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PSYC FPX 3002 Assessment 3 Argument Paper

Name

Capella University

PSYC FPX 3002 Developing a Psychology Perspective

Prof. Name

Date

Introduction

The debate surrounding the impact of video game usage on the social behavior of children and adolescents has garnered considerable attention in recent years (Lischer et al., 2022). While some proponents argue for potential benefits such as enhanced social skills and cognitive function, others highlight the negative effects associated with exposure to violent video game content (Greitemeyer, 2022). This paper aims to explore the influence of video game content on social behavior, examine arguments supporting and opposing its effects, and draw conclusions based on existing research.

Content Influence on Social Behavior

Research indicates that the content of video games significantly influences their impact on social behavior (Burkhardt & Lenhard, 2021). Specifically, exposure to violent video game content has been consistently linked to increased aggression and decreased prosocial conduct. A meta-analysis involving a large sample size found a significant relationship between playing violent video games and displaying aggressive behavior (Greitemeyer, 2022). Given these findings, it is imperative for stakeholders such as parents, educators, and policymakers to carefully assess the nature of the video games that children and adolescents engage with and take steps to mitigate their exposure to violent content.

Arguments

According to social learning theory, individuals learn through observation and experience, which can shape their behavior (Greitemeyer, 2022). Players may mimic the aggression depicted in video games, often being rewarded for such behavior. This can lead to an increase in real-life aggression, as evidenced by research linking violent video game exposure to decreased empathy and prosocial behavior (Greitemeyer, 2022). Despite variations in individual responses, ample evidence suggests a detrimental impact of violent video game content on social behavior, emphasizing the need for vigilance among stakeholders.

Counterarguments

Counterarguments against the notion that violent video games promote hostility and reduce prosocial behavior have been presented. The Catharsis Theory posits that these games may serve as outlets for aggressive urges, potentially reducing real-life violence (Greitemeyer, 2022). However, empirical evidence refutes this theory, with meta-analyses consistently demonstrating a link between playing violent video games and acting aggressively (Greitemeyer, 2022). Additionally, the argument that individuals can distinguish between virtual and real-world violence is challenged by research indicating a general decrease in aggression and prosocial behavior associated with video game exposure (Greitemeyer, 2022).

Conclusion

In conclusion, research underscores the association between playing violent video games and increased hostility, as well as diminished prosocial conduct. Despite potential variations in individual responses, the overall pattern of data consistently supports this detrimental association. Therefore, stakeholders must carefully monitor and regulate children and adolescents’ exposure to violent video game content to safeguard their well-being and that of their social network. Contrary arguments, such as the Catharsis Theory, lack empirical support and are outweighed by the preponderance of evidence demonstrating the negative impact of violent video games on social behavior (Greitemeyer, 2022).

References

Burkhardt, J., & Lenhard, W. (2021). A meta-analysis on the longitudinal, age-dependent effects of violent video games on aggression. Media Psychology, 25(3), 1–14. https://doi.org/10.1080/15213269.2021.1980729

PSYC FPX 3002 Assessment 3 Argument Paper

Greitemeyer, T. (2019). The contagious impact of playing violent video games on aggression: Longitudinal evidence. Aggressive Behavior, 45(6), 635–642. https://doi.org/10.1002/ab.21857

Greitemeyer, T. (2022). The dark and bright side of video game consumption: Effects of violent and prosocial video games. Current Opinion in Psychology, 46https://doi.org/10.1016/j.copsyc.2022.101326

Lischer, S., Jeannot, E., Brülisauer, L., Weber, N., Khazaal, Y., Bendahan, S., & Simon, O. (2022). Response to the regulation of video games under the Youth Media Protection Act: A public health perspective. International Journal of Environmental Research and Public Health, 19(15). https://doi.org/10.3390/ijerph19159320

PSYC FPX 3002 Assessment 3 Argument Paper

Shao, R., & Wang, Y. (2019). The relation of violent video games to adolescent aggression: An examination of moderated mediation effect. Frontiers in Psychology, 10https://doi.org/10.3389/fpsyg.2019.00384

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