7 Reasons We Should Be Worried About Video Game Violence
6. Desensitisation
With the realism and popularity of games comes the risk that we might become desensitized to violence. The majority of the research literature on video game violence focuses on this theory in one way or another; be it that it allows us to mute our own acts of aggression as suggested by Tobias Greitemayer in the Journal of Experimental Social Psychology, or that games are just part of a gradual global desensitisation to violence, as noted by Carnagey, Anderson and Bushman. Although much of modern research points away from violent video games reciprocating real world violence, the issue of desensitisation seems to be a constant theme. After all, if you see something over and over again it's far less likely to shock you. However, what has changed along with video games, is the ease of access to violent and graphic images or video. Most owners of a Facebook account will have accidently played a shared video only to find half way through that it's something sinister, like a cretin throwing puppies into a river, or the horrific video doing the rounds of a woman being decapitated. Also: as mentioned in the previous chapter, the depiction of violence on some of the most popular television shows is becoming increasingly more realistic and graphic. Several recent studies point to other mitigating, "real world" factors - and given the sheer number of us playing video games that are deemed violent, it's these findings that make more sense to me. After all, if every Grand Theft Auto player replicated the game, we would need a Kevlar vest just to go fetch the newspaper. A study in the Journal of Psychiatric Research suggests that matters such as depression, antisocial personality traits, exposure to family violence and peer influences were the best predictors of youth aggression. This idea of video games merely being a piece of the desensitisation pie is further supported in recent research. A study in the Journal of Youth and Adolescence, funded in the wake of the Sandy Hook shootings - this will be discussed in a later chapter - tried to address the discrepancies in research. The study by Ferguson and Olson looked at vulnerable groups, namely children with pre-existing mental health problems. They concluded that the association between video game violence and aggression was minimal, but did point that further work was needed when looking at children's attainment of violent stimulus.
I'm a 26 year old Welsh psychology graduate working in PR & Journalism. I enjoy writing, films, TV, games, sport, philosophy, psychology and mixing them all together. I occupy time and cyberspace on twitter @simcolluk