It is easy to blame movies or video games when children turn violent. The real causes lie elsewhere.
There are claims that the 15-year-old who knifed his teacher in a private school in Chennai last week was influenced by the ultraviolent Bollywood movie “Agneepath” and its method of securing revenge. Such a claim once again raises the issue of the impact of media violence on children.
Violence remains an immensely popular mode of entertainment with media studies claiming that some form of violence exists in more than 60 per cent of movies and television. Many psychologists nowadays, however, believe the role of movies and television in inciting kids to violence is nowhere near as pervasive as that of violent video games that today's kids spend increasing amounts of time playing. The reason is that the violence in movies and television is consumed passively; it is merely viewed. In video games, kids actively practise causing violence.
Fatal obsession
Eric Harris and Dylan Klebold, two 18-year-olds responsible for the Columbine High School massacre in the United States in 1999 where 12 students and a teacher died, were addicted to violent video games. Even more disturbing is the case of Michael Carneal. In 1997, 14-year-old Carneal fired nine shots in 10 seconds in his high school in Kentucky in the United States. Eight scored hits, with three being head and neck shots that killed their victims. Such proficiency with a firearm went well beyond the military standard for expert marksmanship. Yet, Carneal had never fired a pistol in his life. His obsession with computer games converted him into an expert shooter.
According to noted American mental heath professional Dr. Phil McGraw, the biggest negative effect of video games is that they tend to resolve anxiety by externalising it. ‘So when kids have anxiety, which they do, instead of soothing themselves, calming themselves, talking about it, expressing it to someone, or even expressing it emotionally by crying, they tend to externalise it,' he says. ‘They can attack something, they can kick a wall, they can be mean to a dog or a pet.' Furthermore, video games do not educate children about the moral consequences of engaging in violence. Killing someone does not land you in jail. It earns you extra points.
In November 2008, in a study published in the journal Pediatrics, Dr. Craig A. Anderson of Iowa State University and his colleagues asked the question: Do children become more aggressive after playing video games or are aggressive kids more attracted to violent video games? Their sample included 181 Japanese students aged 12-15, 1,050 Japanese students aged 13-18, and 364 American kids aged 9-12. The study focused on how the sample's video game habits related to their behaviour 3-6 months later. The findings, across the board, were that children exposed to more video game violence became more aggressive over time than those with lesser exposure. This remained the case even after researchers took into account how aggressive the children were when the study began. This study has special relevance for us in India since its findings are based on a sample whose composition was not only cross-cultural but also heavily weighted towards kids from an Asian society.
The propensity of the media to incite violence in kids is disturbing but can be fixed by active parenting. You can restrict your child's access to violent movies. You can turn the TV off when it gets too violent. You can monitor the kinds of video games your child plays. Furthermore, psychologists agree that while media might help give expression to the angst that leads to the kind of violence seen in Columbine, Kentucky and Chennai, its roots lie elsewhere.
Drastic change
It is here that we as a society need to be on guard. We have reached a stage in our evolution where the old feudal maxim of being happy with what you have no longer has currency. In the old days, it helped maintained the fabric of a feudal society where one's position was determined by the accident of birth by discouraging ambition and curtailing competition. Ambition and competition, however, have emerged as the catchwords of today's India. Children are pushed by the social ethos to do more in order to get more. Yet getting ahead is related not so much to talent and performance as feudal holdovers such as religion, caste, regional chauvinism, and nepotism. You can spend the first 18 years of your life studying until your eyes feel like they are about to fall out and then find yourself unable to enter the college you want despite having the marks because you were born in the wrong community. Last year on June 17, a student who had scored 85 percent marks committed suicide because she could not get into the college of her choice. That was as much an act of violence as the one where the 15-year-old knifed his teacher. Only, the violence was directed at herself rather than someone else.
Whether such incidents remain aberrations or become harbingers of what is to come will depend on how we address these contradictions in ourselves. It is very Indian to bring in change without doing away with the past. But sometimes the contradictions between past norms and present expectations can be far too immense to bridge.



I second Anshuman Mohanty and Sharath, and tend to disagree with the
author.
Facts about Columbine shootout are incomplete. The tragedy was more
due to abuse and neglect, than due to video games. Also, if violent video games promote violence: a. Why do we NOT have more scientists attributed to brain games. b. Why do we NOT have brilliant strategists due to games like 'Age of Empires' etc. c. Why do we NOT have more road accidents attributed to games like 'Need for Speed' etc. Tendency to violence has also been attributed to activities like 'Heavy metal rock' music, bikers etc. Just like NOT all smokers are bad people ... but some bad people smoke. NOT all video gamers are violent people ... but some might enjoy violent games.
Children can be groomed/molded the way elders want. A simple example; make them involve in planting plants, make them involve in watering them, make them watch how plants grow, make them watch how they flower. Make them watch how they bear fruits. No matter whether they are 4 year or 8 year old. They should be praised for being the owner of a plant.(Can’t we go for few flower pots ) They should be equipped themselves to nurture them. A colorful child bucket, A colorful small sprinkler etc., They will come across butterflies and small living creatures like ants and moth. Certainly the seed of concern and love will be deeply instilled in their young and innocent mind. Parents try and see the difference. You will see your children run after school to see if one more leaf is grown or the bud has blossomed to full, even before keeping their bag back home. Instead give them toy gun they will develop arrogance. So the saying goes as you sow so shall you reap.
sir.
Here i want to say one thing. As a teacher, the lady could not estimate the motive of the child and what type of teacher you are??? What caliber she has?
How to treat our students as our own sons and daughters and this is the first thought we have to give to our teachers. This teaching profession is the last one for the educated.
Meritorious teachers be posted in schools who can handle the class confidently.
Continuous up gradation of their knowledge is a must and reservation has created havoc in society.
How many of the Parents are Responsible & Understanding towards their
Wards???
Mata, Pitha, Guru & then comes God. These are the basics of our
society. How many of our Parents are themselves convinced of these
ethos? Sadly they need guidance first then they would have the
wherewithal to connect with their children.
So instead of pointing fingers towards the Child let the Parents start
first to practice what they want their Children to follow.
May be I will be called a nonconformist by all for these words of
mine, but so be it, rather than the Next Gen losing their Way.
I do not agree with the author's contention that violent video games lead to greater violence in society. Video games have been in existence for probably the last 30-40 years and have become a household item in the last 10-20 years. On the other hand violence has been a part of human society since time immemorial. Over 60 years ago, "civilized" countries fought a war on a scale unseen and unleased unparalleled violence. They were surely not influenced by video games. In fact, if one were to look at the larger crime rate data, violent crime in western countries has seen a steady decline over the last 40-50 years (Columbine and other high-profile incidents notwithstanding) while the reverse should have been true if the author's logic was correct. Many pscychologists aregue the opposite- violent video games reduce the need for violence in real life. The jury is still out on impact of video games but the conclusions are definitely not as clear-cut as the author would like us to believe.
@Anshuman Mohanty, What about GTA? Games like GTA are also responsible
where a player can put down his emotions by killing innocents in the
game where he couldn't achieve the target.
Firstly the article speaks about a valid point, the importance of kids today needing to be pushed to play outdoors is even more critical than ever before.It's hard to expect video game developers/companies to stop making violent games because that's their "bread and butter". Secondly, I want to respond to the 27 and 30 year old people who have commented here about their gaming, comparing yourselves to young developing psyches and emotions of a 12-17 year old is irrelevant and totally skewed. You gentlemen are grown adults and have perspective of right/wrong and have played adequate if not most times outside. Young children today in this country are found to spend more and more time indoors because of the lack of space,time and convenience of playing games with a console without the need to go find a group of friends to interact and play with. On the whole, the video game culture should be treated as a release and not a fix for lack of options for families living in flats & apartments.
Main point is forgotten here. It is the lack of proper parenting that causes violent tendencies in children. Parents must make time for their kids, no matter how busy they are. Video game addiction is a result of that and if not kept to moderation, will cause damage. That damage may sometime manifest itself in causing harm to others.
While video games themselves may or may not cause violent tendencies, lack of parental oversight may lead to such thoughts and actions even in absence of video game usage.
Movies are another medium of information and entertainment. It would be wrong to just dismiss them as having a passive impact. The images do get ingrained in the child's mind and will have an impact on their behavior.
Eventually it will be a combination of all these which causes the outbursts. But the signs will manifest much earlier than these episodes. When there is a failure to recognize these triggers at home, the result can be disastrous.
So as a parent, reflect first.
How can movies be held responsible for any evil, when in all movies, evil is destroyed by good? Is it impossible for people to see the moral side of movies, while they can take only what they need to subscribe to violence? In any case, if all violence is wrong, why do we have the police and the military?
There are claims that ..... “Agneepath” and its method of securing revenge.
Do people in chennai really watch Agneepath???
Come on Vikram, don't do a TOI here...The Hindu please moderate the article first rather than my comment.
Very true facts brought out in the article.
With the advent of playstations and x-boxes the today's children are losing their touch from reality. And i suppose this is a matter of grave concern.
P.S I am not against children playing video games. It's just that the virtual world is influencing children habits to very large extent.
Video games are rated. What is the reason it getting in to hands of
teens and children first?. It is lack of knowledge on part of Adults.
How movies certified as A are played on TV on prime hours. Please go and
really experience some games, from simulations to shooters, there is
world out there. Interactive entertainment is here to say, just saying
things without experience is so sad.
India in general today apes West in so many ways,I being an Indian and
living abroad at the moment think pupil growing up in the West are
more pleasing than the ones in India due to the fast changing scenario
in every sphere of life.
The scene in India right now seem to resemble our pathetic road
traffic condition.We Indians for the record follow British traffic
rules,but Indianise it so much that it becomes intolerable in certain
thickly populated cities like Bangalore.
Most of the other moral/cultural values we follow the West makes the
present day Indian culture so very inappropriately difficult to
digest.
@Vijayaraghavan, thank you for the comment. But my note of rejoinder unfortunately was edited.
I dont see any sort of relationship between violence in video games
and individual's violent nature There must be some sociological
factors which might have caused a person to act violently. Although
some studies have suggested some linkage between two, but one cannot
generalise or come to the conclusion based on such findings. I feel that
parents plays a important role in teaching and infusing social values
in children. Good mentoring may prove worthful in preventing rash
behaviour in an individual. In a world of competetion, Stress and
Depression sometimes results in erratic behaviour. We need to think of
some radical changes in the society that can help individual to avoid
such behaviour
All the cases mentioned in the article have one fact in common- All the accused were victims of depression and neglect! Moderating the sources of entertainment will not further the intent of this article if the environment they grow up is debilitating. A study presented in the 'Journal of Adolescence' concludes that the effect of screen-based entertainment is negligible towards the violent attitudes displayed by teenagers of age group 13-19 brought up in a socially friendly environment.
I do agree with the fact that aggressiveness is aggravated by constant exposure to on-screen violence.Ratings fail to educate the curious minds of this generation. A more effective way than to 'turn the TV off when it gets too violent' is to get involved with the thoughts of the kids, train their morals to be aware of 'virtual reality'.
Being a father, a gamer and a gaming programmer, my duty of safer protection of my kids comes a consequence of my opinion.
Honestly, I find this article very interesting, plainly because I have been an avid gamer since the age of 10 and the 'facts' presented here fail to convince my peace-loving self!
It is quite true that action filled games arouse a sense of aggression among grown-ups, but I believe the author has rushed to conclusion with prevaricated snippets from the past.
1. I have personally been obsessed with the case of Columbine massacre for over a year and one need not be a scholar to attribute the consequence to depression with which the accused suffered from. The facts are available freely for public's viewing on the internet. Moreover, the aggression leading to the attack was the consequence of the neglect they were constantly exposed to, since childhood.
2. Similar is the case of Michael Carneal. If Michael were to develop the sharpshooter's ability by playing video games, then why cant the military train its soldiers to simulate the encounters?
I second with anshuman, vedio games affects violent kids more. Kids mere find a way to externalise violence. Novels, Movies and other media stuff can also serve the purpose.
Dear GK, i do agree with you, the literatures like ramayana and mahabharath teach good things through bad things. But this topic is about watching video games and terror movies of bollywood/hollywood/kollywood/mollywood etc where only violence is taught especially for the youths who always want to act like the heroes. Only difference between West and East is that they use guns, whereas our youths use knives both have the same effect ultimately.
I enjoyed the concluding lines of the article, than rest. "Bringing in change without doing away with past" is a problem. I also appreciate the author for mentioning couple of video game studies and school based murders.Today i guess there is mounting evidence against most type of video games. Perhaps we should go back in time, and start playing more in the outdoors !
I am 30 year old and working as a Production Manager in a private firm. Well, to say the fact, there is negative and a positive impact of video games in each and everyone. Remember each and every human beings have different behavioral techniques as their brain is configured. Even I play video games, mainly Need for Speed, especially on Sundays, to relax from the weeks tension. But at the same time, when I see someone challenging me on the road sometimes and misbehaving, I used to get into the challenge and that would end up in a street race. After many days of it, I self realized that it is inappropriate to do so and thus I would never mind anyone who tries to challenge me. I have changed myself a lot, which my wife too agrees. But it cannot happen to everyone for sure. May be, I would have become more worse and end up being booked by the police, but that had not happened. So, I think, its the individuals way of handling the situation that make matters worse.
I am a 27 year old lawyer and I play video games. The author seems to have never played a video game in his life and has made a sweeping generalization of all video game players as violent and immature persons. Almost all major studies by groups such as Harvard Medical School and British Medical Journal have shown no conclusive link between video game usage and violent activity. Instead people with biological tendencies towards violence are more likely to commit acts of violence after playing violent video games. But they are as much likely to act violently after being exposed to other violent sources such as novels or music.
Video games have evolved considerably in recent times. Mindlessly violent games are rare. Even hardcore shooting games like Halo have a strong story and narrative to back up the character's actions. Most of the games today have a strong sense of right or wrong. You can't harm animals or innocents. In fact doing so results in a game over and not extra points.
Now I stay in USA and am 79. When I look back to my simple life in the village in Palghat (now Palakkad) I wonder how our parents managed to bring up their children almost to become good citizens. Here in America working parents have no time to spare to the children and therefore from the very beginning they are exposed to TV starting from Micky Mouse to all sorts ofother stunts which leaves an impression in the child's mind. But why should this happen in India where the family lives together.
Vikram Kapur has sadly devoted a whole paragraph (titled Drastic
Change) bringing a parallel to today's violence among kids to vast
changes in society.
I have never known kings in the past sitting quite content with
sending only mails through pigeons. Ramayana and Mahabharata preach
more violence than today's Bollywood movies do.
You have wasted too many words
bringing up caste and community in the whole news.
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