adolescent development could not be linked to one’s inability to practice “self-reinforcing” behavior or limiting a child’s ability to determine right from wrong (pg. 1249). In a study conducted two years later by Coyne, Warburton, Essig, and Stockdale (2018) similar results were revealed that concluded the following, “exposure to video game violence was indirectly associated with lower levels of prosocial behavior as mediated by lower levels of benevolence” (pg. 1869). Both articles present mimicking outcomes by providing valid findings into the indirect association of violent-gaming and crime. Neither article rested their conclusions on logical fallacies but instead offered universal resources for conducting ethical research ending w/unbiased hypothesis, allowing the reader to calculate their interpretation of the claim presented. Argumentative Perspectives - Claim II The opposing claim to the first states’ direct correlation can be perceived between violent video game usage and violent behavior. Gentile, Bender, and Anderson based their 2017 findings of the direct link of extreme gaming and aggressive response to increased cortisol and cardiovascular arousal (pg. 39), in their article titled Violent video game effects on salivary cortisol, arousal, and aggressive thoughts in children. An example, Espejo and Thomson (2015) offered research of the video game Grand Theft Auto; GTA for short. For those unfamiliar w/the
VIDEO GAMES & VIOLENT BEHAVIOR 4 premise of GTA, the game is created within a virtual world w/real-world simulation that require the completion of individual tasks of the main character conquering criminal life (such as killing, stealing, robbing, beating, sexually immoral acts and more) to rise to the top. The accretion of dangerous behavior creates a buildup of aggression that accumulates into violent actions that, over time, cannot be contained within the fictitious world limits of video games, causing an underlying desire to act out such measures in the real-world setting creating an addiction. As with every addiction (if left untreated) psychological imprisonment forces the individual to do whatever it takes to satisfy the urge and impulse to give in to the hazardous need; therefore, creating a demanding need to assess the mental state of youth inflicted w/intensified aggression and violence stimulated by video game obsession (pgs. 35-38). Initially, I would speculate both articles presented fallacies due to the informal tone in Beavers 2017 article and Gentile, Bender, and Anderson (2017) suggesting “cortisol findings, in particular, suggest that playing a violent video game may activate the sympathetic nervous system and elicit a fight-or-flight type response in children” (pg. 39), but the authors discussed the required academic implications and future research needed to support such a disclaimer; creating an equal balance of argument.
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- Spring '16
- Cortisol, Video game controversy, Argumentative Perspectives