sample paper psyc - Trent University

Running head: CONSEQUENCES OF VIOLENT VIDEO GAMES
Does Playing Violent Video Games in Childhood Predict Future Aggressive Behaviour?
An Empirical Review
Ima Student
Trent University
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CONSEQUENCES OF VIOLENT VIDEO GAMES
2
Does Playing Violent Video Games in Childhood Predict Future Aggressive Behaviour?
An Empirical Review
Video games are a very popular recreational pastime for many children and youth around
the world. Virtual gaming has only become more popular with a wide range of sports, travel and
war type games available on the market. Roberts’ study (2005,
The author read about Roberts’ 2005
study in Anderson and Carnagey’s 2009
article. Cite both the original study and the
source that discusses its findings. As
Roberts’ name appears in the essay
sentence, it does not have to appear in
the parenthetical citation.
as cited in Anderson & Carnagey, 2009) found that nearly 60%
of American youth ages 8 to 18 report playing video games on
any given day, and 30% report playing for more than one hour
a day. Violent video games have been a controversial topic
among parents and psychologists alike for many years. Though some
researchers have cited depression, family violence and peer
influences as predictors of aggression – not videogame violence –
This introduction is successful
because it clearly establishes the
context and rationale for the topic
and the research question.
much research has been done to the contrary (Ferguson, San Miguel,
The thesis offers a clear answer to
the research question, which is
posed by the title.
Garza & Jerabeck, 2012). Research suggests that children and
adolescents who play violent video games are at risk for increased
aggression and problem behaviour into adulthood.
The following paper will present current research examining the negative effects of
violent video games on children who play these games. Short term psychological, physiological
and cognitive changes may contribute to children exhibiting more aggressive behaviours that
could lead to problems socially and scholastically. Studies
suggest adults who engaged in virtual violence may be more
The author offers a clear map to help
the reader to understand the
organization of the paper and the
connections between the sections.
Each section of the paper is outlined
in this paragraph.
CONSEQUENCES OF VIOLENT VIDEO GAMES
3
impulsive and desensitized to violence, contributing to long term cognitive and personality
changes. Additionally, violent video games are more likely than nonviolent video games to
present gender and racial stereotypes, which could lead to aggression toward the stereotyped
groups presented in the game. Finally, violent video games may decrease pro-social behaviour
among children and adolescents, leading to a greater likelihood of problematic behaviour later in
adulthood. This paper aims to demonstrate that children who play violent video games are more
likely than those who do not play violent video games to develop aggressive behaviour later in
adulthood.
Headings are useful for delineating sections of a paper. For
APA, main headings are boldface and centred. Headings
should clearly indicate the topic of the section.
Short Term Effects of Playing Violent Video Games
Researchers have cited various negative short term effects related to playing violent video
games. In children particularly, it has been noted by Anderson et al. (2010) that short term
videogame playing (meaning 15 minutes or less) increased physiological arousal and aggressive
cognition among the study’s sample group of children. Similar findings were discovered by
Barlett, Anderson and Swing (2009). Participants experienced heightened heart rate and blood
pressure, all while sitting down without engaging in any physical activity or exertion. Barlett et
al. describe physiological arousal as a negative outcome for
children because heightened physical arousal can be related to an
increase in aggressive behaviour. That aggressive behaviour may
be misattributed to another provoking event rather than the
violent game. In other words, a child who is agitated from violent
gaming may react aggressively to otherwise minor annoyances.
This paragraph focuses on one idea by
presenting a main point (physiological
arousal is a short term effect), using
evidence to support the point, explaining
the evidence (physiological arousal linked to
aggressive behaviour), and linking it to the
main point of the section or the paper.
CONSEQUENCES OF VIOLENT VIDEO GAMES
4
In addition to heightened physiological arousal, Barlett et al. (2009) found that
participants experienced more aggressive feelings after playing violent video games than they
Although the author is still using evidence from
an author cited in the previous paragraph, the
evidence supports a different idea (comparison
between violent and non-violent video games),
so it requires its own paragraph. This also
demonstrates how different sources are
connected throughout the paragraphs.
did after playing nonviolent videogames. Comparable
results by Anderson and Carnagey (2009) revealed that
violent videogame participants displayed higher levels of
aggressive cognition than participants who had played
nonviolent games. In the same study, participants who had recently played a violent sports video
game verbally identified aggressive words faster than those who played a standard simulationbased sports video game. Research conducted by Anderson et al. (2010) found that short term
violent videogame playing primes existing knowledge structures to respond aggressively. With
repeated exposure, children may develop a schema primed to aggression.
Children who are more aggressive and experience higher physiological arousal may
subsequently suffer poor academic performance, as well as
experience behavioural conduct problems and social problems.
The studies present findings which suggest that children may
This paragraph synthesizes the two points the
author presents in this section while offering an
analysis of the findings. Also note the link to
the next section about the long-term effects.
suffer numerous psychological consequences from playing violent video games in a short term
timeframe. However, the evidence about the long term effects of playing violent video games
paints a much more worrisome outcome for children who play them.
Long Term Effects of Playing Violent Video Games
Repeated exposure to violent media of any sort has been seen to negatively influence
children (Anderson & Carnagey, 2009). Several articles have pointed to personality changes,
hostility and desensitization to violence as some of the permanent costs associated with violent
CONSEQUENCES OF VIOLENT VIDEO GAMES
5
gaming in childhood and adolescence. Barlett et al. (2009) explain that repeated exposure to
violent video games reinforces aggression-related knowledge structures such as aggressive
Note how the author refers to sources directly in
the presentation of empirical literature. This
attribution allows the author to clearly integrate
multiple findings that support a common idea in
one paragraph. Throughout, this author also uses
transitional words like “similar” or “furthermore”
to note the connections between sources.
expectation schema, aggressive behaviour scripts,
aggression desensitization, and aggressive beliefs and
attitudes. All of these knowledge structures may lend to a
more aggressive personality into adulthood. Anderson
and Carnagey (2009) report similar findings related to
social-cognitive changes associated with violent videogame playing. Furthermore, Anderson et
al. (2010) note that the home environment of children may exacerbate the long term effects of
playing violent video games. If parents and the greater community are supportive of certain types
of violence, children may very well become more aggressive with time. Parents and communities
who do not condone violence and who are involved in their children’s media use have been seen
to have protective qualities and may buffer long term effects of playing violent video games.
Bartholow, Sestir and Davis (2005) link long term violent videogame playing to an
increase in hostility and a decrease in empathy. Seemingly stable personality features can be
altered through exposure to violent media especially in childhood and adolescence when
individuals are particularly vulnerable to external influences. In the study by Bartholow et al.,
participants who had been exposed long term to violent videogames self-reported higher physical
aggression even when the variables of personality and temperament were controlled. Increased
aggression may cause individuals to suffer a host of problems into adulthood. Romantic
partnerships, career prospects, friendships, and family
relationships may all suffer if an individual reacts aggressively
to negative life experiences. Though one brief exposure to
This list demonstrates parallel structure:
all four items in this list are in the same
grammatical form (they are all plural
nouns). Parallel construction makes
sentences with lists or series clearer and
easier to understand.
CONSEQUENCES OF VIOLENT VIDEO GAMES
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violence in video games may be too weak to shift attitudes and behaviour, repeated, long term
exposure has been seen to have unfavourable outcomes for children.
Gender Stereotypes in Violent Video Games
In addition to contributing to increased aggression both in the long and short term, violent
video games present various gender and racial stereotypes. These stereotypes most often
included hypermasculine or highly sexualized characters and racist sentiments. The presence of
negative stereotypes coupled with violence in video games is a dangerous combination, which
could lead children to endure consequences besides increased aggression into adulthood.
Similarly, Burgess, Dill, Stermer, Burgess and Brown (2011)
revealed that minority females are virtually absent from game
representations. Moreover, the authors’ findings suggested that
The absence of minority females could be
more clearly connected to the paragraph.
The point is relevant, but that relevance
could be explained more clearly to the
reader.
males who have been exposed to video games that promote
women as sexual objects and males as dominant
Be cautious with vague or general writing. “Consequences
besides increased aggression” needs explanation. The
author explains the consequences later in the paragraph
(tolerance of objectification and accounts of sexual abuse)
and links these findings to the larger questions of the paper.
However, these points should be closer to the original
statement about consequences.
figures are more tolerant to accounts of sexual
abuse when presented with a real-life case study.
Adolescents, especially males, could develop
aggression toward females if they are repeatedly
presented with sexualized images and stereotypes of them. Brenick, Henning, Killen, O’Connor
and Collins (2007) revealed that males were more likely than females to find stereotypes
acceptable in video games. These disturbing findings suggest
that exposure to stereotypic imagery in virtual media can alter
social judgements. Furthermore, the results indicated that
The author may wish to exercise caution
with value-laden words like “disturbing.”
Instead, words like “notable” or “important”
indicate the impact of the findings.
individuals who play video games with high frequency are more likely to condone negative
CONSEQUENCES OF VIOLENT VIDEO GAMES
7
stereotypic images of both males and females than individuals who play video games with low
frequency. Together, these findings indicate that male high-frequency players may show
increases in aggression and are more likely to accept this aggression perhaps due to hypermasculine imagery rampant in such video games. Those who are more accepting of aggressive
attitudes are presumably more likely to act aggressively in situations that provoke them. Brenick
et al. are quick to add that repeated and prolonged exposure to stereotypic material can reinforce
discriminatory attitudes and potentially lead to aggressive behaviour.
Racial Stereotypes in Violent Video Games
Other video games present racist stereotypes depicting
Beginning a new section with a
transitional word like “other” creates a
strong link between the sections of the
paper, which works to develop a
cohesive argument.
African American and Hispanics. One of the most prominent games
that exhibits racist stereotypes is Grand Theft Auto: San Andreas. Leonard (2009) analyzes the
overtly racist attitudes portrayed by the game. The game allows players to form gangs; commit
drive-by shootings; and engage in rape, murder and prostitution. Not only does Grand Theft
Auto: San Andreas glamourize the gang lifestyle through its player-controlled African-American
character “Carl Johnson”, it promotes violence and thuggery as the epitome of masculine
dominance. In one scene, Carl and his gang sneak into the home of an unsuspecting white
couple. As the white man attempts to protect his blonde wife, he states “you probably can’t read”
–clearly linking criminality and lack of education with being black. Though the game is rated “M
for Mature” it can still be bought for and played by minors, who are influenced by these
entrenched stereotypes about race and violence (Leonard, 2009).
Before the racialized violence of Grand Theft Auto: San Andreas,
CONSEQUENCES OF VIOLENT VIDEO GAMES
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Grand Theft Auto: Vice City appeared on the market in 2003. Vice City actively portrayed
Cubans and Haitians as criminals. After public protest, the game’s producer agreed to remove the
lines “Kill the Haitians” and “Kill the Cubans” from the game (Burgess et al., 2011). Linking
overt stereotypes with virtual violence may cause users to develop aggressive knowledge
structures directly related to specific populations. Developing schema primed for aggression,
especially toward certain ethnicities or groups of people may
lead to an individual reacting aggressively toward them in
future instances. Similar findings were discovered by Burgess
et al. (2011). They examined videogame magazines and found
It is important to demonstrate your
analysis of the research. Explain the
meaning of the findings as they relate to
the argument presented in the paper. The
author does this successfully in this
paragraph.
that minority males were underrepresented compared to white
males and were more likely to be portrayed as thugs or as athletes. Children and adolescents who
play these games may be more likely than adults to internalize such stereotypes. This, in turn,
may lead to aggressive behaviour, and possibly violence towards racial minorities, into
adulthood.
Violent Video Games May Decrease Pro-Social Behaviour
This paper has demonstrated the many consequences of playing violent video games.
Much attention has been focused on children’s and adolescents’ development of aggressiveness
into adulthood. However, researchers present another key criticism of violent gaming: the
decrease in players’ pro-social behaviour. Anderson et al. (2010) found that violent videogame
exposure was significantly related to lower pro-social behaviour regardless of research design.
Barlett et al. (2009) suggest that violent video games may contribute to lower self-reported
empathy in children. Individuals lower in empathy may react more aggressively in real life
situations that require them to forgive, or behave sensitively or caringly. Additionally,
CONSEQUENCES OF VIOLENT VIDEO GAMES
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Barlett et al. found that playing video games, especially in early childhood, is associated with
symptoms of Attention Deficit/Hyperactivity Disorder (ADHD). High physiological arousal,
which is associated with violent video games, coupled with difficulties focusing in children with
ADD/ADHD may contribute to problems in school and among peers, leading to potentially
aggressive behaviour. Bartholow et al. (2005) found that repeated exposure to violent video
games may increase aggressive behaviour due to changes in cognitive and personality factors.
Significant findings suggested that an increase in
hostility was associated with aggression. Similar
findings showed a decrease in empathy associated with
aggression (Bartholow et al., 2005). Echoing the
Through this paragraph, the author uses specific and
clear language to explain the meaning of pro-social
behaviour and how gaming can negatively influence
empathy and hostility. This use of specific examples
and clear descriptions helps the reader to understand
how the evidence supports this major point and how
this point supports the overall argument.
mentioned findings, Hastings, et al. (2009) found that high frequency videogame playing was
associated with lower school performance and externalizing behaviour, which can negatively
influence pro-social behaviour. Children who exhibit a decrease in pro-social behaviour such as
sharing, cooperation and helpfulness may display aggressive, hostile behaviours into adulthood if
no intervention takes place.
It has been shown that there are many negative outcomes for those, especially children
and adolescents, who play violent video games. Aggression into adulthood is a salient
consequence children may face as a result of playing violent video games. The research suggests
the short term effects of playing violent video games include higher physiological arousal, and
aggressive cognition and behaviour. Some of the long term effects of playing violent video
games include desensitization to violence, knowledge structures primed to aggression, and
permanent personality changes associated with higher aggressive affect. It was also found that
violent video games portray various gender stereotypes including hyper-masculine men and
CONSEQUENCES OF VIOLENT VIDEO GAMES
10
objectified women. High frequency players were found to be more accepting of gender
stereotypes in video games and more tolerant of accounts of sexual abuse. Additionally, violent
video games were found to exhibit overt as well as covert racial stereotypes, which may incite
aggressive behaviour later in life. Finally, the research suggests that repeated exposure to violent
video games may decrease pro-social behaviour such as empathy. Children and adolescents who
are exposed to negative images such as gender and racial stereotypes coupled with violence may
be more likely to carry on prejudiced attitudes and to lack empathy. These factors make it more
likely for children to develop into adults who behave aggressively. Ultimately, violent video
games in childhood and adolescence is likely to contribute to aggressive behaviour later in
adulthood.
The author does not include any new
evidence in the conclusion; instead, the
author synthesizes the findings presented in
all the sections into a meaningful discussion
that supports the thesis.
This essay is a sample of student writing, and the annotations explain how this writer
effectively organizes and communicates ideas. The content in this essay is not to be
reproduced in whole or part. Use of the ideas or words in this essay is an act of
plagiarism, which is subject to academic integrity policy at Trent University and other
academic institutions.
CONSEQUENCES OF VIOLENT VIDEO GAMES
References
The Reference list begins on a new
page. It is double-spaced and all
entries require a hanging indent. For
information on APA citations, see the
ASC Documentation Guide.
11
Anderson, C. A. & Carnagey, N. L. (2009). Causal effects of violent sports video games on
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CONSEQUENCES OF VIOLENT VIDEO GAMES
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