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research findings have dismissed this claim and instead asserted that some mental disorders are to blame for the rampant homicides and violent behavior and not necessarily video games. People with mental disorders have been found to be more prone to cause violence, and this has nothing to do with exposure to violent media contents (Ferguson, 2015). Additionally, one media that may be branded as violent may have varying impacts on various people. For instance, some may play the game as a way of relaxing and passing the time for leisure. In this regard, the violent video games have aided such people to relax and have pleasure, but for those that feel incited to swing into action, they do so at their own volition too (Elson & Ferguson, 2014). Besides the mental disorders, other psychological factors that may cause one to do violent acts include inflated emotions and stress. A rational person may be tempted to commitviolence due to stress and other dangerous feelings. Stress and peer pressure are two main risk factors that lead people to acts of violence (Adachi & Willoughby, 2011). Video games play a very minimal role in influencing people into doing specific actions that may be deemed hostile. According to Bond, lack of proper emotional regulation has led to people doing fatal activities that have been unimaginable and such people were not influenced or motivated by video games (2011). Furthermore, most people are aware that video games are just meant for fun, and they are not supposed to be implemented in real life, and the few that are influenced unduly are people who could have committed violence anyway only that they just needed a slight motivation to swing into action. Counselling and other psychological careare required to aid in the prevention of such emotionally-driven violence as often the actions are regrettable due to their vast effects.
DO VIOLENT VIDEO GAMES CAUSE AGGRESSIVE BEHAVIOUR?12No single risk factor can lead to violence on its own, but instead, it is an accumulationof some many risk factors that cause one to indulge in violence. Video games are just one of the risk factors in instigating violence, and there are a couple of others such as the environment that one lives in and also the groups that one hangs around with. Researchers identify risk factors for people’s involvement in violence by tracking a person’s growth from childhood into adulthood (Gentile, 2014). The elements are both personal traits and other social conditions that create an enabling environment for abuse to thrive in. Researchers observe that none of the factors alone can cause one to commit violence, but all elements must be in harmony. For instance, one must possess personal traits that are tolerant to violence, and the environment must be supportive or favourable in influencing the person to commit acts of violence. Despite the presence of studies that link media violence to real-life violence, the research studies are not entirely enough and declare the same to be true as an actof faith (Hasan, Bègue, Scharkow, & Bushman, 2013).