Computer Games: Do They Enrich Leisure or Increase Aggression?

This blog post takes a balanced look at whether computer games can enrich leisure while also increasing aggression, examining various studies and perspectives.

 

Computer games have established themselves as one of the world’s most popular leisure activities. Simultaneously, the positive or negative effects these games have on gamers have also become a global topic of discussion. Many studies address the potential harms games can cause, focusing particularly on their addictive nature and the resulting aggression, loneliness, and anxiety they may induce. This research has heightened awareness among parents and educators about gaming, leading some countries to introduce regulations limiting playtime.
Computer games, a type of video game, refer to all games played using a computer. Here, we focus specifically on the relationship between video games and aggression. This topic extends beyond mere academic interest, becoming a significant subject of discussion across society. Just observing the numerous PC bangs (internet cafes) lining Seoul’s streets makes it clear this is a highly relevant topic in modern Korean society. Furthermore, the fact that the violent shooter game ‘Sudden Attack’ ranked third in popularity in Korea for seven consecutive years highlights this issue even more.
Research exists suggesting that violent games have a negative impact on players. For instance, the influence of games cannot be dismissed, as there are cases where adolescents who play specific games for extended periods exhibit aggressive behavior in real life. However, these studies also show conflicting results, and there are arguments that games do not always have a negative effect. Therefore, it is necessary to examine the pros and cons of games more closely.
Numerous studies have been conducted on the negative effects of violent games on aggressive tendencies and general social behavior. According to research reported thus far, it remains uncertain whether video games promote aggression. Furthermore, studies on the long-term effects of games are still insufficient. The rules of the game, whether players compete against each other, play individually, or in groups, may affect aggression levels. Research on this could provide important variables for studies on gaming’s impact.
Some studies also claim that games reduce prosocial behavior. These studies raise concerns that violent game content may decrease interpersonal interaction and weaken empathy. Ironically, however, gaming is increasingly transforming into a social activity. Within South Korea’s gaming culture, people go to PC bangs (internet cafes) to play with friends, actively seek out friends to connect with online, and even enjoy games together at home. These behaviors demonstrate gaming’s potential to encourage socializing and foster sportsmanship.
Professor Mark Griffiths of Nottingham Trent University explained in the journal ‘Videogame Addiction and its Treatment’ that video games can either promote or, conversely, alleviate aggressive tendencies. This can be explained by social learning theory and catharsis theory. Social learning theory is based on the hypothesis that aggressive video games will stimulate aggressive behavior. Conversely, catharsis theory proposes the hypothesis that aggressive video games may actually have the effect of releasing latent aggression.
Video games possess both positive and negative aspects simultaneously. Research also indicates that games designed within an appropriate context hold significant potential in areas like education and medical assistance. Specifically, video games can be used in treatments such as chemotherapy and are also utilized in forms of physical therapy or occupational therapy. They can even aid in developing children’s social and spatial abilities. Thus, video games possess the potential to be utilized across diverse fields, extending far beyond simple entertainment.
However, despite computer games being extremely widespread among children and adolescents, evidence remains insufficient to conclude that moderate play has serious negative health impacts. Therefore, research on excessive gameplay is needed, along with establishing clear criteria defining excessive gaming. Based on this knowledge, it is crucial to further emphasize issues related to computer games and provide people with accurate information and guidance.
Ultimately, games have become an unavoidable presence in modern society. It is vital to conduct deeper research on the impact of games and, based on the findings, establish social consensus and regulatory measures. A balanced approach that considers both the advantages and disadvantages of games is necessary, and this will ultimately have a positive impact on both the individuals who play games and society as a whole.

 

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I'm a "Cat Detective" I help reunite lost cats with their families.
I recharge over a cup of café latte, enjoy walking and traveling, and expand my thoughts through writing. By observing the world closely and following my intellectual curiosity as a blog writer, I hope my words can offer help and comfort to others.