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Do violent video games encourage real-life aggression?

WHEN the shooting at two Christchurch mosques were streamed online (before Facebook took it down), many people initially thought it was a video game.

The gunman live-streamed the attack in a first-person shooter style, which mirrored the common scenes played out in video games. First person shooter game, which centre on gun and other weapon-based combat in a first-person perspective, are highly popular.

Details which emerged after the massacre revealed that the gunman was influenced by the video games he had played.

In his 74-page manifesto, he admitted that he learnt violence and extremism from playing video games. He boasted that playing Fortnite, trained him to be a killer, while the game Spyro the Dragon 3 taught him ethno-nationalism. An interview with his grandmother revealed that he has been obsessed with video games since he was a child.

This is not the first time violent video games have been linked to mass shootings. Often in the aftermath of these tragedies, one of the issues highlighted in the media is the shooter’s gaming habits and his family, friends or neighbours would confirm that he loved playing video games.

In the United States, where the majority of mass shootings have happened, video games have consistently been blamed for, or at least implicated, in the attacks as well as other acts of mass violence.

However, the question of whether violent video games cause young people to become more aggressive and violent leads to conflicting opinions and perceptions.

Various studies have pointed out that violent video games trigger aggression and encourage teenagers to act out the violence in real life.

The American Psychiatric Association published a policy statement in 2015 stating that violent video games lead to more aggressive moods and behaviours. and detracts from the player’s feeling of empathy and sensitivity to aggression.

However, a recent study by Oxford Internet Institute and the University of Oxford found no relationship between aggressive behaviour in teenagers and the amount of time spent playing violent video games. Researchers noted though that there are aspects of these video games that may trigger a feeling of anger or frustration in players.

Despite this recent study, the long standing debate on this issue is far from over. There is also another argument — that violent video games may lead to aggressive behaviour but only in people who already have behavioural and psychological problems.

In response to this controversial topic, Kuala Lumpur Women & Children Hospital psychiatrist Dr Anita Codati says there is not enough evidence to conclude that violent video games lead to aggressive behaviour, or that they are a cause of aggressive behaviour in adolescents.

She says from her clinical practice, it is not just the content that gives birth to violent tendencies, it is also the type of children who play. Children who spend a lot of time playing violent video games may already have other inherent psychological problems.

These children are more likely to exhibit problematic behaviour such as physical and verbal aggression. Some of them may use these games as a self-medicating strategy because they are lonely and depressed.

“There are many children who have aggressive behaviour but do not necessarily play video games with violent content. There are certain vulnerable groups of children and certain family structures that may predispose this group (of children). If they watch violent video games, they may emulate what they see.

“Sometimes their aggressive behaviour could be, but not solely limited to conditions such as oppositional defiant disorder, conduct disorder, being a victim of bullies or a victim of abuse, including sexual abuse.

“In fact, one of the factors why children or adolescents are aggressive or violent is because of unmet needs that can be psychological in nature.”

AGGRESSIVE BEHAVIOUR

Dr Anita, who is a Fellow in Child & Adolescent Psychiatry, says children who have limited access to express themselves and are unable to self regulate their emotions well also face difficulty in anger management and display aggressive behaviour.

Conditions such as attention deficit hyperactivity disorder and depression on its own will not cause aggression, but when these problems are not addressed, over time it evolves into conditions such as conduct disorder, which may be associated with aggressive behaviour. Another factor is the child’s temperament.

She says adolescents who may have oppositional defiant, conduct and anti-social personality disorders are thrill seekers who tend to resort to violent crimes.

They will emulate the violent acts not necessarily from video games but from other mediums as well including magazines, books or video streaming sites. They will look for groups associated with violence on social media.

“There are signs such as not getting along with their peers, have problems at school, are smokers or drug addicts,"

Dr Anita says parental supervision is vital in curbing an obsession with video games by teaching children that the games are only for entertainment and not real. Parents should also limit the amount of time spent playing.

“The danger is not in the game itself but in the environment. When parental supervision is lacking, there is a risk that the child will normalise what he sees. As violent video games also contain vulgar language and alcohol and drug abuse, children will think that these behaviours are normal.

“But when there is strong parental guidance and control, they know these games are only games. Certainly, many violent video games are scary and inappropriate for kids. Understanding each child’s needs and creating a plan that sets rules for media use and monitoring his activities on screen is a sensible way to approach the issue.

“This approach should be implemented not only to video games but any form of activity that children are involved in on the Internet.”

Based on the American Academy of Pediatrics’ recommendation, elementary schoolchildren should be limited to only one hour per day of screen time and no more than two hours a day for high schoolers.

INTERVENTION PROGRAMME

In Malaysia, according to the National Health & Morbidity Survey 2017, two out of seven secondary school children are addicted to the Internet. The prevalence increases with age from 18 per cent among Form One student to 38 per cent among those in Form Five.

Thirty per cent of those who are addicted are male and they engage excessively in online gaming, gambling, shopping, chatting and viewing pornographic websites.

Dr Anita says parents must take note of their children’s behaviour and seek professional help immediately if they display aggressive tendencies or spend a huge amount of time gaming.

“If we want successful outcomes, parents must be involved. We have seen repeatedly in our clinics that when parents are not involved, the outcome is limited. Intervention can happen at any age but success is less for older children. So it is important that the intervention programme starts when they are young.

“Parents and teachers should be careful not to downplay these behaviours and bring such children to the nearest government health clinic so doctors there can refer them to our services for assessment.”

In its latest International Classification of Diseases, the World Health Organisation has recognised gaming disorder as a mental health condition. It is characterised as such when a person has impaired control over gaming, prioritises gaming over other interests and daily activities, and continues gaming despite negative effects on work, schooling, family life or social relationships.

Gaming disorder is diagnosed when a person displays these symptoms for at least 12 months. This classification will take effect on Jan 1, 2022.

PARENTAL CHECKLIST

CHILDREN who have several risk factors and show the following behaviours should be carefully evaluated:

* Severely aggressive outbursts, even over minor issues

* Out-of-control temper tantrums

* Detached attitude; does not mingle with peers, stays away from parents and siblings

* Shows interest in violent content (movies or games) on TV or other media

* Displays cruelty towards other life forms (hurts animals and insects)

* Is insensitive to the feelings of others

* Indulges in impulsive and aggressive behaviour (issuing threats, destroying property and so on)

* Engages in disruptive behaviour (while playing with peers, in the classroom, at social events)

* Has problems with discipline

* Fares poorly in academics

* Exhibits self-injurious behaviour

* Threatens to use violence

PARENTS SHOULD:

* Be a good role model on how to handle anger and frustration positively

* Teach self-calming techniques

* Teach self-control to reduce impulsivity

* Help the child develop empathy

* Give the child enough time and attention

* Help the child develop self-esteem

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