how in regularly
controlled videogames it is a thrill to make it to the next level, the leveling could serve as
encouragement for the patients to work more in rehabilitation therapy sessions due to having a
more visible goal. This is not the only way that video games can be implemented in medical
treatments.
A few years prior to the study using video games as part of stroke rehabilitation, another
study was done dealing with phobias. The advancement of graphics made this study possible
through the submersion of the patients into a virtual reality. The authors E. Malbos, R. M. Rapee,
and M. Kavakli wrote the article Creation of Interactive Virtual Environments for Exposure
Therapy Through Game Level Editors: Comparison and Tests on Presence and Anxiety to show
the results of a study conducted to explore the usage of simulated reality in video games as a
form of psychological therapy. The therapy is still in experimental stages and the studies are
being done to test the practicality of the therapy. They are writing this to talk about a study done
using virtual reality in therapy. The experiment and results are discussed as well as the process
for making the games used in the therapy. The group running the experiment used preexisting
video games and hired programmers to edit them to make them therapy friendly. The process
also can make the therapy less expensive. It is being explored to help with mental disorders such
as phobias and anxiety to help patients to be able to adapt and become less affected by the

Effects of Video Games 9

stimuli. The study they focused on was on patients with the fear of being in places in which it is
difficult to escape from. The "fear extinction" is what the ideal end result of the therapy.
Different aspects of the games are visually adjusted to make the environment more real for the
patient. The results showed no conclusive evidence that the VR therapy worked likely due to the
lack of realism making patients be able to tell the difference. In the few years since this study
was done graphics have been developed to a much more realistic level. Though at the time of the
study the results had not shown that the virtual environment emersion therapy worked as the
level of realism increases a repeated study in a few years could have a varied result, such as with
the Oculus Rift which is a more advanced virtual emersion into a video game (Malbos, Rapee,
Kavakli, 2013).
Video games used for therapeutic purposes show promise from the studies done. There is
still more that needs to be done to look into the benefits and positive uses of video games. At
this time there is such an imbalance of research. There needs to be a drive to research the more
positive applications of video games. Therapy is the first aspect that is slowly starting to be
studied by some professionals. Video games are being introduced into lives at a younger age and
are a part of the lives of many children growing up. They are something will need to be further
studied, because today there is no way that video games will be leaving society any time soon. .

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References

Bower, K. J., Louie, J., Landesrocha, Y., Seedy, P., Gorelik, A., & Bernhardt, J. (2015).
Clinical feasibility of interactive motion-controlled games for stroke rehabilitation.
Journal Of Neuroengineering & Rehabilitation (JNER), 12(1), 1-12. doi:10.1186/s12984015-0057-x
Greitemeyer, T., & Osswald, S. (2011). Playing prosocial video games increases the
accessibility of prosocial thoughts. Journal Of Social Psychology, 151(2), 121-128.
doi:10.1080/00224540903365588
Hollingdale, J., & Greitemeyer, T. (2014). The Effect of Online Violent Video Games on Levels
of Aggression. Plos ONE, 9(11), 1-5. doi:10.1371/journal.pone.0111790
Malbos, E., Rapee, R. M., & Kavakli, M. (2013). Creation of interactive virtual environments
for exposure therapy through game-level editors: comparison and tests on presence and
Anxiety. International Journal Of Human-Computer Interaction, 29(12), 827837.doi:10.1080/10447318.2013.796438
Whitaker, J. L., & Bushman, B. J. (2009). A review of the effects of violent video games
on children and adolescents. Washington and Lee Law Review, 66(3), 1033-1051.
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