Violent Video Games Psychology

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Violent video games vary with the strength of the violence. Most violent games that have become popular are rated M for mature. The ratings on each game differ depending on the violence and which age group it is most appropriate for. For example, there are games with minimal to no violence which are rated E for everyone. As the intensity of violence, gore, profanity, and sexual content go up, so do the ratings. Most popular games, such as Call of Duty, are rated M for mature, which is meant for teenagers seventeen and older. The next rating up is A for adult, which is intended for only teenagers eighteen and older. The descriptions for these two ratings are fairly similar, where M states, “Content is generally suitable for ages 17 and up. May …show more content…

Some even pick up bullying habits. “M-gamer girls were three times as likely to say that they’d damaged property just for fun during the previous year than non-M-gamer girls. M-gamer boys were more than twice as likely as non-M-gamer boys to do so” (Lessons We’ve Learned) One of the largest most in depth studies with more than 1,200 middle-school children and more than 500 of their parents over a 2-year span found the following: “girls who played (any kind of) video games nearly everyday… were more likely to report bullying other kids, being in physical fights, or getting in trouble with teachers” (8). Boys who play violent video games almost every day are more likely to get into physical altercations with others than boys who do not play video games. Civic engagement plays a roll in affecting a teen’s behavior. For example, if a teen is more likely to play video games alone, his or her aggression can increase, whereas if playing with another person, it can help alleviate the anger issues that can come with being isolated. A study done by Drs. Lawrence Kutner and Cheryl Olson has shown that teens who play video games with other teenagers tend to have a higher civic engagement, which is correlated to alleviating anger issues. Playing with another person, in person rather than online, can also lead to more civic and political outcomes. Videogames in public spaces can also increase democratic values, where if, stated as a model of John Dewey, “diverse groups of individuals with shared interests join together, where groups must negotiate norms, where novices are mentored by more experienced community members, where teamwork enables all to benefit from the different skills of group members, and where collective problem solving leads to collective intelligence” (Lessons). In turn, bringing a group together to play in person, can increase the civic engagement in