Violent Media: Youth Corruption Machine or Harmless Distraction?
Caleb Vines
Abstract
In recent times, the news media has cried out against violent media,
painting it as the leading cause for youth violence. Following events such as
the Columbine massacre, news sources have vilified violent media, claiming that
it is a primary cause of violent behavior in youths. This analysis provides firm
research on the subject from the opposing and supporting sources, giving a
thorough definition to the term �violent media� and
brings forth evidence that other psychological effects and environmental
factors are more significant causes of increased youth aggression than violent
media.
Youth violence is a significant issue in modern society. Every new
generation of high school and college students seems to have a new and
increasingly violent incident of students being violent to others, often
resulting in large numbers of injured or killed children. Whether it be the
Columbine High School shooting, the Virginia Tech incident, or any of the dozens
of school shootings that have occurred worldwide in the twenty-first century,
violence is rapidly becoming more prevalent and more recognizable in youth
culture. That being said, shootings are not the only source of violence in the
new youth generation. Fighting, gang activity, and other organized violence is
quickly increasing in number and severity.
The most intimidating factor of this massive increase in violent behavior
is that nobody really knows why it is happening. Youths are simply becoming more
violent. Researchers in child psychology are trying to find the leading causes
of violence, but simply cannot�a child or young adult can easily have his or her
mind influenced by a number of outside factors. One's peers may make any
measurable change in how a child behaves, leading the child to act in a more
violent or aggressive manner to fit in. A youth may be influenced by his or her
environment, whether it is poor and obtrusive enough to lead the youth to begin
making poor lifestyle decisions or positive to the point the youth begins
rebelling by lashing out. Witnessing violence first-hand may also have a lasting
effect on a child, in some cases going as far as to give the child a permanent
personality disorder.
News authorities constantly fill the airwaves with stories of youths
committing heinous, harmful acts against others�whether they are fights, violent
sexual crimes, or even murders. These violent events are usually taken at face
value, but when people ask why, the news almost always pins the blame on violent
forms of media. With violent lyrics in music, video games with violent themes,
hyper-violent horror and action movies and more, entertainment media has been
under the microscope as a primary factor in causing violent behavior in youths
for years. Ever since the Columbine shootings in 1999 and the subsequent blame
being placed on the video game DOOM and heavy metal artist Marilyn Manson, the
news media delights in finding new violent entertainment to link to youth
violence, especially if a massacre is involved.
From a scientific standpoint, however, defined causes for youth violence
simply have not been found. In fact, a study of youth violence held in 2004,
focusing around candid conversation with youths between the ages 14 and 22 who
had been involved in violent behavior and fights about the causes of youth
violence, found �...no predominant cause of violence emerged from the
discussion� (Cheng, et al. 288). Simply put, evidence pointing out any primary
cause of youth violence does not exist. With mental illness, poor lifestyle
choices, hostile environments, ineffective parenting, and peer pressure all
playing roles, one must consider whether violent media and entertainment are
primary causes of youth violence. Even if sufficient evidence existed to prove
violent media was a significant factor in causing youth violence, one cannot
claim that it causes more youth violence than other psychological issues or
environmental factors.
In order to better understand the place of violent media in comparison to
other major factors in causing youth violence, one must first understand how the
other factors affect youths. The effect of one's peers on social and
psychological development is extremely significant, and in present day youth
socialization has a heavy focus on violent behavior. Many youths feel as though
they must use violence to �fit in� with their peers and to make friends. A
participant in the aforementioned youth violence study, which was spearheaded by
two pediatricians with Johns Hopkins University School of Medicine and a pair of
pediatricians from the Washington, D.C. area, states, �If you fight somebody and
beat them up, it's like everybody wants to be your friend, or everybody knows
your name that didn't speak to you before�they speak to you now� (Cheng, et al.
289). Youths commonly cite their peers as a reason to commit violent acts, if
not because of their peers' actions against them, then because of their peers'
actions against their friends, with studies finding, �...Standing up for
friends, jealousy, misunderstandings, disrespect, and gossip,� are all common
reasons for youths to commit violent acts against other youths in their peer
group (Cheng, et al. 288). These also lead to youths creating a �violence begets
violence� attitude, in which they feel that violent behavior against them must
be countered with violence of their own, summed up by a child in the study with
this statement, �Like your mother used to say, somebody hit you, you better hit
'em back� (Cheng, et al. 289). These desires for vengeance, increase in
popularity, and notoriety all foster a violent nature in children that, while it
could be influenced somewhat by violent media, exist in a world of its own apart
from said media.
One may, however, make the argument that one's peer group could learn
from violent media as a whole. Online video games are quickly becoming the most
prevalent social entertainment tool between high school and college students.
Services such as Xbox Live and Playstation Network allow users to play video
games together with incredible ease; all one needs is a broadband internet
connection and, in Xbox Live's case, a monthly subscription, and one can play
games with friends or complete strangers. Unfortunately, the most commonly
played games on these services are first-person shooters, such as the military
simulator Call of Duty or the bloody space marine epic Halo. The services can
encourage constructive gameplay with online support for cooperative, non-violent
games, such as Rock Band, or less violent games that encourage healthy
competition, such as sports games.
The clear, immediate response to peers encouraging play of violent video
games is to introduce youths to video games that are not violent and remove the
offending material. However, this strategy does not work; attempting to entirely
remove violence simply creates games children do not want to play. Case in
point, the cooperative massively multiplayer online game
Lego Universe closed all its official
online servers after less than a year due to lack of public interest, and the
game contained little to no true violence. Violent games, however, continue to
enjoy high sales and continue to produce sequels, pushing more and more violent
video games into youths' peer groups. It is unarguable that violent video games
are not linked to youth peer groups, and as such one simply cannot write off the
potential that violent video games may have an effect on children committing
violent acts. However, much more severe causes do exist in the current purview
of youth violence.
A youth's environment may be a significant influence on violence. Certain
environments may be more conducive to negative peer relations, especially in
inner city neighborhoods. Some youths may live in environments in which violence
is the norm, which may foster violent activity. The same study found that
communities known for housing drug pushers and gangs were especially susceptible
to youth violence, especially if multiple gangs exist within nearby
neighborhoods (Cheng, et al. 288). Inner city neighborhoods may also lead youths
to perform crimes out of boredom, with a child in a case study stating, �When me
and my boys are chillin', we don't really have a planned violence, we, like, get
bored to do something,� said a youth in a violence discussion group (Cheng, et
al. 288). Some youths who are predisposed to violence may be so due to family
values that either promote violence or do a poor job of reprimanding violent
behavior, leading to children who do not understand the repercussions of their
activities. The environment of a violent youth can easily take precedence over a
violent video game or movie the youth may play or watch.
Potentially the most major influence on youth violence, rather than
violent media, is witnessing or being a victim of community or domestic
violence. Youths in inner city environments typically cite violence within the
family or their community as a significant factor which affects their violent
behavior directly (Cheng, et al. 288). A study by Maureen Allwood, a criminal
justice student, and her colleague Debora Bell found that being exposed to
violence �...accounted for 22% and 26% of the variance in violent behavior for
females and males, respectively� (990). Allwood and Bell also pointed out a
study prior to theirs that found �75% of [the original researchers] fifth- and
sixth- grade sample in the District of Columbia reported witnessing community
violence� (990). Not only is community and domestic abuse a significant factor
in youth violence, but it also is more common than the average person would
expect.
Even more dangerous is the potential for domestic or community violence
to cause post-traumatic stress disorder (PTSD) in youths or children. Gayla
Margolin and Katrina Vickerman, both associated with the University of South
California, point out that �each year, domestic violence occurs in the homes of
approximately 30% of children living with two parents� (613). The article also
points out that �...13% to 50% of youth exposed to interparental violence
qualify for diagnosis of PTSD,� as well as the fact that �...26% of physicaly
abused children qualified for PTSD diagnoses� (Margolin and Vickerman 613-614).
These statistics become even more chilling when paired with Allwood and Bell's
studies relating PTSD and community violence, which found that youths showing
symptoms of PTSD were more inclined to commit violent behaviors, and �...found
high PTSD symptoms among adolescents incarcerated for primary violent offenses�
(Allwood and Bell 990). Youth violence in relation to PTSD has become so severe
and was so poorly recognized by the medical community that a new diagnosis,
developmental trauma disorder (DTD), which covers the symptoms of PTSD found in
children that are witnesses or subjects of domestic abuse (Margolin and
Vickerman 616). PTSD is far too significant of a factor to be discounted from
the discussion of youth violence.
Even with all other causal arguments intact, violent media does have a
marked effect on youth violence; this is an undeniable fact. Although one may be
aware of violent media, however, it is very difficult to decide what media is
violent and what media is not. Even dictionaries can barely agree on a
definition for the word �violent,� with Collins English Dictionary citing
six distinct definitions for the word �violent,� ranging from �marked or caused
by great physical force or violence,� to �characterized by an undue use of
force; severe; harsh,� and even �caused by or displaying strong or undue mental
or emotional force� (�Violent�). When video games see opposition in terms of
violence, the medium usually is called out for senseless violence�that is, to
say, violence with no redeeming merit. The next logical question becomes �what
separates 'senseless violence' and 'harmless violence?'�
Cartoon and fantasy violence are a very important topic in the discussion
of defining violence. Children naturally find themselves drawn to video games.
The interactive nature of the medium, as well as the regular featuring of
television, cartoon, and movie characters, draws kids in to video gaming at a
young age. These games, however, can feature questionable behavior. Modern kids�
games feature increasingly large amounts of cartoon violence. The �Lego� series
of games, in specific, see a strange combination of violence and cartoon antics.
Drawing upon popular movie series such as Star Wars, Indiana Jones, and
Harry Potter, the games take scenes from said movies and place the player
in the plastic shoes of Lego figures representing the characters from the
movies. While the games are all rated �Everyone Ten and Up,� the movies range
from PG to PG-13, some of which have very violent images, such as the main
villain's face being melted off by exposure to the Ark of the Covenant in
Raiders of the Lost Ark. These scenes are represented in a much sillier
fashion, as the Lego motif takes away from the violent imagery apparent in the
movies, but still are representative of the original films. The obvious response
to violence is to remove it, but attempting to entirely remove violence simply
creates games children do not want to play, such as Lego Universe
mentioned prior.
The true question of philosophy raised by cartoon violence is whether or
not it is true violence. While it does demonstrate the destructive behavior to
qualify as violent material, it also does so in a very light-hearted fashion and
rarely is used to a distinct enough level to raise alarm. Although the games do
exhibit certain levels of aggression, the games counter the emotion with
overwhelming levels of cutesy graphics and humorous behavior. Arguably most
importantly, the games typically do not use imitable behaviors or actions when
using violence as a part of the plot or as a game mechanic�most cartoon violence
is comical and over-the-top and usually is impossible to actually reproduce.
Generally, in the wide purview of the arguments for and against video game
violence, cartoon violence is not considered �violence.�
Realistic violence sees the majority of argument in the violent video
game debate. The increasing prevalence of realistic violence in �Mature� rated
video games is partially to blame for this; games like Call of Duty, in
which one plays as an infantry soldier in the heat of combat, Halo, which
features space Marines bloodily murdering alien species, and Grand Theft Auto,
which heavily involves gang wars and street violence, contribute a measurable
amount of violence to the modern video gaming scene. These games heavily feature
the use of guns, melee weapons, and share a common goal: kill the enemy or die
trying. Opponents of violent video games argue that these games have one shared,
and very intimidating, aspect�the games all heavily feature easily imitable
destructive behaviors. This senseless violence is exactly what should be
eradicated in a fight against modern violence in video games.
However, one cannot simply avoid the other side of the proverbial coin;
some video games use violence as a very important storytelling tool or to evoke
emotional response. One of the earliest examples comes with Final Fantasy VII,
in which the villain permanently kills a strong supporting character
approximately half-way through the game. In a touching scene, the main character
holds the supporting character in his arms after being run through by the
villain's sword. This event, while it does take place in a non-playable
cinematic sequence, uses violence as a significant plot event, removing a major
playable character and giving the player new drive to defeat the evil final
boss. Other games use violence to send a message on society as a whole.
Call of Duty: Modern Warfare 2 does
so with its now-infamous mission that requires the player to assist in (or be an
observer to) a massacre in a major Russian airport. The mission was designed to
show the player exactly how far a terrorist force would go to further its
agenda, and even sickened some players by showing them how abhorrent attacks on
innocent lives truly are.
Tactful uses of violence in video games such as the aforementioned are
appearing more and more in modern video games. One must consider them when
thinking about defining violence in terms of the medium; do tactful, cinematic,
and emotionally-appealing uses of violence in video games cause youths to become
violent? This question draws the most controversy when attempting to define
�violence� in video games. Using violence as a means of providing story, morals,
or further appreciation of a human life are exactly what the medium needs to do
as a counter to mindless killing in games like
Grand Theft Auto, and should be
rewarded rather than lumped into the extreme violence category.
As such, one must conclude that violence in video games should be defined
as aggressive, forceful, or hurtful in-game behaviors that provide no merit
besides being aggressive, forceful, or hurtful, as there truly is no other way
to describe it than to use the Supreme Court's infamous �You'll know it when you
see it� ruling.
Finally,
one must realize there is definitive research showing that video games are not
linked to increases in youth aggression. A study by Christopher A. Ferguson, a
member of the Texas A&M Applied Sciences department, claims ��the empirical link
between violent gameplay and serious acts of aggression or violent behaviour
appears to be slim at best,� and later states that in an FBI study which
observed the number of mass murderers that followed different violent media
sources, �For video games, the figure was even lower�only 12%� (�The
School� 27-29). In another experiment, Ferguson found, �results of the
current meta-analysis did not support a relationship between violent video game
exposure and aggressive behavior.,� and concluded that, while students may show
symptoms of potential aggression increases, there was no definitive proof (�The
Good� 314). Even studies which found some link between aggression and video
games or other violent media agree that ones with more realistic violence lead
to higher levels of aggression, as demonstrated through video games in Barlett
and Rodeheffer�s study on violence in video games (214). Furthermore, studies
against violent media note that hands-on violent media, while not a significant
long-term cause of violence, causes more aggression than passive media (Polman,
de Castro, and van Aken 261).
Violent media affecting youth is a significant issue in modern society;
this is undeniable. One simply must decide if it�s as significant as it is made
out to be. The evidence presented clearly shows that violent media simply is not
the culprit of increasing levels of youth violence. Other significant factors
thoroughly take precedence, especially the more severe such as domestic violence
or PTSD. The shaky definition of violence doesn�t help, making it difficult to
really know what violence affects youths most. Even if people did have a
thorough understanding, though, not all the evidence agrees; much evidence shows
violent media does not cause aggression in youths, but a large, vocal minority
disagrees with case studies of their own. It is impossible to ignore the
evidence, and as such one must conclude that violent media is not a significant
enough cause of violence in youths to be as concerned as the news media would
like�it has been and will always be the subject of nothing but wild correlation.
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