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Violence

Violence Perspectives
Despite the ubiquitous nature of video games in our society they have generally been treated with uniform contempt by our educational system. Within the news media there is a dramatic dichotomy in terms of their representation. There are very positive articles that review games and say how cool (or boring) they are; then there are news articles that generally focus on the negative aspects of gaming.

The Presence of Violence in Video Games
One focus of concern is on the violence depicted in games. Numerous studies (Anderson & Bushman, 2001; Anderson, 2003; Bartholow, Sestir & Davis, 2005) show violence in videogames can lead to aggressive and violent behaviour. The media has responded to these studies with facts, but also with much speculation and sensationalism. The combination of violence and the perception that children are the ones playing these games has resulted in these issues being a hot topic. Individuals strongly entrenched on both sides of the issues engage in heated debates over the safety of children and society, but neither side have many answers on what to do about it, nor are they asking the right questions.

Aggression and Violence
Sensationalism has lead to public myth and misinterpretations about findings from research on violence and video games. Boyle and Hibberd (2005) concluded that there are inconsistencies in the quantity and quality of research on media violence even though most US research claims a causal or correlational link between violence in videogames and violence in the real world. Bensley and Van Eenwyk (2001) argue that from the Department of Health's standpoint, "current evidence is not supportive of a major concern that video game violence leads to real violence but that more research is required, especially on recent and more realistic games." Although violence is a concern, we can see there are many viewpoints on the topic and any one claim can not be taken at face value without the context surrounding all of the studies and researchers' agendas.

Individual Obligations
Where does that take us in our quest to understand violence and gaming? While the studies indeed provide important information to consider and should not be taken lightly, one thing is being left out: personal accountability. Violence in video games is reason for adults and parents to step up and take responsibility in the choices their children have over which games they may play and to be a part of their gaming world. This is the same responsibility that needs to be taken in regards to violence in television programs, movies and books. Discussions need to ensue in order to ensure critical thought about what is being played and how gaming fits in with real life issues.


Photo by milca
(2004)