Video Games Normalize Killing, Doctors Say
KETV
February 7, 2008
OMAHA, Neb. -- Playing video games increases aggression
in some children and young adults and normalizes
killing, some doctors said.
Research suggests that violent video games can make
children feel different. A brain scan of a teenager who
has just played what was deemed a nonviolent video game
was compared to the scan of a teen who had just spent 30
minutes playing a violent game. Indiana School of
Medicine researchers said highlighted areas in the
brains showed increased activity in the areas involved
in emotional arousal.
"Exposure to violent video games, even E rated video
games, increases aggressive thoughts, increases
pro-social behavior and increases general arousal," said
Dr. Greg Snyder, a psychologist at Omaha's Children's
Hospital.
Snyder said exposure to violence in video games can
desensitize a teen to the real thing.
Research from Iowa State University, Kansas State
University and the National Institutes of Health reached
similar conclusions. Compared to teens who played
nonviolent games, those who played violent games had a
lower heart rate and lower galvanic skin response when
they were exposed to videos of real violence, the
studies showed.
"The more normal it is, the more likely it is they're
going to activate or engage in those behaviors when
provoked or even unprovoked," Snyder said.
Tyler White, 17, said he has been playing video games as
long as he can remember. He and his friend, Erik Grove,
16, play a game called "Gears of War." Both boys said
they enjoy shooting games.
"With a shooting game, you can't actually go out and
shoot someone," White said. "The whole thing with video
games is, do something you can't already do in real
life, at least that's what it is to me."
After they played the game for about 20 minutes, the
teens said they didn't feel more violent.
The video game industry notes that the research also
finds that teenagers have similar responses to violence
in movies or TV. The industry said no one can prove a
definitive link between virtual violence and the real
thing.
Ryan Miller, the manager of general operations for
Gamers in Omaha, said video games become an easy
scapegoat when children turn violent.
"Just like any new media, it gets attacked. When any new
genre of music comes out, it gets attacked. TV will, of
course, get attacked. I'm sure, way back when, books got
attacked," Miller said.
Other research shows that antisocial behavior is not a
result of the game, but rather the isolation that
results when children play the games along for hours on
end.
All sides of the argument agree that parental control is
important, whether it's in the purchasing of games or
playing them.
Lora and Chuck Payne said they don't restrict the types
of games their son, Tyler, plays, but they do give him a
time limit. Chuck Payne said he knows some teens who are
allowed to play for hours a day.
"Then, when they're done playing, that's all that's on
their mind. Kill. Kill. Kill. Well, one hour a day.
Period," he said.
The Paynes said they have not noticed a change in the
son's aggression level after a gaming session, but they
watch what he plays and they talk to him about the games
he chooses.
