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.
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.
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.
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.
The document discusses the psychological effects of violent video games on children. It describes several studies that found negative effects such as increased aggressive behavior, decreased empathy, and increased physiological arousal from playing violent video games. However, it also notes that some research has found no causal link and that correlations may be better explained by other factors like preexisting aggression. The document presents arguments on both sides of the issue without taking a clear stance.
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 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.
This document provides guidance for students to prepare to write an argumentative essay on whether violent video games contribute to youth violence. It begins by outlining the common core standards the lesson will address. It then presents background information on the issue and reviews arguments on both sides of the debate. Students evaluate the evidence and arguments in small groups before reporting back to the class. They are then instructed to write a draft essay weighing both positions and concluding with the side supported by most evidence. Guidance is provided on essay structure and composition.
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 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.
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.
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.
The document discusses the psychological effects of violent video games on children. It describes several studies that found negative effects such as increased aggressive behavior, decreased empathy, and increased physiological arousal from playing violent video games. However, it also notes that some research has found no causal link and that correlations may be better explained by other factors like preexisting aggression. The document presents arguments on both sides of the issue without taking a clear stance.
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 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.
This document provides guidance for students to prepare to write an argumentative essay on whether violent video games contribute to youth violence. It begins by outlining the common core standards the lesson will address. It then presents background information on the issue and reviews arguments on both sides of the debate. Students evaluate the evidence and arguments in small groups before reporting back to the class. They are then instructed to write a draft essay weighing both positions and concluding with the side supported by most evidence. Guidance is provided on essay structure and composition.
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.
This document presents information on both sides of the debate around whether violent video games contribute to youth violence. It outlines 10 reasons on the pro side, including research linking violent video games to increased aggression and desensitization to violence. It also outlines 7 reasons on the con side, including declining youth violence rates as video game popularity rose and flaws in some of the research on the pro side. The document guides students to evaluate both sides by analyzing the reliability of evidence and reasoning. It instructs students to discuss the issue in groups and determine which position is supported by the strongest evidence.
The document summarizes research on the relationship between video games and real-world violence. It discusses several studies that have found no evidence of a causal link, including a recent meta-analysis of over 20,000 individuals. However, politicians and some in the media continue to argue there is a link. The document examines several specific video games and shootings often cited in the debate, finding little evidence the perpetrators' actions were influenced by video games in most cases. Overall, the research presented indicates video games do not appear to cause real-world aggression or violence.
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.
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.
Theory and Research Proposal Senior ProjectKyra Dillard
This document discusses research on the relationship between playing violent video games and increased aggression in adolescents. It summarizes several studies that found adolescents who played violent video games were more likely to exhibit aggressive behaviors compared to those who played non-violent games. The document also discusses social learning theory, which suggests that behavior is learned through observation, and that adolescents may learn aggressive behaviors by observing and mimicking violence in video games.
The document discusses the arguments for and against whether playing violent video games is ethical. It covers three ethical theories: utilitarianism, deontology, and virtue ethics. Regarding utilitarianism, the document argues that it is difficult to prove the risks of playing violent video games outweigh the benefits. From a deontological perspective, the document discusses how playing such games could reduce others to mere means. However, it notes the simulated nature of video games. Finally, in discussing virtue ethics, the document suggests violent games could cultivate the wrong character traits, though applying classical theories to new technologies has limitations.
Video game addiction can have serious negative consequences similar to other forms of addiction. It affects the brain's reward system and causes people to crave more gaming. This can lead to negative impacts on physical health like exhaustion, as well as social isolation and neglecting responsibilities as addicted gamers spend more and more time immersed in virtual worlds. While there may be no intoxicating substances involved, video game addiction activates the same brain regions and chemicals as addictions to drugs and alcohol. It can therefore be a serious issue worth treating.
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.
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.
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 document summarizes several sources that discuss the relationship between video games and real-world violence. The sources indicate that while some politicians and media claim video games cause violence, extensive research studies have found little to no evidence to support this link. Some studies find only a very small correlation between aggression and video games that does not meet the threshold for harmful behavior. The sources suggest other factors like mental illness and access to guns are more strongly associated with mass shootings than video game play.
This document discusses and summarizes several studies and articles about whether video games can lead to real-world violence. It notes that while some politicians and media claim video games cause shootings, numerous scientific studies have found no evidence of a link. Experimental studies show only small, short-term increases in aggression that do not translate to criminal plans or behavior. The document also examines several controversial video games and whether any have been linked to violence, finding little to no connection in most cases.
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.
1) The document discusses a student's graduation project on how video games affect players and whether they are more helpful or harmful.
2) The student's paper examines how video game violence has progressed over time and whether it increases aggression in players or can be addictive.
3) The student created a wiki space product to show how video game violence has changed since early games like Pong and collected images and information about various video games.
Violent Video Games
Violent Video Games
Violent Video Games
Violent Video Games
Violent Video Games Essay
Violent Video Games
Violent Video Games
Violent Video Games
Last name page number EFFECTS OF WATCHING VIDEO GAMES ON ESCALAT.docxsmile790243
Last name page number
EFFECTS OF WATCHING VIDEO GAMES ON ESCALATION OF VIOLENCE 2
Name
Course
Professor
Date
Effects of Watching Video Games on Escalation of Violence
Introduction
The prevailing trend in various section of the globe is that the number of people playing video games has been on the rise. At the same time, the world has witnessed an escalation in cases of violence leading to the question whether a correlation exists. Scholars exploring the subject have divided opinion on the issues even though significant majorities consider the issue a complicated matter that one cannot deduce objectively without conducting a detailed study on the subject. Due to such stalemate, the paper seeks to explore the subject to facilitate valid conclusion on the matter. Five scholarly materials on the subject serve as the reference materials for the analysis. In the discussion below, the research asserts that playing violent video games contributes to the escalation in violence through alteration of individual behavior.
Discussion
The allegation that playing video games influences violence in individuals holds because records of cases of violence affirm that the exposure that a person gets influences behavior. In the same way, education imparts knowledge that inspires positive response is that same manner that games instills bad attitude. The idea also emanates on the assumption of findings of scholars like Ferguson (2011) who posit that upbringing shapes behavior and participation in violent games characterize upbringing of some children in the western world. In such a context, it becomes hard dissuading the person from violent acts and arguing the games do not contribute to the violence. DeLisi, Vaughn, Gentile, Anderson, & Shook (2013) explicates the same idea in their works by alluding that the behavior of an individual is the cumulative habits adopted from interactions with other members of the society. The scholar argues that in opting to embrace violent video games, there exists the possibility of the person’s liking for violence. The exposure, in turn, brings out the trait in actions and such leads to aggregation in cases of violence as witnessed in various places across the globe.
The mode of dressing of persons’ liking the games reflects the code of conduct of characters in the video games. In using that as the reflection of the implications of playing the games, one can argue, that a correlation exists since teenagers in developed nations are witnessing an increase in violent acts at the height of preference for violent video games. It is, therefore, justifiable arguing that video games influence violence. Additionally, many teenagers in the contemporary times who play video games tends to emulate the tone of conversation used in the video games (DeLisi, Vaughn, Gentile, Anderson, & Shook, 2013). Some even go to the extent of acting as the characters in specific video games. In such a context, linking the crime to the activity is h ...
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.
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 ...
Here is a draft essay on media's views on media:
Media plays a significant role in shaping public opinion and discourse. However, the media itself is not a monolith - it comprises diverse organizations and individuals with a range of political perspectives. This diversity of views within media is both a strength and weakness.
On the one hand, having multiple media outlets allows consumers to get different angles and perspectives on issues. Competition in the marketplace of ideas can help drive more fact-based and thoughtful coverage. Critics of any one outlet can point to others that may provide alternative viewpoints.
However, the strong partisan divisions within media can also undermine its role as an impartial arbiter of facts. Many outlets are explicitly aligned with particular political
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.
HijackLoader Evolution: Interactive Process HollowingDonato Onofri
CrowdStrike researchers have identified a HijackLoader (aka IDAT Loader) sample that employs sophisticated evasion techniques to enhance the complexity of the threat. HijackLoader, an increasingly popular tool among adversaries for deploying additional payloads and tooling, continues to evolve as its developers experiment and enhance its capabilities.
In their analysis of a recent HijackLoader sample, CrowdStrike researchers discovered new techniques designed to increase the defense evasion capabilities of the loader. The malware developer used a standard process hollowing technique coupled with an additional trigger that was activated by the parent process writing to a pipe. This new approach, called "Interactive Process Hollowing", has the potential to make defense evasion stealthier.
This document presents information on both sides of the debate around whether violent video games contribute to youth violence. It outlines 10 reasons on the pro side, including research linking violent video games to increased aggression and desensitization to violence. It also outlines 7 reasons on the con side, including declining youth violence rates as video game popularity rose and flaws in some of the research on the pro side. The document guides students to evaluate both sides by analyzing the reliability of evidence and reasoning. It instructs students to discuss the issue in groups and determine which position is supported by the strongest evidence.
The document summarizes research on the relationship between video games and real-world violence. It discusses several studies that have found no evidence of a causal link, including a recent meta-analysis of over 20,000 individuals. However, politicians and some in the media continue to argue there is a link. The document examines several specific video games and shootings often cited in the debate, finding little evidence the perpetrators' actions were influenced by video games in most cases. Overall, the research presented indicates video games do not appear to cause real-world aggression or violence.
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.
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.
Theory and Research Proposal Senior ProjectKyra Dillard
This document discusses research on the relationship between playing violent video games and increased aggression in adolescents. It summarizes several studies that found adolescents who played violent video games were more likely to exhibit aggressive behaviors compared to those who played non-violent games. The document also discusses social learning theory, which suggests that behavior is learned through observation, and that adolescents may learn aggressive behaviors by observing and mimicking violence in video games.
The document discusses the arguments for and against whether playing violent video games is ethical. It covers three ethical theories: utilitarianism, deontology, and virtue ethics. Regarding utilitarianism, the document argues that it is difficult to prove the risks of playing violent video games outweigh the benefits. From a deontological perspective, the document discusses how playing such games could reduce others to mere means. However, it notes the simulated nature of video games. Finally, in discussing virtue ethics, the document suggests violent games could cultivate the wrong character traits, though applying classical theories to new technologies has limitations.
Video game addiction can have serious negative consequences similar to other forms of addiction. It affects the brain's reward system and causes people to crave more gaming. This can lead to negative impacts on physical health like exhaustion, as well as social isolation and neglecting responsibilities as addicted gamers spend more and more time immersed in virtual worlds. While there may be no intoxicating substances involved, video game addiction activates the same brain regions and chemicals as addictions to drugs and alcohol. It can therefore be a serious issue worth treating.
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.
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.
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 document summarizes several sources that discuss the relationship between video games and real-world violence. The sources indicate that while some politicians and media claim video games cause violence, extensive research studies have found little to no evidence to support this link. Some studies find only a very small correlation between aggression and video games that does not meet the threshold for harmful behavior. The sources suggest other factors like mental illness and access to guns are more strongly associated with mass shootings than video game play.
This document discusses and summarizes several studies and articles about whether video games can lead to real-world violence. It notes that while some politicians and media claim video games cause shootings, numerous scientific studies have found no evidence of a link. Experimental studies show only small, short-term increases in aggression that do not translate to criminal plans or behavior. The document also examines several controversial video games and whether any have been linked to violence, finding little to no connection in most cases.
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.
1) The document discusses a student's graduation project on how video games affect players and whether they are more helpful or harmful.
2) The student's paper examines how video game violence has progressed over time and whether it increases aggression in players or can be addictive.
3) The student created a wiki space product to show how video game violence has changed since early games like Pong and collected images and information about various video games.
Violent Video Games
Violent Video Games
Violent Video Games
Violent Video Games
Violent Video Games Essay
Violent Video Games
Violent Video Games
Violent Video Games
Last name page number EFFECTS OF WATCHING VIDEO GAMES ON ESCALAT.docxsmile790243
Last name page number
EFFECTS OF WATCHING VIDEO GAMES ON ESCALATION OF VIOLENCE 2
Name
Course
Professor
Date
Effects of Watching Video Games on Escalation of Violence
Introduction
The prevailing trend in various section of the globe is that the number of people playing video games has been on the rise. At the same time, the world has witnessed an escalation in cases of violence leading to the question whether a correlation exists. Scholars exploring the subject have divided opinion on the issues even though significant majorities consider the issue a complicated matter that one cannot deduce objectively without conducting a detailed study on the subject. Due to such stalemate, the paper seeks to explore the subject to facilitate valid conclusion on the matter. Five scholarly materials on the subject serve as the reference materials for the analysis. In the discussion below, the research asserts that playing violent video games contributes to the escalation in violence through alteration of individual behavior.
Discussion
The allegation that playing video games influences violence in individuals holds because records of cases of violence affirm that the exposure that a person gets influences behavior. In the same way, education imparts knowledge that inspires positive response is that same manner that games instills bad attitude. The idea also emanates on the assumption of findings of scholars like Ferguson (2011) who posit that upbringing shapes behavior and participation in violent games characterize upbringing of some children in the western world. In such a context, it becomes hard dissuading the person from violent acts and arguing the games do not contribute to the violence. DeLisi, Vaughn, Gentile, Anderson, & Shook (2013) explicates the same idea in their works by alluding that the behavior of an individual is the cumulative habits adopted from interactions with other members of the society. The scholar argues that in opting to embrace violent video games, there exists the possibility of the person’s liking for violence. The exposure, in turn, brings out the trait in actions and such leads to aggregation in cases of violence as witnessed in various places across the globe.
The mode of dressing of persons’ liking the games reflects the code of conduct of characters in the video games. In using that as the reflection of the implications of playing the games, one can argue, that a correlation exists since teenagers in developed nations are witnessing an increase in violent acts at the height of preference for violent video games. It is, therefore, justifiable arguing that video games influence violence. Additionally, many teenagers in the contemporary times who play video games tends to emulate the tone of conversation used in the video games (DeLisi, Vaughn, Gentile, Anderson, & Shook, 2013). Some even go to the extent of acting as the characters in specific video games. In such a context, linking the crime to the activity is h ...
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.
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 ...
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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.
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Video Games: Cause of Violence among Teenagers
According to ProCon Organization, the video game industry reported $11.7 billion sales
in 2008. During the same year, Ninety-seven percent of teenagers aged between 12 and 17
played video games in United States. An astonishing figure, 50%, of best-selling video games
contained violent scenes and stages. Keith Stuart, a writer for The Guardian, reported revealed
that the influence of violent video games had no long-term relation with real-life violence.
However, Stuart’s article exposed short-term aggressive behavior; thus, suggesting a causal link
between violent acts of video games and the real life violence. Ratliff (2015) argues that video
games can lead to violent acts, or at least, increase aggression, yet not in a manner that many
would assume. This paper tries to find an existing link between video game and violence. The
paper concludes by presenting a conclusive and general picture of the current relationship
between video games and player's aggression.
Cardwell and Flanagan (2003) noted that the literature on video games and aggression are
much shorter. One early study, correlating video games with aggression was conducted in 1984.
The research concluded that there existed a definite relation between video game playing and
violence among 15-16-years-old teenagers. A 1998 study in the same field revealed that
exposure to video game violence augments aggressive behavior and other violent related
2. (Student’s Last Name) 2
phenomenon. While debating on the contribution of violent video games to youth violence,
ProCon Organization pointed out that violent video games have lead to school shootings,
increase in bullying, and violent acts towards women. Critics believe that violent video games
desensitize video game players to hostility, reward the players for replicating violent acts and
teach the youths that aggression is an acceptable vice to solving conflicts. As a result, video
game activists argue that most of the research on this topic is extremely flawed, and the there
exists no causal link between video game and social violence. Advocates assert that violent video
games serve as substitutes for rough and tumble play; hence, presenting a safer outlet for hostile
and angry feelings.
Violent Video Gaming: Insight on Studies various Studies
In their 2010 book, Impulse Control Disorder, Elias Aboujaoude and Lorrin Koran
argued that exposure to violent video games heightened the level of aggression. The mechanism
through which the argument as mentioned above is invoked is known to as desensitization of
violence. Carnagey, Anderson and Bushman (2007) developed a detailed definition of
desensitization to violence as "a reduction in emotion-related physiological reactivity to real
violence" (p. 490). To support their argument, the same scholars revealed that individuals who
beforehand played violent video games developed a lower heart rate and reduced galvanic skin
response. The two traits were observed when individuals watched real violence in a movie.
Therefore, the qualities demonstrated a physiological desensitization to real violence
(Aboujaoude and Koran 185). The above finding was further interpreted through the general
aggression model. Applying this version, desensitization was expressed as a physiologically
based extermination of fear reactions to violence. Desensitization is made possible by showing
fearful and violence associated stimuli in a positive emotional perspective.
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In some cases, video games can lead to acts of aggression after playing a violent game. This
aspect can be viewed in different ways, and not just that violent behavior increases after playing
a video game. Due to the immersion that can happen while playing a video game, video gaming
can impact various parts of the brain (Ratliff 101). In a study conducted by Ortiz de Gortari,
Aronsson and Griffiths (2011), they concluded that intense video game playing can be related to
elicitation of automatic thinking, altered insight of real-life scenes, variation of sensory
sensitivities, and dissociative experiences (p. 28). It is, therefore, evident that video games can
lead to a change in thought that rescheduled after the game has been played. Although the study
was rather small, it called for intensive research on the relation between video games and
violence.
Alternatively, the 2010 study conducted by Markey and Markey demonstrated that there is a
likelihood that violent video games affect some children; however, not all children. The
respondents in this study, children, expressed a preference towards becoming more aggressive
after either playing or viewing violent video games. The respondents also exhibited personality
makers predicting increased level of aggression. Respondents who showed increased degree of
violence after either playing or watching violent video games had: (a) high neuroticism, (b)
increased levels of disagreeing, and (c) low levels of conscientiousness. Thus, it is of great
significance for violent-related video games to only be played by the intended audience(s).
Theoretically, the problem of teenagers acquiring violent video games is solely up to the parents
or guardians. Apprehend though, that there exists evidence supporting the increased level of
aggression among children that play them.
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Children Violence and Violent Video Games: The Relationship
According to CBS News, the 2012 shooter, in Sandy Hook Elementary School massacre,
was aggravated by aggressive video games and yearned to kill several people than any other
infamous mass murdered (Bushman). Finally, the world got to the root of the problem between
video game violence and the addicted players exhibiting violent-related traits. Video games
represent a unique medium since, different from TV or movies, video game players have a
venture to accomplish, so as to earn points or move ranks. Players can win or lose. Losing
distinctly can stimulate feelings of anger or sadness; hence, no one is looking to standardize
sporting events since players are furious after a loss. If players are violent after video gaming, it
is about the whole package of gaming itself, not the content. As will be discussed shortly, video
games have become more graphically matter-of-fact and comprise more imitable violence
directed against realistic human traits.
Video games frequently reward video players for replicating violence acts and, therefore,
enhance the learning of violent behaviors. Research on learning reveals that when an individual
becomes aggressively involved in something, on learns much more than when one only watches
it. The results present the key reason why computer technology in classrooms has been
considered educationally advantageous (Gentile). Educational video games are conceived to be
effectual partially since they need active participation. In relation to violent entertainment,
players of violent video games are passive observers of the aggressive acts. In contrast,
aggressive video games by their very nature need active participation in the violent acts. Dietz
(1998) study proposes that when aggression is rewarded in video games, video game player
exhibit augmented violent behaviors compared to games of video games where any form of
violence is punishable.
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Rewards in video games tend to increase imitation of behaviors as those in violent video
games. Various movies have different stages and processes involved. First, winning extra points
and lives in video games amplifies the frequency of behavior violently in that game. Secondly,
rewarding video players in violent video games teaches positive approaches toward the
application of force, as a way of solving conflicts. A 2004 study, published in Journal of
Adolescence, revealed that frequent exposure to violent-related video games is associated to
lower empathy among video players (Funk, Baldacci and Pasold 25). Among the 150 4th and 5th
graders interviewed by Professor Jeanne Funk, associated violent video games as the kind of
media with lower empathy. Empathy, the ability to comprehend and link with one another’s
feelings, plays a significant role in the process of ethical evaluation and is alleged to inhibit
violent behaviors.
According to Jeanne Funk, playing violent video games leads to the development of
hostile behavioral scripts among video game players. A behavioral script develops from the
continuous repetition of actions and affects the unintentional mind. A perfect example of a
general behavioral script is a cycling script that tells motorbike riders to position their bodies, put
on a headgear, and switch to the ignition key. Equally, violent video games lead to scripts that
inform the video game players to respond violently in certain circumstances. Violence in video
games leads to an actual standpoint of violence when behavioral scripts are routinely triggered in
their day-to-day life, for example being nudged in a lobby. In his 2005 book, Media Violence
and Children: A Complete Guide for Parents and Professionals, Douglas A. Gentile noted that
repetition amplifies learning. When a person needs to learn a new account number by memory,
one frequently repeats it continuously to aid memory. As a result, violent video games are
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commonly played repeatedly; therefore, providing plenty of practices repeating the aggressive
game actions.
In conclusion, the superior point of this continued discussion, although, is that not all
violent video game players exhibit aggressive attitudes or are destined to commit violent crimes.
Critics argue that violent video playing desensitizes video players to actual violence and
accountable for the improved rates of bullying. Defenders argue that the studies conducted have
failed to identify a causal association between video games and actual-universal aggression.
Nonetheless, the correlation between video gaming and aggressive behavior can be explained by
children and teenagers inclined to violence being attracted to present-day violent entertainment.
The link between video games and violent nature of video players is real and is subject to
worldwide research.
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Works Cited
Aboujaoude, Elias and Lorrin M. Koran. Impulse Control Disorders. Cambridge, U.K:
Cambridge University Press, 2010.
Anderson, Craig, et al. "Longitudinal Effects of Violent Video Games on Aggression in Japan
and the United States." Pediatrics XXII.5 (2008): 1067-1072 .
Barletta, Christopher P., Richard J. Harris and Callie Bruey. "The effect of the amount of blood
in a violent video game on aggression, hostility, and arousal." Journal of Experimental
Social Psychology XLIV .3 (2008): 539–546.
Bushman, Brad J. The effects of violent video games. Do they affect our behavior? 3 August
2013. 20 October 2014 <http://ithp.org/articles/violentvideogames.html>.
Cardwell, Mike and Cara Flanagan. Psychology A2: The Complete Companion. Cheltenham:
Nelson Thornes Publishers , 2003.
Carnagey, Nicholas L., Craig A. Anderson and Brad J. Bushman. "The effect of video game
violence on physiological desensitization to real-life violence." Journal of Experimental
Social Psychology 43.3 (2007): 489-496.
Dietz, Tracy L. "An Examination of Violence and Gender Role Portrayals in Video Games:
Implications for Gender Socialization and Aggressive Behavior." Sex Roles XXXVIII.5-
6 (1998): 425-442.
Funk, Jeanne B., et al. "Violence exposure in real-life, video games, television, movies, and the
internet: is there desensitization?" Journal of Adolescence XXVII.1 (2004): 23–39.
Gentile, Douglas A. Media Violence and Children: A Complete Guide for Parents and
Professionals. Westport, Connecticut: Greenwood Publishing Group, 2003.
Markey, Patrick M. and Charlotte N. Markey. "Vulnerability to violent video games: A review
and integration of personality research." Review of General Psychology 14.2 (2010): 82-
91.
8. (Student’s Last Name) 8
Ortiz de Gortari, Angelica B., Karin Aronsson and Mark D Griffiths. "Game Transfer
Phenomena in Video Game Playing: A Qualitative Interview Study." International
Journal of Cyber Behavior, Psychology and Learning 1.3 (2011): 15-33.
Park, Alice. Little By Little, Violent Video Games Make Us More Aggressive. 4 March 2014. 22
October 2014 <http://time.com/34075/how-violent-video-games-change-kids-attitudes-
about-aggression/>.
ProCon Organization . Do Violent Video Games Contribute to Youth Violence? 2013. 22
October 2014 <http://videogames.procon.org/>.
Ratliff, Jacob A. Integrating Video Game Research and Practice in Library and Information
Science. Hershey, Pennsylvania: IGI Global , 2015.
Stuart, Keith. "Video games are not making us more violent, study shows." 10 November 2014.
The Guardian . 28 April 2015
<http://www.theguardian.com/technology/2014/nov/10/video-games-violent-study-
finds>.