This document summarizes research on the connection between violent video games and increased aggression. It reviews multiple studies that found playing violent video games was linked to higher aggression in participants. However, one study found no such link. Overall, while most research supports the hypothesis that violent games increase aggression, the literature is not entirely conclusive and more research is still needed to make a definitive determination.
This study examined the relationship between playing violent video games and antisocial behavior in adolescents. The study found that 26% of adolescents reported playing violent video games, and frequent exposure to violent video games was associated with increased risk of seriously violent behavior, antisocial behavior, and delinquency. The association between violent video games and externalizing behaviors was mediated by character identification, such that identifying with game characters increased the effects. However, the study was limited by its cross-sectional design and reliance on self-reports.
The document discusses the debate around whether violent video games can be linked to increased violence. It notes that violence predates video games and other media like movies have also been criticized. Two games are mentioned, one rated for everyone and one rated mature. The document reviews several studies that have found both increased physiological arousal and aggression from violent video games as well as studies that have found no link or even positive effects. It questions whether all games would need to be banned if they did cause violence and notes the challenges in attributing violence to any single factor.
Violence In Video Games by Jamie ProudlockIronPumba
The document discusses research on the relationship between media violence and real-world aggression. Some studies have found short-term increases in aggression in children after viewing violent movies or TV. However, other researchers argue these lab studies fail to account for other factors like mental health or family life. While some research links violent video games to aggression, studies have also found youth violence decreased as video game popularity rose. The document concludes that there is no conclusive evidence that media alone causes violence, and factors like culture, parenting, and access to mental healthcare need consideration.
The study examined how perceptions of blame in a dating violence scenario varied based on the victim's sexual orientation (heterosexual or homosexual) and sport played (basketball or gymnastics). Results showed that the homosexual basketball player victim was blamed the most, while the heterosexual basketball player victim was blamed the least. This followed stereotypes that view basketball as masculine and homosexuality less seriously than heterosexuality regarding abuse. However, in the heterosexual condition the basketball player was blamed less than the gymnast, contrasting initial predictions. Explanations for the findings center around perceptions of masculinity and equality in relationships influencing views of blame for abuse.
1) The study examined the relationship between athletic participation, masculinity, and sexual aggression among male college students. 2) Results found that sexual entitlement and drinking intensity were the strongest predictors of sexual aggression, not wrestling or athletic participation. 3) While past research has found mixed results on the association between athletics and sexual aggression, this study did not find wrestling or athletic participation alone to be determining factors.
This document discusses the debate around violence in video games. It provides background on the history and evolution of video games from early arcade games to modern console games with improved graphics and longer gameplay. As games became more violent and realistic, some argued they were corrupting children by desensitizing them to violence. However, research on links between violent games and real-world violence has been inconclusive. The document examines several mass shootings and analyzes the perpetrators' interests in violent video games, but does not find definitive proof that games caused their violent acts. It concludes by stating the author's view that games are just entertainment and not solely responsible for violence, though they may not be appropriate for young children.
Quick Intro to DAGs, d-separation, and Collider Bias Intromglymour
1) DAGs (directed acyclic graphs) are used to represent causal assumptions and relationships between variables. They help determine when two variables will be conditionally independent given a set of other variables.
2) "Colliders" refer to common effects of two or more causes. Conditioning on a collider can create a spurious association between the original causes by "opening" a causal path between them.
3) Several examples are used to illustrate how conditioning on a collider can induce an association, even when the original causes are independent. In one example about NBA players, height and speed are independent in the general population. But conditioning on NBA player status, a collider, induces an inverse correlation between
The document presents a study on the effects of video game violence. It outlines research questions about the consequences of violent video games and their impact on society and teenagers. The study aims to determine if video game violence is destroying future generations and possible solutions. It describes the methodology used, which included questionnaires and document analysis with limitations around sample size and resources. Preliminary findings suggest video game violence is highest among young people aged 10-22 and is seen as destroying future generations. Recommended solutions include education programs to increase awareness of myths around links to real-life violence and restricting children's access to violent games.
This study examined the relationship between playing violent video games and antisocial behavior in adolescents. The study found that 26% of adolescents reported playing violent video games, and frequent exposure to violent video games was associated with increased risk of seriously violent behavior, antisocial behavior, and delinquency. The association between violent video games and externalizing behaviors was mediated by character identification, such that identifying with game characters increased the effects. However, the study was limited by its cross-sectional design and reliance on self-reports.
The document discusses the debate around whether violent video games can be linked to increased violence. It notes that violence predates video games and other media like movies have also been criticized. Two games are mentioned, one rated for everyone and one rated mature. The document reviews several studies that have found both increased physiological arousal and aggression from violent video games as well as studies that have found no link or even positive effects. It questions whether all games would need to be banned if they did cause violence and notes the challenges in attributing violence to any single factor.
Violence In Video Games by Jamie ProudlockIronPumba
The document discusses research on the relationship between media violence and real-world aggression. Some studies have found short-term increases in aggression in children after viewing violent movies or TV. However, other researchers argue these lab studies fail to account for other factors like mental health or family life. While some research links violent video games to aggression, studies have also found youth violence decreased as video game popularity rose. The document concludes that there is no conclusive evidence that media alone causes violence, and factors like culture, parenting, and access to mental healthcare need consideration.
The study examined how perceptions of blame in a dating violence scenario varied based on the victim's sexual orientation (heterosexual or homosexual) and sport played (basketball or gymnastics). Results showed that the homosexual basketball player victim was blamed the most, while the heterosexual basketball player victim was blamed the least. This followed stereotypes that view basketball as masculine and homosexuality less seriously than heterosexuality regarding abuse. However, in the heterosexual condition the basketball player was blamed less than the gymnast, contrasting initial predictions. Explanations for the findings center around perceptions of masculinity and equality in relationships influencing views of blame for abuse.
1) The study examined the relationship between athletic participation, masculinity, and sexual aggression among male college students. 2) Results found that sexual entitlement and drinking intensity were the strongest predictors of sexual aggression, not wrestling or athletic participation. 3) While past research has found mixed results on the association between athletics and sexual aggression, this study did not find wrestling or athletic participation alone to be determining factors.
This document discusses the debate around violence in video games. It provides background on the history and evolution of video games from early arcade games to modern console games with improved graphics and longer gameplay. As games became more violent and realistic, some argued they were corrupting children by desensitizing them to violence. However, research on links between violent games and real-world violence has been inconclusive. The document examines several mass shootings and analyzes the perpetrators' interests in violent video games, but does not find definitive proof that games caused their violent acts. It concludes by stating the author's view that games are just entertainment and not solely responsible for violence, though they may not be appropriate for young children.
Quick Intro to DAGs, d-separation, and Collider Bias Intromglymour
1) DAGs (directed acyclic graphs) are used to represent causal assumptions and relationships between variables. They help determine when two variables will be conditionally independent given a set of other variables.
2) "Colliders" refer to common effects of two or more causes. Conditioning on a collider can create a spurious association between the original causes by "opening" a causal path between them.
3) Several examples are used to illustrate how conditioning on a collider can induce an association, even when the original causes are independent. In one example about NBA players, height and speed are independent in the general population. But conditioning on NBA player status, a collider, induces an inverse correlation between
The document presents a study on the effects of video game violence. It outlines research questions about the consequences of violent video games and their impact on society and teenagers. The study aims to determine if video game violence is destroying future generations and possible solutions. It describes the methodology used, which included questionnaires and document analysis with limitations around sample size and resources. Preliminary findings suggest video game violence is highest among young people aged 10-22 and is seen as destroying future generations. Recommended solutions include education programs to increase awareness of myths around links to real-life violence and restricting children's access to violent games.
The document discusses four different games and their age ratings and target audiences. The first game is rated M for Mature due to its violent content involving shooting guns to kill opponents. The second game is targeted towards males and rated 12+ as its dark colors and soldier on the cover suggest a war theme. The third game is rated 12+ because it could cause falls but appeals to teenagers with stylish clothing and bright club-themed colors. The last game is rated E and appeals to male football fans ages 8+ with its focus on the non-violent sport of football.
The document discusses the debate around whether violence in video games causes real-world aggression. It notes that while some studies have found short-term correlations, the evidence is inconclusive and many factors like mental health and home life influence violence more. Another section debunks common myths, including that video games directly cause youth violence and are desensitizing, noting that most people can separate fantasy from reality and that other real-world issues are stronger predictors of violence.
This study investigated whether exposure to violent video games increases hostility and aggressiveness in players. The researcher surveyed 10 male college students before and after playing violent video games like Grand Theft Auto and Mortal Kombat. According to social learning theory, people may imitate rewarded violent behaviors from games. The results showed that Mortal Kombat and brief exposure to any violent game increased aggressive behaviors and emotions in some participants. However, the small sample size limits the ability to generalize the findings.
This powerpoint shows how violence/sexual contents in video games will affect teenager. Since teenagers are less mature than adult and have less experience, teenagers are most likely become victims of violence/sexual video games and may carry out crime.
This document discusses research into the effects of violent video games on children. It summarizes studies that found playing violent video games can make children more aggressive in their thoughts, reactions and behavior. The document also notes that teenagers who play video games excessively spend less time on socializing and physical activities, affecting their sleep, blood pressure and increasing arguments. While video games are entertainment, the exposure to violence in games is a concern for how it impacts children's development.
Violent video games can negatively impact children's development according to recent research. The document discusses various genres of video games and defines violent video games. It then reviews literature finding links between violent video game exposure and increased aggressive thoughts, feelings, and behaviors in children over time. The group analyzed data from a survey of 30 children on their video game habits and perceptions. They concluded that while long-term effects are uncertain, violent video games do not promote peacefulness and parents should monitor children's screen time and game content.
The document discusses research on the effects of violent video game exposure on attitudes towards victims of crime. It describes a study that found higher levels of violent game play were associated with lower levels of concern for different types of victims, including general victims, vulnerable victims, and culpable victims. Specifically, it found that young people who play more violent video games reported less concern overall and for these victim types. The study suggests long-term exposure to violent video games may influence views of culpability and blame. However, it notes that individual experiences and gender differences also need further exploration to understand these effects.
The document summarizes research on the effects of violent video games on the brain and behavior. Studies found that teenagers who played violent video games like Medal of Honor showed increased activity in brain regions related to emotion and memory, while those who played the non-violent game Need for Speed did not. However, the document notes that increased emotional arousal does not necessarily mean teenagers will commit violent acts. While some research links violent games to aggression, other studies have been inconclusive. The document also discusses several common myths about video games and presents the results of a survey on whether violent games influence criminal behavior.
The Psychology of Aggression and Video GamesSandra Knecht
This document reviews research on the relationship between violent video games and aggression. It discusses foundational research on observational learning of aggression and the differences between video games and other media. Studies have found both short-term increases in aggressive behaviors and attitudes from playing violent video games as well as potential long-term effects. However, the direction of the relationship is unclear, as trait aggression may influence game preferences as well. More research is still needed to fully understand the complex interaction between individuals and gaming experiences over time.
Since the 1990s, black soccer players have reported experiencing racial abuse from fellow teammates and local fans through chanting, whistling, and remarks during and after games. The discrimination has caused some players to consider quitting due to lack of support from teammates and coaches. To address the issue, the authors propose contacting soccer officials to increase security patrols at games to warn and ban racist fans, and using celebrities to raise public awareness through shows and commercials.
Lessons in video games that have prepared me for a life in engineeringGil Zellner
Tetris taught problem solving skills by challenging the player to rapidly rotate and position different shapes to fully fill each line. Pacman helped develop spatial reasoning as the player had to navigate a maze to score points while avoiding ghosts. Many video games played as a kid helped prepare the author for an engineering career by building skills in logic, pattern recognition, problem solving, and spatial reasoning without even realizing it at the time.
This document summarizes a proposed study that aims to examine the relationship between athletic participation and sexual aggression in college men. Specifically, it aims to determine if factors like masculinity, competitiveness, and sense of sexual entitlement can explain the reported association between athletics and sexual aggression. The study will survey male college wrestlers and non-athletes on measures of sexual experiences, masculinity, competitiveness, and sexual entitlement. It will analyze the relationships between these variables and test if the association between athletics and sexual aggression remains significant when accounting for masculinity-related factors. The findings could help inform intervention programs targeting populations at risk of sexual aggression.
This document discusses psychopathy and the Psychopathy Checklist-Revised (PCL-R) used to assess psychopathy and predict recidivism. It outlines the interpersonal, affective, lifestyle, and antisocial features of psychopathy. The PCL-R measures psychopathy using two factors: interpersonal/affective traits (Factor 1) and impulsive/antisocial traits (Factor 2). Several studies cited found Factor 2 and overall PCL-R scores predicted recidivism, with psychopathic offenders reoffending more violently and frequently. The document recommends further research into causes and treatments for psychopathy and how aspects of Factor 2 contribute to its predictive ability regarding recidivism.
The document discusses common stereotypes about metal and rap music, such as that they promote satanism, dangerous behavior, degradation of women, and are a bad influence. It notes stereotypes include that metal involves screaming into microphones and headbanging with long hair, while rap just talks over beats about women, guns, drugs, and money. The document challenges these stereotypes by examining them.
Bull Durham is a 1988 comedy sports film about minor league baseball. In the film, Kevin Costner's character is asked what he believes in and responds with a poetic credo expressing his beliefs. The credo is structured in four parts: the first outlines beliefs in various concepts, the second rejects a particular erroneous belief, the third reaffirms core beliefs, and the fourth provides a concluding reflection. The document then provides an example credo following this same four-part structure to demonstrate the format.
The document outlines the salary scales for different job positions at varying levels of experience from 0 to 30 years. Staff are classified into several categories from junior to senior levels and salaries increase with more years of service. The highest salaries are for Pimpinan Utama (top management) positions, ranging from Rp3.675 million to Rp3.925 million over 30 years of service.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms for those who already suffer from conditions like anxiety and depression.
Cynthia Stephenson's personal statement discusses the many changes and life experiences that have shaped her, including her parents' divorce, moving frequently as a child, and experiencing a robbery while working. These experiences have led her to be interested in psychology and helping children. She has worked in various roles assisting youth, including as a group home manager. She is now pursuing a bachelor's degree in psychology to allow her to help children and families through a career in social services or counseling.
Making it big through innovation and diversificationZeeshan Ali
CDC was established in 1997 to provide electronic custody and settlement of securities through its Central Depository System (CDS), introducing the country's first electronic depository. It has since diversified and developed new services like trustee and custodial services, investor account services, and share registrar services. CDC focuses on investor protection, using technology to provide convenient access and exceeding customer expectations. It collaborates with other international depositories and organizations to continuously improve and learn best practices through knowledge sharing.
The document provides guidance on creating an effective resume. It explains that a resume should be concise and highlight relevant education, experience, skills and accomplishments to showcase how an applicant can benefit the employer. Key points covered include tailoring the resume for specific roles, keeping it to 1-2 pages, and focusing on strengths over unnecessary personal details. The objective is to get an interview by making a strong first impression on the employer.
Company Introduction for Islamabad Office Opening EventZeeshan Ali
Server4Sale is an IT services company based in Canada with offices worldwide that has been helping enterprises since 1998 through innovative and cost-effective web solutions. They offer a range of services including BPO, IT consultancy, managed services, IT security, web services, and hosting solutions.
Presentation for ACCA - Making it big through innovation & diversificationZeeshan Ali
Central Depository Company is Pakistan's only securities depository that records and maintains electronic transfers of securities across Pakistan's three stock exchanges. To ensure sustainability, CDC diversified its services to include investor account services, trustee and custodial services, share registrar services, and an IT consulting subsidiary. CDC strengthened operations through automation, innovation like its investor account service, and learning from international partners through partnerships and membership in global associations. A focus on investor protection, convenience initiatives, hiring and training qualified staff, and business continuity planning have helped CDC build a strong brand and maintain investor confidence.
The document discusses four different games and their age ratings and target audiences. The first game is rated M for Mature due to its violent content involving shooting guns to kill opponents. The second game is targeted towards males and rated 12+ as its dark colors and soldier on the cover suggest a war theme. The third game is rated 12+ because it could cause falls but appeals to teenagers with stylish clothing and bright club-themed colors. The last game is rated E and appeals to male football fans ages 8+ with its focus on the non-violent sport of football.
The document discusses the debate around whether violence in video games causes real-world aggression. It notes that while some studies have found short-term correlations, the evidence is inconclusive and many factors like mental health and home life influence violence more. Another section debunks common myths, including that video games directly cause youth violence and are desensitizing, noting that most people can separate fantasy from reality and that other real-world issues are stronger predictors of violence.
This study investigated whether exposure to violent video games increases hostility and aggressiveness in players. The researcher surveyed 10 male college students before and after playing violent video games like Grand Theft Auto and Mortal Kombat. According to social learning theory, people may imitate rewarded violent behaviors from games. The results showed that Mortal Kombat and brief exposure to any violent game increased aggressive behaviors and emotions in some participants. However, the small sample size limits the ability to generalize the findings.
This powerpoint shows how violence/sexual contents in video games will affect teenager. Since teenagers are less mature than adult and have less experience, teenagers are most likely become victims of violence/sexual video games and may carry out crime.
This document discusses research into the effects of violent video games on children. It summarizes studies that found playing violent video games can make children more aggressive in their thoughts, reactions and behavior. The document also notes that teenagers who play video games excessively spend less time on socializing and physical activities, affecting their sleep, blood pressure and increasing arguments. While video games are entertainment, the exposure to violence in games is a concern for how it impacts children's development.
Violent video games can negatively impact children's development according to recent research. The document discusses various genres of video games and defines violent video games. It then reviews literature finding links between violent video game exposure and increased aggressive thoughts, feelings, and behaviors in children over time. The group analyzed data from a survey of 30 children on their video game habits and perceptions. They concluded that while long-term effects are uncertain, violent video games do not promote peacefulness and parents should monitor children's screen time and game content.
The document discusses research on the effects of violent video game exposure on attitudes towards victims of crime. It describes a study that found higher levels of violent game play were associated with lower levels of concern for different types of victims, including general victims, vulnerable victims, and culpable victims. Specifically, it found that young people who play more violent video games reported less concern overall and for these victim types. The study suggests long-term exposure to violent video games may influence views of culpability and blame. However, it notes that individual experiences and gender differences also need further exploration to understand these effects.
The document summarizes research on the effects of violent video games on the brain and behavior. Studies found that teenagers who played violent video games like Medal of Honor showed increased activity in brain regions related to emotion and memory, while those who played the non-violent game Need for Speed did not. However, the document notes that increased emotional arousal does not necessarily mean teenagers will commit violent acts. While some research links violent games to aggression, other studies have been inconclusive. The document also discusses several common myths about video games and presents the results of a survey on whether violent games influence criminal behavior.
The Psychology of Aggression and Video GamesSandra Knecht
This document reviews research on the relationship between violent video games and aggression. It discusses foundational research on observational learning of aggression and the differences between video games and other media. Studies have found both short-term increases in aggressive behaviors and attitudes from playing violent video games as well as potential long-term effects. However, the direction of the relationship is unclear, as trait aggression may influence game preferences as well. More research is still needed to fully understand the complex interaction between individuals and gaming experiences over time.
Since the 1990s, black soccer players have reported experiencing racial abuse from fellow teammates and local fans through chanting, whistling, and remarks during and after games. The discrimination has caused some players to consider quitting due to lack of support from teammates and coaches. To address the issue, the authors propose contacting soccer officials to increase security patrols at games to warn and ban racist fans, and using celebrities to raise public awareness through shows and commercials.
Lessons in video games that have prepared me for a life in engineeringGil Zellner
Tetris taught problem solving skills by challenging the player to rapidly rotate and position different shapes to fully fill each line. Pacman helped develop spatial reasoning as the player had to navigate a maze to score points while avoiding ghosts. Many video games played as a kid helped prepare the author for an engineering career by building skills in logic, pattern recognition, problem solving, and spatial reasoning without even realizing it at the time.
This document summarizes a proposed study that aims to examine the relationship between athletic participation and sexual aggression in college men. Specifically, it aims to determine if factors like masculinity, competitiveness, and sense of sexual entitlement can explain the reported association between athletics and sexual aggression. The study will survey male college wrestlers and non-athletes on measures of sexual experiences, masculinity, competitiveness, and sexual entitlement. It will analyze the relationships between these variables and test if the association between athletics and sexual aggression remains significant when accounting for masculinity-related factors. The findings could help inform intervention programs targeting populations at risk of sexual aggression.
This document discusses psychopathy and the Psychopathy Checklist-Revised (PCL-R) used to assess psychopathy and predict recidivism. It outlines the interpersonal, affective, lifestyle, and antisocial features of psychopathy. The PCL-R measures psychopathy using two factors: interpersonal/affective traits (Factor 1) and impulsive/antisocial traits (Factor 2). Several studies cited found Factor 2 and overall PCL-R scores predicted recidivism, with psychopathic offenders reoffending more violently and frequently. The document recommends further research into causes and treatments for psychopathy and how aspects of Factor 2 contribute to its predictive ability regarding recidivism.
The document discusses common stereotypes about metal and rap music, such as that they promote satanism, dangerous behavior, degradation of women, and are a bad influence. It notes stereotypes include that metal involves screaming into microphones and headbanging with long hair, while rap just talks over beats about women, guns, drugs, and money. The document challenges these stereotypes by examining them.
Bull Durham is a 1988 comedy sports film about minor league baseball. In the film, Kevin Costner's character is asked what he believes in and responds with a poetic credo expressing his beliefs. The credo is structured in four parts: the first outlines beliefs in various concepts, the second rejects a particular erroneous belief, the third reaffirms core beliefs, and the fourth provides a concluding reflection. The document then provides an example credo following this same four-part structure to demonstrate the format.
The document outlines the salary scales for different job positions at varying levels of experience from 0 to 30 years. Staff are classified into several categories from junior to senior levels and salaries increase with more years of service. The highest salaries are for Pimpinan Utama (top management) positions, ranging from Rp3.675 million to Rp3.925 million over 30 years of service.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms for those who already suffer from conditions like anxiety and depression.
Cynthia Stephenson's personal statement discusses the many changes and life experiences that have shaped her, including her parents' divorce, moving frequently as a child, and experiencing a robbery while working. These experiences have led her to be interested in psychology and helping children. She has worked in various roles assisting youth, including as a group home manager. She is now pursuing a bachelor's degree in psychology to allow her to help children and families through a career in social services or counseling.
Making it big through innovation and diversificationZeeshan Ali
CDC was established in 1997 to provide electronic custody and settlement of securities through its Central Depository System (CDS), introducing the country's first electronic depository. It has since diversified and developed new services like trustee and custodial services, investor account services, and share registrar services. CDC focuses on investor protection, using technology to provide convenient access and exceeding customer expectations. It collaborates with other international depositories and organizations to continuously improve and learn best practices through knowledge sharing.
The document provides guidance on creating an effective resume. It explains that a resume should be concise and highlight relevant education, experience, skills and accomplishments to showcase how an applicant can benefit the employer. Key points covered include tailoring the resume for specific roles, keeping it to 1-2 pages, and focusing on strengths over unnecessary personal details. The objective is to get an interview by making a strong first impression on the employer.
Company Introduction for Islamabad Office Opening EventZeeshan Ali
Server4Sale is an IT services company based in Canada with offices worldwide that has been helping enterprises since 1998 through innovative and cost-effective web solutions. They offer a range of services including BPO, IT consultancy, managed services, IT security, web services, and hosting solutions.
Presentation for ACCA - Making it big through innovation & diversificationZeeshan Ali
Central Depository Company is Pakistan's only securities depository that records and maintains electronic transfers of securities across Pakistan's three stock exchanges. To ensure sustainability, CDC diversified its services to include investor account services, trustee and custodial services, share registrar services, and an IT consulting subsidiary. CDC strengthened operations through automation, innovation like its investor account service, and learning from international partners through partnerships and membership in global associations. A focus on investor protection, convenience initiatives, hiring and training qualified staff, and business continuity planning have helped CDC build a strong brand and maintain investor confidence.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help boost feelings of calmness and well-being.
CDC Pakistan profile for Depositarium MagazineZeeshan Ali
Central Depository Company of Pakistan Limited (CDC) is the sole depository handling electronic securities transactions in Pakistan. It was established in 1993 and started operations in 1997. CDC now provides additional services beyond traditional depository services, including Investor Account Services which allows retail investors to directly open and maintain accounts, Trustee and Custodial Services for mutual funds, and Share Registrar Services. CDC also has a business diversification strategy through its wholly owned subsidiary IT Minds, which provides IT solutions. New projects underway at CDC include a Centralized Information Sharing Solution for the insurance industry and Investment Portfolio Services to allow retail investment in government securities.
This study examined how video game habits relate to gender and racial discrimination and sexism. 273 participants reported their favorite video game character and completed a sexism inventory. Results showed that participants were more likely to choose characters matching their own gender and ethnicity. Both genders chose male characters more frequently. Males had higher sexism scores than females, regardless of gaming habits. More gaming was linked to lower benevolent sexism scores in women but higher in men. The study provides preliminary evidence that gaming habits may influence gender attitudes.
This document discusses research on the effects of violent video game exposure on attitudes towards victims of crime. It summarizes a study that found higher levels of violent game play were associated with lower levels of overall victim concern, concern for general victims, vulnerable victims and culpable victims. Males reported less concern for culpable and general victims. While most research finds links between violent games and aggression, this study found links to less concern for victims. However, long term effects require more exploration, as does the role of gender and individual experiences with games. Overall impacts may depend on how harm and attitudes are defined.
INTERPERSONAL RELATIONS AND GROUP PROCESSESEffects of Pros.docxmariuse18nolet
INTERPERSONAL RELATIONS AND GROUP PROCESSES
Effects of Prosocial Video Games on Prosocial Behavior
Tobias Greitemeyer
University of Sussex
Silvia Osswald
Ludwig-Maximilians-University
Previous research has documented that playing violent video games has various negative effects on social
behavior in that it causes an increase in aggressive behavior and a decrease in prosocial behavior. In
contrast, there has been much less evidence on the effects of prosocial video games. In the present
research, 4 experiments examined the hypothesis that playing a prosocial (relative to a neutral) video
game increases helping behavior. In fact, participants who had played a prosocial video game were more
likely to help after a mishap, were more willing (and devoted more time) to assist in further experiments,
and intervened more often in a harassment situation. Results further showed that exposure to prosocial
video games activated the accessibility of prosocial thoughts, which in turn promoted prosocial behavior.
Thus, depending on the content of the video game, playing video games not only has negative effects on
social behavior but has positive effects as well.
Keywords: prosocial behavior, video games, priming
Video games were first created in the 1970s and since then have
grown into a multibillion-dollar industry: The annual U.S. retail
sales of video games reached more than $9.9 billion in 2004 alone.
Recent large-scale surveys show that 70% of homes with children
ages 2 to 17 years have computers and 68% have video game
equipment (Woodard & Gridina, 2000). Eighty-seven percent of
children play video games regularly (Walsh, Gentile, Gieske,
Walsh, & Chasco, 2003). Children ages 2 to 7 years spend an
average of 3 to 5 hr a week playing video games (Gentile & Walsh,
2002), while 8th- and 9th-grade students average 9 hr per week
(Gentile, Lynch, Linder, & Walsh, 2004). Video games are popular
not only among children but also among young and middle-aged
adults. As revealed by the November 2005 Nielsen Active Gamer
study, the age group among players is expanding rapidly into the
25–40 age group (Nielsen Entertainment, 2005).
Despite the widespread popularity of video games, psycholog-
ical studies on their effects are somewhat limited (Lee & Peng,
2006). In particular, studies on the positive effects of video games
on social behavior are exceedingly rare as most of the existing
research has illuminated the negative effects of violent video
games. In fact, playing violent games (in which the predominant
goal is to injure or kill another game character) has been shown to
lead to an increase in aggressive thoughts, feelings, and behavior
(e.g., Anderson et al., 2004). However, are the social consequences
of playing video games always negative? In the framework of the
current research, we examine the possibility that playing video
games with prosocial content (in which the predominant goal is to
benefit another game character) may promote prosocial beha.
The Psychological Effects Of Violent Video Games Slide Showbzan33
The document discusses research on the psychological effects of violent video games on children and young people. Several studies found that playing violent video games was linked to increased aggressive and antisocial behavior, decreased empathy, and changes in emotional state. However, one article notes that most children who play violent games do not become violent, and certain personality traits may predispose some individuals to be more influenced by such games. The conclusion is that while violent games likely increase aggression in players, especially younger ones, other individual factors also contribute.
Anti-Social Behaviour A Multi-National Perspective Of The Everyday To The Ex...Kelly Lipiec
This document discusses research on the effects of violent media such as video games and television on children and youth. Several studies cited found that exposure to violent media can increase aggressive thoughts, feelings, and behaviors in children and youth. The document calls on the American Psychological Association to advocate for reducing violence in media marketed to children, teaching media literacy to help children critically evaluate media, and engaging the entertainment industry to address these issues.
PSYA4 - Violent Video Games & Anti-Social BehaviourJobbles
An analysis of the research used, and argument for, the view that violent video games result in an increased level of anti-social behaviour.
Created for PSYA4 A2-Level Psychology homework.
Study of relationship between the games and the aggression in people lifestyleMohamed Adel
This document presents a literature review and methodology for a study examining the relationship between playing video games and aggression. It reviews previous research finding links between video game violence and increased aggressive behaviors, cognitions, and emotions in players. The proposed study will collect primary data through an online survey to gather information on gaming habits, demographics, and relationships from a limited number of people. Descriptive statistics like bar charts, pie charts, and histograms will be used to analyze nominal, ordinal, and categorical data from the survey. The goal is to increase awareness of the negative effects of gaming and highlight ethical responsibilities around gaming.
The curse of the media and potential futurelucynka1988
The document discusses how media like video games can influence attitudes and behavior. It explores topics like the psychological and social effects of violent video games on aggression in players. The document also discusses the potential for video games to be used for education through "metaverses", which are virtual worlds that could allow gaming to progress many aspects of life. Finally, it considers whether the media has "cursed" previous generations or if there is potential for positive change in the future through combining education and gaming.
Name Jassim alqattanTopic claims that video games lead to viol.docxrosemarybdodson23141
Name: Jassim alqattan
Topic: claims that video games lead to violence
Date: October 28, 2013
Document type: Article
Source: “ Claims that video games lead to violence.” theguardian.com. September 20, 2013
http://www.theguardian.com/science/brain-flapping/2013/sep/20/video-games-cause-violence-claims-cause-violence
Summary:
According to the article of the guardian.com, which focuses on the claims that video games lead to violence by Dean Burnett. Video games are the cause of violence that is what the media says when a school shooting happens. Video games are always blamed on those acts. Recent studies have shown that video games really do cause violence. Dr Mario Vance conducted a longitudinal study that monitors the anger levels of gamers and the results have shown that there is an increase in aggression and anger levels. The media claims that gamers can’t distinguish between fantasy and reality, but the research proves that there isn’t enough evidence to support that claim. In addition, some people such as Roy Parker are against video games and think that video game should be banned, because of the blood and violence that they show.
Quotations:
"It's ridiculous that they're even allowed. I don't want my children growing up in a world where horrible stuff like that is just out there where anybody can come across it and be damaged by it."
"A bias is one thing, but turning a brutal and deadly shooting into an excuse to attack a tenuously linked entertainment medium? That borders on pathological."
"The media's main concern appears to be that enthusiastic gamers can't differentiate between games and the real world, so violent games will result in violent behaviour. But anyone who has the cognitive faculties to purchase, set up and operate modern games consoles won't have trouble differentiating between a cartoonish fantasy world and reality."
Paraphrasing:
Original paragraph:
Dr Vance and his colleagues assessed daily reports submitted by willing gamers as to their aggression levels and violent tendencies, and over 90% of subjects reported dramatic increases in anger and violent inclinations whenever they viewed a news story that associated video games and violent behavior. The remaining subjects were not included as they were typically too busy punching walls or screaming incoherent threats at traffic. The media's main concern appears to be that enthusiastic gamers can't differentiate between games and the real world, so violent games will result in violent behavior. But anyone who has the cognitive faculties to purchase, set up and operate modern games consoles won't have trouble differentiating between a cartoonish fantasy world and reality.
Paraphrased paragraph:
Dr Vance and his team receive daily reports that video gamers do daily, those reports are about the gamers levels of aggression and violence, and a huge amount of gamers have had a big increase in the level of violence, aggression and anger when they saw an article in a newspap.
This paper examines the debate around whether violent video games increase aggression in young people. It provides background on the rise of video game violence since the 1970s and increasing exposure of adolescents. The paper then reviews the debate, noting challenges in defining and measuring aggression across cultures. It presents the General Aggression Model, which proposes that violent media can activate aggressive knowledge structures through proximal and distal risk factors. The paper summarizes three studies that provide evidence for the model, finding short-term increases in aggression from violent games and longitudinal links between game violence exposure and later hostility and aggression. While more research is still needed, the paper argues the evidence supports causal claims about the effects of video game violence on aggression.
Running Head VIDEO GAME VIOLENCE AND CHILDREN .docxMARRY7
Running Head: VIDEO GAME VIOLENCE AND CHILDREN 1
VIDEO GAME VIOLENCE AND CHILDREN 5
Video Game Violence and Children
Michele L. Jackson
Argosy University Online
Abstract
Over the past few years, violence in America has been on the rise. In today's society children are becoming more and more violent, causing many experts to wonder if there is a correlation between video games and violent behaviors displayed by youthful offenders. It has been argued for years by Psychologists that children who play violent video games become desensitized after extensive video game playing; a once helpful outgoing child would show signs of behavioral problems. Other experts believe that third party variables such as environment, peer pressure, home life and mental illness contribute to those youthful crimes and that a correlation between video game playing and youth violence does not exist.
Research Proposal
Thesis: Violent video games do not result in violent youths or individuals.
Explanation:
Research conducted by D.M. Daane, (2003) states that “video games do not make children violent without other variables in place, such as environment and mental health status.” Christopher Ferguson (2011) concluded in his research that there is no direct link between an individual’s behavior and violent video games. Bringing up some doubt on other studies that claim the two were related.
Sub points:
1. Violence in the real world has decreased prior to the increase in video games sales.
2. Media narrative revolving violent video games and violence behavior have been caused by limited resources and attention necessary for the society to challenge crime problems.
3. Playing the video games has a minor soothing effect on youths with symptoms of attention deficit thus reduced cases of bullying or negative aggressiveness?
Possible Objections:
1. Extensive video game playing can result in behavioral problems in children (Bavelier, Green, et al, 2011).
2. Violent video games lead to students becoming “listless in school”, (Bavelier, et al, 2011), resulting in bad grades.
3. Young children who are addicted to video games set themselves apart from society consequently they develop shyness and become less informed on reality.
Response to Objections:
1. While there are cases where violent video games have led to aggressive behaviors, there are other underlying variables to consider for these actions; such as mental health problems, peer pressure, abusive environment (Daane, 2003).
2. Children would rather play video games instead of doing school work, it is up to the parent or guardian to ensure that the child completes their school assignments prior to playing video games.
3. If parents chose for their children to play video games with violent content, it is their responsibility to intervene when their child becomes addicted, and begins ...
The document discusses how violent video games can negatively influence users through their high level of interaction and participation. It presents research showing that users who played violent video games for 35 minutes subsequently exhibited less self-control and more aggressive behaviors than those who played non-violent games. Experts argue that the ability to actively engage in and make decisions regarding virtual violence, as well as being rewarded for such actions through in-game incentives, makes violent video games more impactful than other media forms with only passive viewership.
This study investigated whether sex and physical aggression moderate the relationship between fear of crime and gun ownership. A survey of over 1,700 participants found that women reported lower levels of gun ownership and physical aggression but higher fear of crime than men. A regression analysis showed that fear of crime and sex predicted gun ownership. Additionally, the interaction between fear of crime and sex and between sex and physical aggression were significant moderators. However, the three-way interaction between fear of crime, sex and physical aggression did not moderate gun ownership. So sex and the combination of sex and physical aggression influenced the relationship between fear of crime and gun ownership.
This document discusses research on the relationship between violent video games and aggression. Some studies have found short-term increases in aggression after playing violent video games, while others have found no long-term link to real-world violence. The document also notes that not all children are equally affected, with personality traits like high neuroticism and disagreeableness correlating with increased aggression for some. While a causal link remains unclear, the document concludes that the relationship between violent gaming and aggression warrants further worldwide research.
This document discusses research on the relationship between violent video games and aggression. Some studies have found short-term increases in aggression after playing violent video games, while others have found no long-term link to real-world violence. The document also notes that not all children are equally affected, with personality traits like high neuroticism and disagreeableness correlating with increased aggression for some. While a causal link remains unclear, the document concludes that violent video games may develop hostile thought patterns in players through repetition of aggressive scripts and desensitization to violence.
This document discusses research on the relationship between violent video games and aggression among teenagers. Several studies are summarized that have found short-term links between playing violent video games and increased aggressive behavior, though not necessarily long-term links to real-world violence. Some key points made include that violent video games may desensitize players to violence, reward players for replicating violent acts, and teach that aggression is acceptable. However, not all children are affected equally, and some studies found traits like high neuroticism and disagreeableness predicted increased aggression in some children after playing violent games. The document concludes by noting the debate over whether violent video games truly cause real-world violence or simply provide an outlet for aggression.
This document is a research paper written by Shaun Watson that examines the positive and negative effects that video game use can have on personality development. The paper reviews previous research on both the cognitive, social, emotional, and educational impacts of video games. Some key findings discussed include: research showing video games can increase cognitive abilities like working memory but may also increase tendencies towards cheating; studies demonstrating social games can increase prosocial behavior but violent games may decrease empathy; and evidence that educational games can benefit learning but effects may not transfer to other contexts. The paper aims to provide a balanced analysis of the literature on both the benefits and drawbacks of video game use.
Dissertation: Investigating the Effects of Violent Video Game Exposure on Sca...James Grant
This document is a research paper investigating the effects of playing violent video games on aggression and hostility. 60 undergraduate psychology students participated in a study where they were randomly assigned to play either a violent, non-violent, or control video game. Aggression and hostility scales were administered before and after gameplay. The results found that violent video games did not significantly increase aggression, and may even lower it in some cases, but did seem to increase hostility. The paper provides background on the debate around violent video games and outlines several theories on how they may influence aggression.
This study investigated the effects of casual video game play on psychological wellbeing. 21 participants played either Journey or Flower for 6 weekly sessions. Questionnaires before and after gameplay measured negative affect, psychological wellbeing, stress, and anxiety/depression. Analysis found that negative affect was significantly reduced after gameplay in weeks 2, 3, and 6, though the effect did not persist. Psychological wellbeing increased over time for those playing Flower but not Journey. No effects were found for stress, positive affect, or anxiety/depression. So casual games may provide psychological benefits by reducing negative affect and improving wellbeing.
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Introduction
Leonardo DiCaprio is synonymous with Hollywood stardom and acclaimed performances. has a unique connection with one of America's most beloved sports events—the Super Bowl. The "Leonardo DiCaprio Super Bowl" phenomenon combines the worlds of cinema and sports. drawing attention from fans of both domains. This article delves into the multifaceted relationship between DiCaprio and the Super Bowl. exploring his appearances at the event, His involvement in Super Bowl advertisements. and his cultural impact that bridges the gap between these two massive entertainment industries.
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Leonardo DiCaprio: The Hollywood Icon
Early Life and Career Beginnings
Leonardo Wilhelm DiCaprio was born in Los Angeles, California, on November 11, 1974. His journey to stardom began at a young age with roles in television commercials and educational programs. DiCaprio's breakthrough came with his portrayal of Luke Brower in the sitcom "Growing Pains" and later as Tobias Wolff in "This Boy's Life" (1993). where he starred alongside Robert De Niro.
Rise to Stardom
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Leonardo DiCaprio's Super Bowl Appearances
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Leonardo DiCaprio's presence at the Super Bowl has noted several times. As a high-profile celebrity. DiCaprio attracts
The Evolution of the Leonardo DiCaprio Haircut: A Journey Through Style and C...greendigital
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The Origins of the Dwayne Johnson Kidnapping Saga
Dwayne Johnson: A Brief Background
Before discussing the specifics of the kidnapping. it is crucial to understand who Dwayne Johnson is and why his kidnapping would be so significant. Born May 2, 1972, Dwayne Douglas Johnson is an American actor, producer, businessman. and former professional wrestler. Known by his ring name, "The Rock," he gained fame in the World Wrestling Federation (WWF, now WWE) before transitioning to a successful career in Hollywood.
Johnson's filmography includes blockbuster hits such as "The Fast and the Furious" series, "Jumanji," "Moana," and "San Andreas." His charismatic personality, impressive physique. and action-star status have made him a beloved figure worldwide. Thus, the news of his kidnapping would send shockwaves across the globe.
Setting the Scene: The Day of the Kidnapping
The incident of Dwayne Johnson's kidnapping began on an ordinary day. Johnson was filming his latest high-octane action film set to break box office records. The location was a remote yet scenic area. chosen for its rugged terrain and breathtaking vistas. perfect for the film's climactic scenes.
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The Abduction: Unfolding the Dwayne Johnson Kidnapping
The Moment of Capture
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The Immediate Aftermath
The immediate aftermath of the Dwayne Johnson kidnappin
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3. Hypothesis Support Anderson & Ford study Findings of aggression increasing from violent video games Strengths and limitations Bushman & Anderson study, Anderson & Morrow study, Ballard & West study Findings of aggression increasing from violent video games Strengths and limitations
4. Bartholow & Anderson study, Anderson & Murphy study, Anderson & Dill study Findings of aggression increasing from violent video games Strengths and limitations Bailey, West, & Anderson study, Anderson & Bushman study, Anderson, Shibuya, Ihori, Swing, Bushman, Sakamoto, Rothstein & Saleem study, Barlett, Anderson, & Swing, study Findings of aggression increasing from violent video games Strengths and limitations
5. Hypothesis Unsupported Ferguson, Rueda, Cruz, Ferguson, Fritz, & Smith study Findings of aggression increasing from violent video games Strengths and limitations
10. References: Anderson, C, & Bushman, B. (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, 353-359. Anderson, C., & Dill, K. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772-790. doi: 1031037//0022- 3514.78.4.772 Anderson, C., & Ford, C. (1986). Affect of the game player: short-term effects of highly and mildly aggressive video games. Personality and Social Psychology Bulletin, 12(4),. 390-402. Anderson, C., & Morrow, M. (1995). Competitive aggression without interaction: effects of competitive versus cooperative instructions on aggressive behavior in video games. Personality and Social Psychology Bulletin, 21(10), 1020-1030. Anderson, C., & Murphy, C. (2003). Violent video games and aggressive behavior in young women. Aggressive behavior, 29, 423-429. Anderson, C., Shibuya, A., Ihori, N., Swing, E., Bushman, B., Sakamoto, A., Rothstein, H., & 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), 151-173. doi: 10.1037/a0018251 Bailey, K., West, R. & Anderson, C. (2011). The association between chronic exposure to video . Game violence and affective picture processing: an ERP study. Cognitive Affect Behavior Neuroscience, 11, 259-276.
11. References Continued Ballard, M, & Weist, J. (1996). Mortal kombat: the effects of violent video game play on males hostility and cardiovascular responding. Journal of Applied Social Psychology, 26, 717-730. Barlett, C., Anderson, C., & Swing, E. (2009). Video game effects-confirmed, suspected, and speculative: a review of the evidence. Simulation & Gaming, 40(3), 377-403. Bartholow, B., & Anderson, C. (2002). Effects of violent video games on aggressive behavior: potential sex differences. Journal of Experimental Social Psychology, 38, 283-290. doi: 10.1006/jesp.2001.1502 Bushman, B., & Anderson, C., (2001). Media violence and the American public: scientific facts versus media misinformation. American Psychologist, 56, 477-489. Bushman, B., & Anderson, C. (2002). Violent video games and hostile expectations: a test of the general aggression model. Personality and Social Psychology Bulletin, 28(12), 1679-1686. Dowd, N., Singer, D., & Wilson, R. (2006). Handbook of children, culture, and violence. Thousand Oaks, California: Sage Publications, Inc. Ferguson, C., Rueda, S., Cruz, A., Ferguson, D., Fritz, S., & Smith, S. (2008). Violent video games and aggression: causal relationship or byproduct of family violence and intrinsic violence motivation? Criminal Justice and Behavior, 35(3), 311-332 doi: 10.1177?0093854807311719 Markey, P. & Markey, C. (2010). Vulnerability to violent video games: a review and integration of personality research. Review of General Psychology, 14(2), 82-91. doi: 10.1037/a0019000 U.S. Department of Justice. (1991). Uniform crime reports: 1990, crime in the United States. Washington, DC: Federal Bureau of Investigation.
Editor's Notes
1. The violent crime rate is significantly more elevated in this country than any other Western nation (U.S. Department of Justice, 1991). Over the last decade, increased attention has been giving to violence among children and adolescents. One of the reasons is because of the incidents of youth violence in Georgia, Colorado, and Kentucky. These incidents have taken the lives of school children and teachers because guns have been being brought into the schools (Bartholow & Anderson, 2002). The school violence and the different terrorist attacks around the world have increasing brought up the idea of the exposure to media violence. Early research studies revealed that there was enough evidence to declare that media violence was linked to violent behaviors and that even short term exposure showed increased aggressive behaviors (Bushman & Anderson, 2001).2. Whether the research involves children or adults the question is: Does violent video games have an impact on our society? The effects in males or females are unclear as to whether they have the same severity. Video game research is newer and much smaller than the research involving television and movie violence (Anderson & Murphy, 2003). 3. In the last decade there has been a focus on violent video games as a significant part of the media violence. The issue of youth violence can be very complex and difficult to narrow down the true cause or combination of causes. There has been little research done in the areas of the influence of family violence and how that plays into the violence of the youth (Dowd, Singer, & Wilson, 2006). There are a number of studies that have looked at the playing of violent video games and its positive and negative effects on the player. These players can be female or male and range in many different ages from youth, adolescents to adults. A person’s personality can have an influence in whether they become lightly aggressive or show signs of high aggression after playing these violent video games. These personality issues can be but are not limited to cognitive delays, antisocial behavior or psychotic (Markey & Markey, 2010).
In one of the experiments that Anderson and Ford (1986) conducted, the undergraduates were asked to play violent video games. These students were randomly selected to play either the highly violent game, the mildly violent game, or were not assigned a video game. There were 20 students in each group and upon completion they were asked to fill out a questionnaire. The analyses from this experiment showed an increase of hostility whether they played the mildly violent or highly violent game. The same types of results were displayed in the area of anxiety and depression, leading to an overall increase in aggression. The child or adult playing the violent video games showed signs of their emotional state revolving into a negative outcome. Their emotional state became increasingly hostile. (Anderson & Ford, 1986). Their emotional state became increasingly hostile. The strengths of the study by Anderson and Ford are that they were able to recognize the short-term effects of playing violent video games. While the limitations to this study are their analyses had to be combined for the simplicity of their research.The research that Bushman and Anderson (2002) conducted was on short-term exposure to violent video games and non-violent video games. They used a general aggression model to determine the extent of hostility and aggression displayed after playing these games. The results concluded that the participants who played the violent video games showed more aggressive responses than those who played the non-violent video games. The overall consensus showed the participants of violent video games have the potential to handle all conflicts in an aggressive manner, whether it needed to be or not. Many of these games are played with two players or the single player is trying to beat someone else’s scores. Anger based aggression seems to be increased when there is competition (Anderson & Morrow, 1995). The research studies on the game Mortal Kombat show the players having a higher score on hostility situations and a higher heart rate level (Ballard & Weist, 1996). The strengths of these studies are their structure of their research and how they compared their results at each check point. The limitations are that Bushman and Anderson tested their results to the General Aggression Model only.
Women and men were being studied in these types of settings specifically for the outcome of their gender. The only difference was that women showed a little less aggression then the men in all cases (Bartholow & Anderson, 2002) (Anderson & Murphy, 2003). It important to remember that playing video games can be addictive in nature, therefore the violent video games could reinforce unwanted behavior. One such research showed that the components of violent video games is joined with the reinforcing properties of the violent game, a stronger learning experience happens (Anderson & Dill, 2000). Anderson and Dill (2000) also concluded that the continued exposure to violent video games alter a person’s basic personality, which lead to increased aggression. The strengths of these studies are that they equally compare men and women regarding the levels of aggression from playing violent video games. The limitations are the availability for the same amount of genders involved in each study.Many think that playing video games is just moving the joystick or other controller with your hands. It is much more than that. When playing a violent video game the player is rehearsing the violent and aggressive actions and thoughts. This leads to antisocial behavior and desensitizes the player to the violence and aggression (Bailey, West & Anderson, 2011: Anderson & Bushman, 2001; Anderson, Shibuya, Ihori, Swing, Bushman, Sakamoto, Rothstein, & Saleem, 2010). Some of the strengths of these authors’ studies are the emphasis on the possibility of desensitization to violent material, and what it does to the game players. The limitations to these studies are the prosocial effects of violent games. Other research suggests that these violent games cause a decrease in prosocial behavior, physiological arousal and desensitization/empathy (Barlett, Anderson & Swing, 2009). The strengths of Barlett, Anderson & Swings study are the variety of video games played, non-violent and violent. The limitations are the lack of research in the longitude of the affects of violent video games and aggression.
The Department of Criminal Justice and Behavior did its own research in the area of violent video games and aggression. Their research involves two different studies in vivo and the laboratory. In the first study the participants had not family history of family violence. The findings after playing the violent video games showed the males were more aggressive than females. The second study the participants had a history of family violence. The researchers felt their findings showed not enough evidence to make a conclusive decision that violent video games caused enough aggression to make a difference in society (Ferguson, Rueda, Cruz, Ferguson, Fritz, & Smith, 2008). The strengths to this study by the Department of Criminal Justice and Behavior are their using other research to compare and contrast their research. The limitations to their study are that they limit the previous research to what can be looked at like the model of aggression.
These violent video games desensitize anyone who plays the games, whether they are children or adults. Data does show that playing these violent video games increases aggression and desensitization to violence (Bailey, West, & Anderson, 2011). Further research indicates that men are more affected by the increased aggression than women (Bartholow & Anderson, 2002).
Older research shows that there is be short-term effects that are negative in nature when playing these video games. The child or adult playing these games suffer from negative effects on their emotional state (Anderson & Ford, 1986). Their emotional state became increasingly hostile. Would even playing these games occasionally increase the violent nature we see in society? Whether the violent video games are played alone or with other players it still brings out aggression. Competition brings out an even more anger based aggression (Anderson & Morrow, 1995). The game Mortal Kombat shows researchers that the hostility levels were higher along with their heart rate during and after playing this game (Ballard & Weist, 1996). Research shows long term effects of playing these violent games increase the players’ way they deal with real life conflicts (Anderson & Dill, 2000). Long term effects in males and females show the development of aggressive cognition and of aggressive personality (Anderson & Bushman, 2001).
In some cases other effects have been high neuroticism (emotional), acting without thinking, and no concern for others that were found in players of violent video games (Markey & Markey, 2010). Bushman & Anderson did a test on the general aggression model which indicated that violent video games do manipulate the level of aggressive opportunity that people conjure up in reaction to possible conflict situations (2002) (Barlett et al, 2009). There is enough research to support the hypothesis that violent video games have an impact on the increased violence in society. There is a video game in every home, and these games have some type of violent content (Anderson et al, 2010).
Further research needs to be done on the longitudinal effects that alter a person’s personality and their increased aggressive social behavior. Another question, what are the cognitive changes on game players? Other factors need to be looked at like the family violence exposure, possible brain damage or injury and whether or not they were previously abused and any (Dowd et al, 2006) (Ferguson et al, 2008). Longitudinal studies need to be done in different economic and social status areas to show that violent video games makes cognitive and personality changes on all types of children and adults. These studies need to include highly violent, moderately violent, and lightly violent video games.While looking at the different levels of violence, they also need to look at the specific features of these games that could possibly increase aggressive thoughts, behaviors and mind-set (Anderson & Murphy, 2003).