Researcher Says Linking Video Games To Gun Violence Essay

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Register to read the introduction… Matt Peckham, in an article entitled “Researcher Says Linking Video Games to Gun Violence is a ‘Classic Illusory Correlation’” published by TIME magazine on October 8th, 2013, illustrates how the assumption of games causing violent acts in teens has never been proven. “Video game research is in its infancy,” says Peckham. According to him, the media is the reason so many people believe that games have been proven to be violent. He says that every time people have tried to produce a weak connection between increased aggression and video games, their studies “fail to quantify and contextualize said aggression.” (Peckham) However, the media sensationalizes these ‘studies,’ which causes the public to believe them without knowing that they were disproven. Peckham goes on to talk about his discussions with a Stetson University researcher named Christopher Ferguson, who told him that the media is also part of the reason for so many believing games are to blame for events like the Columbine shooting. They “[make] a fuss over violent video games” whenever the shooter is a young male, joyfully neglecting the fact that “almost all young males play violent games.” Whenever the culprit is not a …show more content…
In January of 2013, Aggressive Behavior magazine published a study done by Youssef Hasan, Laurent Bègue, and Brad J. Bushman, one which observed the differences between the cardiac coherence—the rhythm of the heart, affected by breathing, which is a good indicator of stress—of those who played violent games and those who played nonviolent ones. “The indirect effect of violent video game exposure on aggression, through cardiac coherence, was significant.” (Hasan, et al.) Cardiac coherence was evidently much lower in the participants that played violent games than in those who didn’t, which indicates that the gamers were quite stressed. However, the other measure of aggression they used was to offer all the participants the chance to blast a character away at the end of their games. They were allowed to control the duration of the noisy blast as well as the intensity, and—as expected—“Violent game players gave their ostensible partners louder and longer noise blasts through headphones than did nonviolent game players.” (Hasan, et al.) So whether or not the gamers realized it, they were becoming more violent, agitated, and aggressive because of the games, if

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