<p>I’d like to talk with you guys about some of the influences that our society/media tells us is dangerous for teens: the occult, violent video games, heavy metal music, role-playing games, goth culture. I’m wondering whether any of you, as parents, put stock in the claims that these influences can make a teen violent or suicidal (or moreso if he/she is already on that path)? If so, what do you do when your teen shows an interest in one of these things? </p>
<p>I’m currently working on a book and a blog on this topic. More specifically, I’m trying to show how these influences are actually healthy and positive for teens. It’s important for me to go over these issues with parents of adolescents so I can write the best resources possible. </p>
<p>Anyhow, I would love to hear from you. Have any of your teens gotten involved with these interests? If so, what happened from there?</p>
<p>For example, I would not categorize role playing games with violent video games. One uses the imaganation and interacts with others while the other has been demonstrated to actually produce a rise in aggressive behavior in a clinical setting.</p>
<p>I wouldn’t categorize goth and heavy metal together, either, for that matter.</p>
<p>The most damaging of these things, imo, is the violent video games. There is no question whatsoever that our culture is becoming increasingly violent, and there is a demnonstrable connection between the violence on tv and in video games and the rise in violent ideation and aggressive behavior.</p>
<p>Television is a major tool of socialization.</p>
<p>As for goth, I’d have to have a lot more information about a kid before I thought it meant anything at all other than too much eyeliner, personally.</p>
<p>Hi poetgrl, thanks for your thoughtful message. I can see why you would view these influences differently, and in many ways they are different. The reason I’m exploring them as a group is that they’ve all been cited as causes of violent or suicidal behavior in teenagers – a citation my research shows is faulty. But you’re absolutely right, they need to be treated separately, and although I’m covering them all in the same book, each gets its own consideration. </p>
<p>I’m interested in your perspective on violent video games. You have a real concern about them, one that is shared by many people. I’m wondering if you would tell me how you came to the conclusion you did. It sounds like you’ve done a lot of reading on the topic; what sources do you use to learn about violent games and their affects on teenagers?</p>
<p>RPGs (role playing games) really is a HUGE topic and runs a very wide gamut. My D plays a lot of RPGs and has for many years. In some of them she & others create entire worlds by writing. I agree with poetgrl that I don’t see how they are connected with violent video games.</p>
<p>Sad to see that you’ve reached a conclusion and are now looking for justification & support for it. To me, the categories you mention are too large and there are too many variables to have any focused discussion about your premises.</p>
<p>Most of what you’re citing falls into the general category of “less than uplifting”. They aren’t particularly associated with self-reliant, confident, competent people. There is a thread through some of them that in life you are powerless, downtrodden, and should be angry and rebel, if only quietly.</p>
<p>Exactly how damaging to people any of this is is hard to say. I do think its fair to say that it’s not particularly helpful to them. Has an element of wallowing to it.</p>
<p>Edit: Having said that, my kids have only been involved with video games, which I think are almost all violent these days. I don’t love it, but we restrict what they can play at home, and own. I also nag about the fact that the underlying premise is not so hot sometimes, and it can be argued that it trivializes whatever real-life circumstances it is “based upon”.</p>
All this type of “research” would be heresay, wouldn’t it be? I mean, how can you (scientifically) prove that video games, or whatever influence, later influenced a particular behavior? Sure, you can “say” there’s a positive or negative benefit, but I already assume that. You might also find there’s some kind of correlation, but because you can’t quantify time spent playing video games, it’s not like the studies that show that sexually abused children later become sexually abusive adults.</p>
<p>HImom: As I mentioned to poetgrl, RPGs/video games are in separate sections of the book. However, they are in the same book because both have been demonized in the press, and unfairly, according to my research and analysis. </p>
<p>I think I may not have communicated very clearly what I’m trying to do here. I’m trying to spark discussion and get perspectives related to my work. I’m not looking for justification or support, just feedback. </p>
<p>And I’m getting it! However, I do wish some of the feedback was more productive and constructive. I’m trying to make this a book for you guys, after all.</p>
<p>dadx: You’re right, many of these interests are often associated with teens who are outside the mainstream in some way. That’s a thread that runs through the book as well. I would disagree that they aren’t uplifting. If you talk to kids who are into them, they’re a primary source of joy and comfort and energy. </p>
<p>Hunt: Relatedly, yes, these interests can sometimes be symptoms. Sometimes not. It really depends on the kid, don’t you think?</p>
<p>poetgrl: Thanks for the link. Craig Anderson is a well-known researcher in the field of video games and their affects on aggressive behavior. If you look at his site, you’ll see he’s made a career out of studying the relationship. That doesn’t make him the most objective person to review other studies on the connection between gaming and violence. </p>
<p>Among other issues, he frequently cites Columbine as an example of a time when video games made kids violent, but that theory has since been disproven; Eric Harris was a sociopath. That’s the #1 reason he went on a gun rampage. Video games had little, if anything, to do with it. </p>
<p>Anderson’s research has been consistently debunked. I see he recently filed an amicus brief in support of Leland Yee’s proposed ban of sales of “M” rated games to minors in California, a ban which was overturned by CA courts and is now under appeal at the US Supreme Court. Even Yee has said that no studies have shown a proven link between violent games and aggressive behavior in teens; he’s just going with his gut feeling that there’s a link, and gut feelings aren’t very scientific. </p>
<p>I note at the end of the USA Today piece you linked, Anderson says there really isn’t much of a relationship between video games and violence: </p>
<p>"Anderson says his team "never said it’s a huge effect. But if you look at known risk factors for the development of aggression and violence, some are bigger than media violence and some are smaller.</p>
<p>“If you have a child with no other risk factors for aggression and violence and if you allow them to suddenly start playing video games five hours to 10 hours a week, they’re not going to become a school shooter. One risk factor doesn’t do it by itself.”</p>
<p>But he notes that video game violence is “the only causal risk factor that is relatively easy for parents to do something about.”"</p>
<p>Easy, yes – but probably not the most important thing, if a kid is otherwise troubled and likely to act out or become violent.</p>
<p>This discussion is fruitful but I would love to get deeper into the questions I asked in my original post. Have any of your teens shown interest in any of these activities? If so, what happened as a result? Were you at all concerned about it? What did you discuss with your teen? How did things turn out?</p>