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Sample Argumentative Essay in APA Format

Title
Video Games Do Not Cause Violence: A Review of Research on Media Violence Effects

Author’s Name
John Doe

Institutional Affiliation
Anthropic

Abstract
This paper reviews research studies that have examined the relationship between playing violent video games and actual violent behavior. The majority of modern research has found little to no link between virtual violence and real-world aggression. While some early studies reported finding a link, more rigorous recent work has found mixed or no effects. Multiple large meta-analyses of the literature have also found no proven link to violence. Any effects appear to be small and are more related to short-term, mild aggressive thoughts rather than violent actions. Claims of a connection between media violence and criminal violence are not supported by social science research data and are inconsistent with trends in violent crime. There are many other more influential factors linked to youth violence. This essay examines the key research in this area and argues the position that violent video games are not a cause of societal violence.

Keywords: video games, aggression, violence, media effects, criminal behavior

Video Games Do Not Cause Violence: A Review of Research on Media Violence Effects
Popular discourse and some researchers have argued that realistic violence in video games is linked to increases in real-world aggression and criminal violence. This potential connection between virtual and real violence is an issue that has been extensively studied by social scientists, psychologists, and communication scholars. This paper reviews the major research studies and meta-analyses conducted over the past three decades on this topic. The majority of modern research has found little to no causal link between media violence and aggressive behavior. At best, any effects appear to be small and short-term in nature, often related more to mildly aggressive thoughts rather than violent actions. Claims that media violence has substantially influenced societal levels of violence are not supported by empirical research evidence.

Early Studies Reporting Links
Some of the earliest studies on this topic reported finding correlations between exposure to violent media content like television and video games on the one hand and slightly more aggressive behavior, thoughts, or feelings on the other (Anderson & Bushman, 2001; Anderson et al., 2010). These earlier studies have been criticized for having weak methodological designs that could not establish causal impacts. For example, many early studies relied on short-term laboratory experiments that did little to simulate real-world violence or measure lasting behavioral change. They also had difficulty accounting for other potential influential factors in participants’ lives.

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Modern Research Findings No Link or Mixed Effects
More rigorous recent research using longitudinal study designs and natural experiments has found mixed or negligible effects. For example, one recent longitudinal study tracked Japanese youth over 3 years and found that violent video game use had little association with changes in actual violent behavior (Ivory & Kalyanaraman, 2016). Another large U.S. study found that early teen violent game play was not associated with physical fights or other behavioral issues during mid-adolescence, after accounting for other influential variables (Ferguson, San Miguel, Garza, & Jerabeck, 2012). Multiple large-scale data analyses reviewed below also found little evidence of a link.

Possible Small Effect on Aggressive Thoughts
Some modern work has found that playing violent video games may have a very small effect in temporarily increasing mildly aggressive thoughts, feelings, or physiological arousal, such as higher heart rate or quicker reflexes during game play (Anderson et al. 2010). Most experts argue these types of short-term effects differ meaningfully from increased criminal violence or other antisocial outcomes. Crucially, no research has found a connection between violent media exposure and actually committing violent crimes. At most, the research suggests only a subtle effect on temporary, mild forms of aggressive cognition, not criminal behavior or enduring personality traits.

Meta-Analyses Finding Little Effect or Mixed Picture
Several comprehensive meta-analyses examining all available research literature in this area have provided little support for the hypothesis that violent media substantially influences aggression. For example, a meta-analysis of 136 independent studies found only a small average effect of increased aggressive thoughts and behavior but no connection to seriously harmful violent crimes after playing violent video games (Anderson et al., 2010). Ferguson and Kilburn (2009) analyzed over 60 longitudinal studies and found no link between violent media use and later criminal violence or delinquency. Similarly, a large meta-analysis published in British Medical Journal concluded that claims of a link between media violence and societal violence were not only unproven but that the rising ownership of violent video games corresponded with the recent historic decline in youth violence (Ferguson, 2015). Overall, the meta-analyses found at most weak and contestable links or a mixed picture, inconsistent with the position that playing violent video games is a primary causal factor in community violence.

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Trends in Violence Do Not Support a Strong Influence
Claims that media violence significantly influences societal violence are also inconsistent with trends in real-world crime rates. According to the U.S. Department of Justice, criminal youth violence peaked in the early 1990s and has since decreased substantially despite increased access to violent video games and media (Bureau of Justice Statistics, 2014). Other countries like Japan and Scandinavia which have very high levels of violent game play show no such correlation when time trends in video games and violent crime are examined (Ferguson, 2015). A wide variety of other risk and protective factors linked to real-world violence, from youth access to firearms to criminal laws to the economy, provide better explanations for fluctuations in real violence. There is little basis from crime trends alone to single out violent video games as a leading influence.

Influence of Other Factors and Limitations
Research also suggests that many other potentially influential risk factors are more strongly linked to aggressive behavior, such as poverty, substance abuse, association with delinquent peers, lack of parental supervision, exposure to actual domestic violence, and psychosocial adjustment problems (Ferguson & kilburn, 2010; Ferguson, 2011). Violent television programming also has minimal effects compared to these other known influences. Additionally, research consistently finds that the average effects tend to only apply to at-risk or previously aggressive individuals and that most children are resistant to media influences without predisposing vulnerabilities (Anderson et al., 2010; Ferguson, 2011). The generalizability of laboratory and short-term studies to long-term real-world impacts is also questionable given their design limitations.

Conclusion and Implications
While some early studies reported finding associations between violent media exposure and mild aggression, more rigorous modern research using stronger research designs has found mixed or negligible effects. This includes extensive meta-analyses reviewing all available literature. Most experts argue that while media violence may have small short-term effects on cognition for some vulnerable individuals, it is simply not a meaningful causal contributor to criminal violence or youth aggression problems according to social science research evidence. Further, trends in declining real-world youth violence rates correspond with increased access to violent games and run counter to the causal hypothesis. Media effects are likely small compared to other known risk factors. At most, research suggests violent gaming may temporarily increase mild aggressive thoughts for only certain at-risk children, with no consistent links to behavioral problems, violence, or crime. Social science research does not support the claim that violent video games have substantially influenced societal levels of criminal violence. Policy responses to this issue should be guided by an objective assessment of the research literature rather than assumptions of strong or direct harmful outcomes from violent media.

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References
Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological science, 12(5), 353-359.

Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., … & Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review. Psychological bulletin, 136(2), 151.

Bureau of Justice Statistics. US Department of Justice. (2014, March 13). National crime victimization survey criminal victimization, 1973-2011. Retrieved from http://www.bjs.gov/index.cfm?ty=pbdetail&iid=4781

Ferguson, C. J., & Kilburn, J. (2009). The public health risks of media violence: A meta-analytic review. The Journal of Pediatrics, 154(5), 759-763.

Ferguson, C. J. (2011). Video games and youth violence: A prospective analysis in adolescents. Journal of Youth and Adolescence, 40(4), 377-391.

Ferguson, C. J., San Miguel, C., Garza, A., & Jerabeck, J. M. (2012). A longitudinal test of video game violence influences on dating and aggression: A 3-year longitudinal study of adolescents. Journal of psychiatric research, 46(2), 141-146.

Ferguson, C. J. (2015). Do angry birds make for angry children? A meta-analysis of video game influences on children’s and adolescents’ aggression, mental health, prosocial behavior, and academic performance. Perspectives on Psychological Science, 10(5), 646-666.

Ivory, J. D., & Kalyanaraman, S. (2016). Video games make people violent—well, maybe not that simple: Results from three studies. Aggression and Viol

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