Friday, April 18, 2014

A Gamer’s Resolution to Video Game Violence: Fingerprints

Similar to many adolescents of modern American society, I spent a part of my youth playing seemingly endless hours of popular video games such as Super Mario 64, Halo, and StarCraft. I can attribute a lot of my spatial and critical thinking skills to my prolonged exposure to these games during my adolescence. As an aspiring physician, my hand-eye coordination and my ability to pay attention to fine details will be vital on a day-to-day basis. On the contrary, it is frightening to see some of the correlations between aggressive behavior and video games; as a refresher to my audience, the shooters behind the Columbine and movie theater incident in Colorado were found to have been playing video games prior to the shootings. Although I have surely reaped the benefits of video games, I frequently find myself asking the following question: should the government place unavoidable age restrictions on video games?

Laura Stockdale, a professor at Loyola University Chicago, recently presented her research at my weekly neuroscience seminar. Her findings suggest that individuals who undergo prolonged exposure to video games express a decreased level of physiological response to real life violence. Furthermore, she states that this relationship is as strong as “the relationship between smoking and lung cancer.” One can easily assume based on these two findings that uncontrolled video game exposure should be worrisome; this lack of inhibitory control can probably be correlated to the Columbine/theater incidents. Additionally, parents need to consider the developmental effects that prolonged video game exposure can leave on their child, especially beginning at an early age. One can further infer that video game regulation should be further enforced; the current ESRB ratings simply prevent an underage individual (less than 17 years old) from purchasing a mature-rated game. However, what is stopping the underage individual’s family or friends from simply buying it for him or her?

Given the recent trend of crime rates in Chicago, I agree with society pointing fingers at video games for being an underlying cause behind this violence. However, I find it rather inadequate to declare video games as the prime source for the rise of violence; the nature of the human mind is complex and many of our aggressive behaviors depend on a summation of factors. In support of my view, Dr. Ward, a professor at the University of Texas at Arlington, and two of his colleagues examined sales data and crime rates across a range of communities. Interestingly, they found that “higher rates of violent video game sales related to a decrease in crimes, especially violent crimes.” Additionally, the number of violent youth offenders “fell by more than half between 1994 and 2010… while video game sales have more than doubled since 1996.” This data clearly suggests that video games may not be as detrimental to society as we currently envision them being. 

The underlying issue regarding video games is that the scientific research behind it is conflicting, leaving society with no actual consensus for future action. I personally believe that the most reasonable course of action includes placing an age restriction on video games; with technology such as fingerprint scanners being implemented in publicly available technology, video game console developers should look to implement such technologies in the controllers. Doing so would ensure that underage individuals would be playing games only as restricted by the ESRB. Pushing console developers to implement such a technology would be a daunting task, but a little encouragement (and funding) from our government would push this in the right direction. Although many underage individuals would probably be upset from such a dramatic change, society would still reap the benefits of children playing video games while avoiding many of the possible violent acts that may become associated with video game exposure over time.

Edwin Chaharbakhshi
Loyola University Chicago
Bioinformatics/Biology Undergraduate

Literature:

Cunningham, Scott, Benjamin Engelstätter, and Michael Ward. Understanding the Effects of Violent Video Games on Violent Crime. Social Science Research Network. N.p., 5 Feb. 2013. Web. 18 Apr. 2014.



Stockdale, Laura. Associations between Violent Video Gaming, Empathic Concern, and Prosocial Behavior toward Strangers, Friends, and Family Members. PubMed. National Institutes of Health, 4 May 2012. Web. 18 Apr. 2014.

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