Some
recent studies have indicated a link between aggressive behavior in children
and violent video games. Forexample, https://www.frontiersin.org/articles/10.3389/fpsyg.2019.00384/full (see
link in additional files) Write an essay of between three and five pages on
whether you believe that in the light of these new studies
the Supreme Court decision in the case of Brown vs. Entertainment Merchants
Association should be revisited. Provide the arguments on both sides of the
argument and conclude with your opinion and the reasons for your opinion.Include
citations to support your position.
The Supreme Court, in the case
of Brown vs. Entertainment Merchants, ruled that the California law prohibiting
the sale of violent video games to minors was not in terms with the First
Amendment. The court ruled that it was unconstitutional to bar children from
purchasing violent video games, stating that the government lacks the authority
to restrict the ideas to which children may be exposed (Hudson). Some believe
the ruling of the case by the Supreme Court should be revisited while others
think that it was appropriate and should be upheld. The court case attracted a
lot of controversies, with people disagreeing on their ruling of the court
basis their arguments on various factors.
The relationship between
violent games and aggression among adolescents is critical in psychology. Some
studies have proved that violent video games have an impact on the aggressive
behaviors of adolescents. The General Aggression Model (GAM) suggests that the
games constitute a behavior variable. GAM considers the impact of social,
cognitive, and personality factors on aggression. It details how individual and
situational factors impact arousal and feelings, which contribute to
determining aggressive or nonaggressive behaviors (Allen et al., 76). Based on
the situational factors, the aggressive behavior of the adolescent might have
resulted from an experience they had in the past. Therefore, the aggressive
behavior could not be related to video games, thus supporting the Supreme Court
ruling. However, based on the individual factor, the adolescent could have
developed aggressive behavior from the violent videos, thus supporting the idea
of revisiting the ruling. Therefore, the Supreme Court ruling should have
considered the impact of video games on the aggressive behavior of an
adolescent.
Some argue that the ruling by
the Supreme Court should not be visited and that it was accurate for the case. The
states that violent video games have little or no influence on aggressive
behavior among adolescents. It is claimed that aggressive child behavior might
result from a genetic predisposition that develops even in adulthood (Shao and
Wang). Individuals with aggressive personalities are most likely to produce
violent behaviors than those without such personalities. Environmental factors significantly
contribute to the aggressive behavior of a person. Although the environment
does not cause violent behavior, it acts as a catalyst (Shao and Wang). Children
born and raised by aggressive parents tend to adopt the behavior and reproduce
it in the future. The children learn, copy, and imitate their caregivers'
behaviors, thus becoming violent adults. The behavior can be modified by the
neighborhood or the school they attend, but their personality cannot be
permanently changed. Their genetic makeup, which is from the parents, cannot be
changed; thus, the traces of aggressive personality remain with them. The
behavior is catalyzed if the child is exposed to an environment with aggressive
individuals, either in the neighborhood or at school.
Normative beliefs about the
behavior introduce two concepts; general and retaliatory beliefs. The general
belief directly correlates with aggression and supports the Supreme Court
ruling on the case. The belief about aggressiveness can predict physical, indirect,
and verbal aggression among adolescents (Shao and Wang). Therefore, aggressive
behavior cannot be connected to a single factor. Still, it is a general aspect
in every person and should be expected to occur in any situation based on the
individual's interpretation. Therefore, the Supreme ruling should be upheld
because violent video games did not cause the aggressive behavior of the
adolescent.
However, retaliatory belief
emphasizes the response to an experience. It is normal for a person to be
aggressive based on the act they are reacting to after experiencing such
behavior in another situation (Shao and Wang). The Supreme Court ruling should not
be revisited because the adolescent was aggressive due to his experience with video
games. Adolescents with firm normative beliefs of aggression are more likely to
become violent. Therefore, normative beliefs can significantly predict aggressive
behavior in a child who has interacted with violent video games. Moreover,
based on the social cognitive theory by Bandura, violent video games can
establish observational learning (Shao and Wang). Adolescents not only imitate
aggressive behavior but also change their understanding of aggression.
I support the ruling by the
Supreme Court because I do not believe that violent video games initiate the
aggressive behavior of an adolescent. Although violent video games could have
slightly influenced the adolescents to the behavior, there was not the root
cause of the problem. Aggressive behavior cannot be developed in a person in a
few days to become part of an individual's personality through video games.
Environmental factors such as family and peers contribute much to such
behaviors (Shao and Wang). For instance, if a child was born to violent
parents, they tend to imitate and reproduce the behavior in various situations.
If a child grew up in a violent neighborhood there is a high possibility that
they will grow up with the same behavior. Moreover, if the teachers in school
portray an aggressive behavior, it is most likely that the child will imitate them.
The environment also determines how people understand a situation and respond.
Therefore, violent video games cannot be related to aggressive behaviors.
Works
Cited
David Hudson “Brown v.
Entertainment Merchants Association (2011)” 2018
Johnie
Allen, Craig Anderson, and Brad Bushman "The General Aggression
Model" (2013)
Rong
Shao and Yunqiang Wang “The Relation of Violent Video Games to Adolescent
Aggression: An Examination of Moderated Meditation Effect” (2019)