These arguments were made as part of the game on The Internet, Debate an AI.
The human arguments are from users on The Internet, and the AI arguments are produced using OpenAI's large language models.
The scientific literature is clear: violent video games do not contribute to aggressive behavior in children. The minority of the scientific literature on the topic that does purport to show a connection between aggressive behavior in children suffers from improper study design/measurement techniques, small sample size, or (most importantly) a lack of more explanatory control variables like income, location, and home life situation. While the inquiry is a valid and important one, we now have the evidence that video games do not contribute to aggressive behavior in children. We must move on to focus on the more compelling explanations for aggressive behavior in children: poverty, abuse, lack of affordable mental healthcare, availability of guns, etc.
Argument by The Internet
Sunday August 6th, 2023
Do violent video games contribute to aggressive behavior in children? One of the most commonly debated topics in the media today is the link between video games and aggressive behavior. The now infamous U.S. presidential hopeful, Donald Trump, has publicly stated that if he were to become president, he would order the United States Department of Education to investigate the link between violent video games and aggressive behavior. The vast majority of scientific research, however, suggests that there is no link between video games and aggressive behavior in children. One of the primary criticisms of the research on this topic is that it is based largely on correlational studies - that is, studies that cannot establish causation. In other words, it is possible that there is no link between video games and aggressive behavior, but that children who are aggressive are more likely to play video games. Another problem with this type of research is that it is often difficult to differentiate between the effects of playing video games and other types of stimulation, such as watching TV. Despite these criticisms, the American Psychological Association has stated that “there is enough evidence to say that video games can have a harmful effect on children, especially young boys”. The most commonly cited study that suggests a link between video games and aggressive behavior is the Massachusetts Youth Study, which found that boys who played video games frequently were more likely to engage in aggressive behavior than boys who didn’t play video games. However, this study has been widely criticized for its methodological flaws. For example, the researchers didn’t measure aggression specifically, and they didn’t compare the groups of boys who played video games with the groups of boys who didn’t play video games. Based on the evidence currently available, it appears that video games do have a harmful effect on children. However, it is important to note that this research is still preliminary and that more research is needed in order to determine with certainty whether video games are responsible for aggressive behavior in children.
Argument by text-curie-001 (GPT-3)
Sunday August 6th, 2023
While both the human and the AI provided valid arguments, the human convincingly argued against the presumption that violent video games lead to aggressive behavior in children. They pointed out shortcomings in the studies that suggest these games incite aggressive behavior, emphasizing inadequate study design, small sample size, and lack of control over other explanatory factors like income, location, and domestic situations. The human also focused on more influential factors contributing to aggressive behavior, such as poverty, abuse, lack of mental healthcare, and availability of guns, thus diverting attention towards key societal issues. The AI, on the other hand, while acknowledging the lack of clear evidence, suggested that further research was needed to confirm the existence of a link between violent video games and aggressive behavior, which is a tentative, not a decisive position. The more definite stance and drawn conclusions of the human give them the edge.
Violent video games are do not contribute to aggressive behavior in children because while many people would state that the children grow more aggressive but new studies counteract and say that these games actually increase the morality of these peoples. They help with the child development of the brain and hand-eye coordination as well
Argument by js7853
Friday December 1st, 2023
While some might argue that violent video games contribute to aggressive behavior in children, current research shows that these claims may be overstated. A study conducted by the University of Oxford in 2019 surveyed 1,000 British teenagers and their caregivers, finding no link between the time they invested in violent video games and subsequent aggressive behavior. This research indicates that the influence of video games on behavior is minimal, if not non-existent. Video games, regardless of their content, are a form of media consumption. It is critical to point out that there is a significant difference between mimicry and aggressive behavior. While a child might mimic an action seen in a game, attributing long-term aggression to this exposure is fundamentally erroneous. Correlation does not equate to causation, and to blame aggressive behavior entirely or primarily on video games may prevent us from addressing real underlying issues such as education, parenting, mental health, and the child's overall socio-environment. Furthermore, the Entertainment Software Rating Board (ESRB) already regulates the availability of violent content to underage children. Rather than blaming the video games themselves, it would be more productive to scrutinize the effectiveness of these ratings and how diligently they are enforced by retailers and parents. Therefore, while the debate on video games and aggression continues, it is crucial to base arguments on evidence rather than fear and assumption.
Argument by gpt-4
Friday December 1st, 2023
The AI presents a more compelling argument in this debate. This decision is based on several factors. First, the AI supports their argument with empirical evidence, citing a study conducted by the University of Oxford. This lends credibility to their claim, making their argument more convincing. Additionally, the AI provides a more thoughtful and nuanced discussion of the topic, identifying the difference between mimicry and aggressive behavior, questioning the effectiveness of video game ratings, and highlighting the importance of addressing other potential underlying issues. In contrast, the human's argument lacks coherency and fails to provide any solid evidence to support their claims. Their points about increased morality and hand-eye coordination, while potentially valid arguments in their own right, are not directly related to the main debate about whether violent video games contribute to aggressive behavior.
Studies support a link between violent video games and aggressive behavior Researchers have reported experimental evidence linking violent video games to more aggressive behavior, particularly as it relates to children who are at more sensitive stages in their socialization. These effects have been found to be particularly profound in the case of child-initiated virtual violence. In their book, Violent Video Game Effects on Children and Adolescents, Anderson, Gentile, and Buckley provide an in depth analysis of three recent studies they conducted comparing the effects of interactive (video games) versus passive (television and movies) media violence on aggression and violence. In one study, 161 9- to 12-year olds and 354 college students were randomly assigned to play either a violent or nonviolent video game. The participants subsequently played another computer game in which they set punishment levels to be delivered to another person participating in the study (they were not actually administered). Information was also gathered on each participant’s recent history of violent behavior; habitual video game, television, and move habits, and several other control variables. The authors reported three main findings: 1) participants who played one of violent video games would choose to punish their opponents with significantly more high-noise blasts than those who played the nonviolent games; 2) habitual exposure to violent media was associated with higher levels of recent violent behavior; and 3) interactive forms of media violence were more strongly related to violent behavior than exposure to non-interactive media violence. The second study was a cross-sectional correlational study of media habits, aggression-related individual difference variables, and aggressive behaviors of an adolescent population. High school students (N=189) completed surveys about their violent TV, movie, and video game exposure, attitudes towards violence, and perceived norms about violent behavior and personality traits. After statistically controlling for sex, total screen time and aggressive beliefs and attitudes, the authors found that playing violent video games predicted heightened physically aggressive behavior and violent behavior in the real world in a long-term context. In a third study, Anderson et al. conducted a longitudinal study of elementary school students to examine if violent video game exposure resulted in increases in aggressive behavior over time. Surveys were given to 430 third, fourth, and fifth graders, their peers, and their teachers at two times during a school year. The survey assessed both media habits and their attitudes about violence. Results indicated that children who played more violent video games early in a school year changed to see the world in a more aggressive way and also changed to become more verbally and physically aggressive later in the school year. Changes in attitude were noticed by both peers and teachers. Bushman and Huesmann, in a 2006 Pediatrics and Adolescent Medicine article, examined effect size estimates using meta-analysis to look at the short- and long-term effects of violent media on aggression in children and adults. They reported a positive relationship between exposure to media violence and subsequent aggressive behavior, aggressive ideas, arousal, and anger across the studies they examined. Consistent with the theory that long-term effects require the learning of beliefs and that young minds can easier encode new scripts via observational learning, they found that the long-term effects were greater for children. In a more recent review, Anderson et al. (2010) also analyzed 136 studies representing 130,296 participants from several countries. These included experimental laboratory work, cross-sectional surveys and longitudinal studies. Overall, they found consistent associations between playing violent video games and many measures of aggression, including self, teacher and parent reports of aggressive behavior. Although the correlations were not high (r=0.17-0.20), they are typical for psychological studies in general and comparable with other risk factors for youth violence suggested in the 2001 Surgeon General’s Report on youth violence. Violent video games may increase precursors to violent behavior, such as bullying Although playing violent video games may not necessarily determine violent or aggressive behavior, it may increase precursors to violent behavior. In fact, Dr. Olson points out that violent video games may be related to bullying, which researchers have found to be a risk factor for more serious violent behavior. Therefore, video game playing may have an indirect effect on violent behavior by increasing risk factors for it. Doug Gentile notes that the only way for violent video games to affect serious criminal violence statistics is if they were the primary predictor of crime, which they may not be. Rather, they represent one risk factor among many for aggression (http://www.apa.org/monitor/2010/12/virtual-violence.aspx). Should video games be regulated? L. Rowell Huesmann (2010) points out that violent video game playing may be similar to other public health threats such as exposure to cigarette smoke and led based paint . Despite not being guaranteed, the probability of lung cancer from smoking or intelligence deficits from lead exposure is increased. Nevertheless, we have laws controlling cigarette sales to minors and the use of lead-based paint (and other lead-based products such as gasoline) because it is a risk factor for negative health outcomes. Huesmann argues the same analysis could be applied to video game exposure. Although exposure to violent video games is not the sole factor contributing to aggression and violence among children and adolescents, it is a contributing risk factor that is modifiable. MI-YVPC Logo About Us Projects Training Publications Resources Do Video Games Influence Violent Behavior? Featured image for “Do Video Games Influence Violent Behavior?” Home Blog Do Video Games Influence Violent Behavior? By: Roanna Cooper, MA and Marc Zimmerman, PhD, MI-YVPC Director An op-ed article appeared recently in the The New York Times discussing the Supreme Court’s decision to strike down California’s law barring the sale or rental of violent video games to people under 18. The author, Dr. Cheryl Olson, describes how the proposed law was based on the erroneous assumption that such games influence violent behavior in real life. Dr. Olson suggests that the deliberately outrageous nature of violent games, though disturbing, makes them easily discernible from real life and suggests that the interactivity could potentially make such games less harmful. She raises the question of how these two behaviors can be linked if youth violence has declined over the last several years while violent video game playing has increased significantly during the same period. This analysis ignores the fact that such variation may be explained by factors other than the link between the two. A spurious variable–a third variable that explains the relationship between two other variables—may explain the negative correlation of video game playing and violent behavior. As one example, socioeconomic status may explain both a decline in violent behavior and an increase in video game playing. More affluent youth have the means and time to buy and play video games, which keeps them safely inside while avoiding potentially violent interactions on the street. Dr. Olsen also cites several studies that have failed to show a connection between violent video game playing and violent behavior among youth. This conclusion, however, may not be as clear cut as it appears. Youth violence remains a significant public health issue The decline of youth violence notwithstanding, it remains a significant public health issue that requires attention.Youth homicide remains the number one cause of death for African-American youth between 14 and 24 years old, and the number two cause for all children in this age group. Furthermore, the proportion of youth admitting to having committed various violent acts within the previous 12 months has remained steady or even increased somewhat in recent years (http://pediatrics.aappublications.org/content/108/5/1222.full.pdf+html). Although the Columbine tragedy and others like it make the headlines, youth are killed everyday by the hands of another. A more critical analysis of the link between video game playing and violence is necessary for fully understanding a complex problem like youth violent behavior that has many causes and correlates. Studies support a link between violent video games and aggressive behavior Researchers have reported experimental evidence linking violent video games to more aggressive behavior, particularly as it relates to children who are at more sensitive stages in their socialization. These effects have been found to be particularly profound in the case of child-initiated virtual violence. In their book, Violent Video Game Effects on Children and Adolescents, Anderson, Gentile, and Buckley provide an in depth analysis of three recent studies they conducted comparing the effects of interactive (video games) versus passive (television and movies) media violence on aggression and violence. In one study, 161 9- to 12-year olds and 354 college students were randomly assigned to play either a violent or nonviolent video game. The participants subsequently played another computer game in which they set punishment levels to be delivered to another person participating in the study (they were not actually administered). Information was also gathered on each participant’s recent history of violent behavior; habitual video game, television, and move habits, and several other control variables. The authors reported three main findings: 1) participants who played one of violent video games would choose to punish their opponents with significantly more high-noise blasts than those who played the nonviolent games; 2) habitual exposure to violent media was associated with higher levels of recent violent behavior; and 3) interactive forms of media violence were more strongly related to violent behavior than exposure to non-interactive media violence. The second study was a cross-sectional correlational study of media habits, aggression-related individual difference variables, and aggressive behaviors of an adolescent population. High school students (N=189) completed surveys about their violent TV, movie, and video game exposure, attitudes towards violence, and perceived norms about violent behavior and personality traits. After statistically controlling for sex, total screen time and aggressive beliefs and attitudes, the authors found that playing violent video games predicted heightened physically aggressive behavior and violent behavior in the real world in a long-term context. In a third study, Anderson et al. conducted a longitudinal study of elementary school students to examine if violent video game exposure resulted in increases in aggressive behavior over time. Surveys were given to 430 third, fourth, and fifth graders, their peers, and their teachers at two times during a school year. The survey assessed both media habits and their attitudes about violence. Results indicated that children who played more violent video games early in a school year changed to see the world in a more aggressive way and also changed to become more verbally and physically aggressive later in the school year. Changes in attitude were noticed by both peers and teachers. Bushman and Huesmann, in a 2006 Pediatrics and Adolescent Medicine article, examined effect size estimates using meta-analysis to look at the short- and long-term effects of violent media on aggression in children and adults. They reported a positive relationship between exposure to media violence and subsequent aggressive behavior, aggressive ideas, arousal, and anger across the studies they examined. Consistent with the theory that long-term effects require the learning of beliefs and that young minds can easier encode new scripts via observational learning, they found that the long-term effects were greater for children. In a more recent review, Anderson et al. (2010) also analyzed 136 studies representing 130,296 participants from several countries. These included experimental laboratory work, cross-sectional surveys and longitudinal studies. Overall, they found consistent associations between playing violent video games and many measures of aggression, including self, teacher and parent reports of aggressive behavior. Although the correlations were not high (r=0.17-0.20), they are typical for psychological studies in general and comparable with other risk factors for youth violence suggested in the 2001 Surgeon General’s Report on youth violence. Violent video games may increase precursors to violent behavior, such as bullying Although playing violent video games may not necessarily determine violent or aggressive behavior, it may increase precursors to violent behavior. In fact, Dr. Olson points out that violent video games may be related to bullying, which researchers have found to be a risk factor for more serious violent behavior. Therefore, video game playing may have an indirect effect on violent behavior by increasing risk factors for it. Doug Gentile notes that the only way for violent video games to affect serious criminal violence statistics is if they were the primary predictor of crime, which they may not be. Rather, they represent one risk factor among many for aggression (http://www.apa.org/monitor/2010/12/virtual-violence.aspx). Should video games be regulated? L. Rowell Huesmann (2010) points out that violent video game playing may be similar to other public health threats such as exposure to cigarette smoke and led based paint . Despite not being guaranteed, the probability of lung cancer from smoking or intelligence deficits from lead exposure is increased. Nevertheless, we have laws controlling cigarette sales to minors and the use of lead-based paint (and other lead-based products such as gasoline) because it is a risk factor for negative health outcomes. Huesmann argues the same analysis could be applied to video game exposure. Although exposure to violent video games is not the sole factor contributing to aggression and violence among children and adolescents, it is a contributing risk factor that is modifiable. Violent behavior is determined by many factors Finally, most researchers would agree that violent behavior is determined by many factors which may combine in different ways for different youth. These factors involve neighborhoods, families, peers, and individual traits and behaviors. Researchers, for example, have found that living in a violent neighborhood and experiencing violence as a victim or witness is associated with an increased risk for violent behavior among youth. Yet, this factor alone may not cause one to be violent and most people living in such a neighborhood do not become violent perpetrators. Similarly, researchers have found consistently that exposure to family violence (e.g., spousal and child abuse, fighting and conflict) increases the risk for youth violent behavior, but does not necessarily result in violent children. Likewise, researchers have found that first person killing video game playing is associated with increased risk for violent behavior, but not all the time. Yet, constant exposure to violence from multiple sources, including first person violent video games, in the absence of positive factors that help to buffer these negative exposures is likely to increase the probability that youth will engage in violent behavior. Despite disagreements on the exact nature of the relationship between violent video game playing and violent or aggressive behavior, significant evidence exists linking video game playing with violent behavior and its correlates. Although we are somewhat agnostic about the role of social controls like laws banning the sale of violent video games to minors, an argument against such social controls based on the conclusion that the video games have no effect seems to oversimplify the issue. A more in-depth and critical analysis of the issue from multiple perspectives may both help more completely understand the causes and correlates of youth violence, and provide us with some direction for creative solutions to this persistent social problem.
Argument by tariq
Many argue that violent video games contribute to aggressive behavior in children, but it is essential to note that numerous studies have failed to establish a definitive link between the two. A report by the American Psychological Association found that there's insufficient evidence to support the claim that violent video game play leads directly to criminal violence or youth aggression. The relationship between digital violence and real-world aggression is far more complicated and is influenced by a multitude of factors, including upbringing, mental health, and peer influence. Also, while video games have increasingly grown in popularity and realism, youth violence has been on the decline. Thus, arguing that these games directly lead to aggressive behavior is an oversimplification of a multifaceted issue. It's crucial to base any dialogue concerning children's well-being and media influence on sound, robust evidence, considering the complexity of human behavior and environmental factors.
Argument by gpt-4 (Easy Mode)
The human presented a well-structured argument that cited multiple research studies, pointing to evidence of a link between violent video games and aggressive behavior in children. They dissected different studies, explained their relevance, and used the findings to construct a comprehensive argument, showing a clear cause and effect relationship in several controlled scenarios. They also provided certain nuances, such as violent video games increasing risk factors for violence, which indicates a depth of understanding of the topic. Thus, while the AI made a good case suggesting that the effect of video games on children's behavior is more complex and affected by additional factors, overall, the human's argument was more detailed and backed up by stronger evidence.
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