The benefits of playing video games amp a0034857Lex Pit
While one widely held view maintains playing video games is intellectually lazy, such play actually may strengthen a range of cognitive skills such as spatial navigation, reasoning, memory and perception, according to several studies reviewed in the article. This is particularly true for shooter video games that are often violent, the authors said. A 2013 meta-analysis found that playing shooter video games improved a player’s capacity to think about objects in three dimensions, just as well as academic courses to enhance these same skills, according to the study. “This has critical implications for education and career development, as previous research has established the power of spatial skills for achievement in science, technology, engineering and mathematics,” Granic said. This enhanced thinking was not found with playing other types of video games, such as puzzles or role-playing games.
Playing video games may also help children develop problem-solving skills, the authors said. The more adolescents reported playing strategic video games, such as role-playing games, the more they improved in problem solving and school grades the following year, according to a long-term study published in 2013. Children’s creativity was also enhanced by playing any kind of video game, including violent games, but not when the children used other forms of technology, such as a computer or cell phone, other research revealed.
The benefits of playing video games amp a0034857Lex Pit
While one widely held view maintains playing video games is intellectually lazy, such play actually may strengthen a range of cognitive skills such as spatial navigation, reasoning, memory and perception, according to several studies reviewed in the article. This is particularly true for shooter video games that are often violent, the authors said. A 2013 meta-analysis found that playing shooter video games improved a player’s capacity to think about objects in three dimensions, just as well as academic courses to enhance these same skills, according to the study. “This has critical implications for education and career development, as previous research has established the power of spatial skills for achievement in science, technology, engineering and mathematics,” Granic said. This enhanced thinking was not found with playing other types of video games, such as puzzles or role-playing games.
Playing video games may also help children develop problem-solving skills, the authors said. The more adolescents reported playing strategic video games, such as role-playing games, the more they improved in problem solving and school grades the following year, according to a long-term study published in 2013. Children’s creativity was also enhanced by playing any kind of video game, including violent games, but not when the children used other forms of technology, such as a computer or cell phone, other research revealed.
The Business of Family-Friendly Mobile Gaming | Brian LovellJessica Tams
Delivered at Casual Connect Europe 2019. This talk will provide a rapid-fire overview of the future of the mobile gaming industry and the potential impact “always on” gaming has on young gamers. We will discuss the balance between ethics, responsibility and making money; the influence of influencers; how governments are beginning to play a bigger role; and what this all means for game developers (content opportunities).
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
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 ...
Last Name 1Student’s NameBrady AllenEnglish 102-36 Feb.docxsmile790243
Last Name 1
Student’s Name
Brady Allen
English 102-3
6 February 2009
Argumentative Research Paper Proposal: Do Violent
Video Games Potentially Lead to Real-life Violence?
Video games, be it console (Playstation, XBOX, etc.) or computer-based, are commonplace in the American household. Through these games, some say children and teens often learn some valuable life skills and develop hand-eye coordination and argue that the problem with child and teen violence is not a result of these games, but rather a deterioration of the family unit and failure to keep an open line of communication between children and parents. Others say that kids’ obsession with the fantasy of video games disrupts their view of reality and can cause inappropriate behavior, including the carrying out of aggressive or violent acts. Often, this debate hinges around the idea of children being desensitized from the violent and deviant acts they simulate in a video game versus the crimes they can commit in real life. Yet another angle is this: some parents believe competitive and sometimes aggressive behaviors are traits they want their children to have exposure to because they view these characteristics as vital tools for later situations in life. They explain that the ability to play violent video games provides a potential outlet for the frustrations of being a teen, thereby allowing their children to experience violence through a game, rather than pursue real life crime or acts of deviance.
All sides to this argument make legitimate and valid points. However, there is a middle ground that needs to be considered: that violent video games or video games that glamorize lawbreaking and disrespect can act as accelerants; kids who already have issues and instability of mind can be influenced or warped past the breaking strain by such content. There is evidence that violent video games cause increased aggression in their player base, which can lead to real life crime because some teenagers cannot distinguish between virtual reality and actual reality, because they are at a crucial point in life where mental and social development is shaping their personalities and roles in society, and because they sometimes feel they have no one to turn to, so they become obsessively engrossed in this “alter” reality that becomes a virtual role model.
Some questions that need to be addressed in relation to this topic to further shape the working thesis: Do players of violent video games have increased aggression over those of less violent video games, and are the games the cause or just what more aggressive personalities migrate toward? Do these games truly help with life-skills? Does the play of violent video games desensitize teenagers to potential real-life situations, making them less apt to value human life? What type of violence is exhibited by these teenagers that apparently show increased aggression? What have some U.S. states done to prohibit the sale of violent video games? Can th ...
The Business of Family-Friendly Mobile Gaming | Brian LovellJessica Tams
Delivered at Casual Connect Europe 2019. This talk will provide a rapid-fire overview of the future of the mobile gaming industry and the potential impact “always on” gaming has on young gamers. We will discuss the balance between ethics, responsibility and making money; the influence of influencers; how governments are beginning to play a bigger role; and what this all means for game developers (content opportunities).
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
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 ...
Last Name 1Student’s NameBrady AllenEnglish 102-36 Feb.docxsmile790243
Last Name 1
Student’s Name
Brady Allen
English 102-3
6 February 2009
Argumentative Research Paper Proposal: Do Violent
Video Games Potentially Lead to Real-life Violence?
Video games, be it console (Playstation, XBOX, etc.) or computer-based, are commonplace in the American household. Through these games, some say children and teens often learn some valuable life skills and develop hand-eye coordination and argue that the problem with child and teen violence is not a result of these games, but rather a deterioration of the family unit and failure to keep an open line of communication between children and parents. Others say that kids’ obsession with the fantasy of video games disrupts their view of reality and can cause inappropriate behavior, including the carrying out of aggressive or violent acts. Often, this debate hinges around the idea of children being desensitized from the violent and deviant acts they simulate in a video game versus the crimes they can commit in real life. Yet another angle is this: some parents believe competitive and sometimes aggressive behaviors are traits they want their children to have exposure to because they view these characteristics as vital tools for later situations in life. They explain that the ability to play violent video games provides a potential outlet for the frustrations of being a teen, thereby allowing their children to experience violence through a game, rather than pursue real life crime or acts of deviance.
All sides to this argument make legitimate and valid points. However, there is a middle ground that needs to be considered: that violent video games or video games that glamorize lawbreaking and disrespect can act as accelerants; kids who already have issues and instability of mind can be influenced or warped past the breaking strain by such content. There is evidence that violent video games cause increased aggression in their player base, which can lead to real life crime because some teenagers cannot distinguish between virtual reality and actual reality, because they are at a crucial point in life where mental and social development is shaping their personalities and roles in society, and because they sometimes feel they have no one to turn to, so they become obsessively engrossed in this “alter” reality that becomes a virtual role model.
Some questions that need to be addressed in relation to this topic to further shape the working thesis: Do players of violent video games have increased aggression over those of less violent video games, and are the games the cause or just what more aggressive personalities migrate toward? Do these games truly help with life-skills? Does the play of violent video games desensitize teenagers to potential real-life situations, making them less apt to value human life? What type of violence is exhibited by these teenagers that apparently show increased aggression? What have some U.S. states done to prohibit the sale of violent video games? Can th ...
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When one thinks of Hollywood legends, Tom Selleck is a name that comes to mind. Known for his charming smile, rugged good looks. and the iconic mustache that has become synonymous with his persona. Tom Selleck has had a prolific career spanning decades. But, the journey of young Tom Selleck, from his early years to becoming a household name. is a story filled with determination, talent, and a touch of luck. This article delves into young Tom Selleck's life, background, early struggles. and pivotal moments that led to his rise in Hollywood.
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Early Life and Background
Family Roots and Childhood
Thomas William Selleck was born in Detroit, Michigan, on January 29, 1945. He was the second of four children in a close-knit family. His father, Robert Dean Selleck, was a real estate investor and executive. while his mother, Martha Selleck, was a homemaker. The Selleck family relocated to Sherman Oaks, California. when Tom was a child, setting the stage for his future in the entertainment industry.
Education and Early Interests
Growing up, young Tom Selleck was an active and athletic child. He attended Grant High School in Van Nuys, California. where he excelled in sports, particularly basketball. His tall and athletic build made him a standout player, and he earned a basketball scholarship to the University of Southern California (U.S.C.). While at U.S.C., Selleck studied business administration. but his interests shifted toward acting.
Discovery of Acting Passion
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Early Life and Career Beginnings
The Foundation of Tom Selleck's Wealth
Born on January 29, 1945, in Detroit, Michigan, Tom Selleck grew up in Sherman Oaks, California. His journey towards building a large net worth began with humble origins. , Selleck pursued a business administration degree at the University of Southern California (USC) on a basketball scholarship. But, his interest shifted towards acting. leading him to study at the Hills Playhouse under Milton Katselas.
Minor roles in television and films marked Selleck's early career. He appeared in commercials and took on small parts in T.V. series such as "The Dating Game" and "Lancer." These initial steps, although modest. laid the groundwork for his future success and the growth of Tom Selleck net worth. Breakthrough with "Magnum, P.I."
The Role that Defined Tom Selleck's Career
Tom Selleck's breakthrough came with the role of Thomas Magnum in the CBS television series "Magnum, P.I." (1980-1988). This role made him a household name and boosted his net worth. The series' popularity resulted in Selleck earning large salaries. leading to financial stability and increased recognition in Hollywood.
"Magnum P.I." garnered high ratings and critical acclaim during its run. Selleck's portrayal of the charming and resourceful private investigator resonated with audiences. making him one of the most beloved television actors of the 1980s. The success of "Magnum P.I." played a pivotal role in shaping Tom Selleck net worth, establishing him as a major star.
Film Career and Diversification
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While "Magnum, P.I." was a cornerstone of Selleck's career, he did not limit himself to television. He ventured into films, further enhancing Tom Selleck net worth. His filmography includes notable movies such as "Three Men and a Baby" (1987). which became the highest-grossing film of the year, and its sequel, "Three Men and a Little Lady" (1990). These box office successes contributed to his wealth.
Selleck's versatility allowed him to transition between genres. from comedies like "Mr. Baseball" (1992) to westerns such as "Quigley Down Under" (1990). This diversification showcased his acting range. and provided many income streams, reinforcing Tom Selleck net worth.
Television Resurgence with "Blue Bloods"
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1. Gameplay and Identity - How is the
gaming industry shaping our children's
future?
Student No: - 1100829
2. Gaming Affects Analysis
Adachi and Willoughby (2013): - “cumulative effort over time to achieve
a goal.”
Gentile et al, (2004, p.6): - Stated that “teens who play violent video
games for extended periods of time: See a decline in school
achievements.”
Positive Negative
- Solve problems - Isolation
- Educational - Withdrawal
- Creativity - Ethical
- Social - Social
- Team Building - Depression
- Intrinsic motivation - More Aggressive
- Concentration/cognitive effort - Prone to confrontation with teachers
3. The Gaming Industry
Is the gaming Industry to blame?
Gagne (2001): - “opportunity to expose themselves
to a variety of experiences without concern for the
results of those actions. Doing so allows the
individual to develop a core self, or identity”.
4. “In all moral panics, patterns emerge of how the media
chooses to portray what society finds threatening, and
what the panics mean in a larger societal context.”
(Gagne, 2001).
Cohen (2011,p.5) These facts reveal some vital images of
Cohen’s theory of moral panic which is media
intervention, theories of deviance amplification, “self-
fulfilling prophecies”.
Moral Panics Continued …
6. Stets and Burke (2008, p.130) states that a
“collection of a person’s self-conceptualisations
and attribution of meanings to their self, usually
with respect to a certain role”.
Lawler (2008, p.40): -
‘Identity Crises”.
Does Identity Matter?
Jenkins (2008,p5)
7. Identity Perspectives
McDougall and O’Brien (2007) distinguish between
two different affects. “Psychological view is where
the perspective of the individuals minds, how
immersed they are within a particular game.”
“Sociological approach looking at groups within
society and how immersion can change from being
an individual’s problem and leading to consequences
within society.”
9. Supporting Video Games
Gee (2001) offers a critical perspective claiming that
“gaming not only promotes team leadership but also
critical thinking”.
Ferguson (2013,p.62) “The State’s evidence is not
compelling. Dr. Anderson admitted that the effect sizes of
children’s exposure to violent video games are “about the
same”. Same effects have been found when children
watch “cartoons, or when they play video games like
Sonic the Hedgehog even when they view a picture of a
gun.”
10. Against Video Games
Gentile & Anderson, (2003) violent video games may
have even stronger effects on children's aggression
because : -
“(1) the games are highly engaging and interactive
(2) the games reward violent behaviour, and because
(3) children repeat these behaviours over and over as
they play.”
11. Gaming Future – What does the future hold?
Some claim the future of gaming has already arrived. Fully immersed in
the game on a treadmill
http://www.youtube.com/watch?feature=player_embedded&v=qpHWJ
Mytx5I# (Virtuix Omni, 2013).
Link to what I believe the future will be Fleming (2013) article
http://www.digitaltrends.com/gaming/a-quick-peak-into-the-future-of-
gaming-how-nuerogaming-will-improve-games/
12. Gaming affects future and Identity
In years to come will the gaming culture in
todays society affect our own identity and
transform us into something we are not?
14. Bibliography
Adachi, P and Willoughby, T. (2013) ‘Do Video Games Promote Positive Youth Development?’ -
Journal of Adolescent Research; Mar2013, Vol. 28 Issue 2, p155-165, Education Research
Complete [Online]. Available at: http://web.ebscohost.com/ehost/detail?vid=4&sid=61d45db5-
5778-495f-b061-
36181fb55c76%40sessionmgr104&hid=108&bdata=JnNpdGU9ZWhvc3QtbGl2ZQ%3d%3d#db=e
hh&AN=85148601 (Accessed: 07 May 2013).
Childs, M. (2011a) ‘Identity: A Primer’, in Peachey, A. & Childs, M. (eds.) Reinventing Ourselves:
Contemporary Concepts of Identity in Virtual Worlds. London: Springer.
Cohen, S. (2011) ‘Folk Devils and Moral Panics: The Creation of the Mods and Rockers.’ USA: New
York.
Ferguson, C. (2013) ‘Violent Video Games and The Supreme Court,’ American Physiological
Association, 68 (2), 57 – 74, American Physiological [Online]. Available at:
http://www.popsci.com/files/SCOTUSPaper.pdf (Accessed: 1 May 2013).
Fleming, R (2013) Digital Trends. Available at: http://www.digitaltrends.com/gaming/a-quick-
peak-into-the-future-of-gaming-how-nuerogaming-will-improve-games/ (Accessed: 1 May
2013).
15. Bibliography Continued …
Gagne, K (2001) ‘Moral Panics Over Youth Culture and Video Games’. A Major Qualifying Project
Report, Degree of Bachelor Science [Online]. Available at: -
http://www.gamebits.net/other/mqp/#23 (Accessed: 1 May 2013).
Gee, J. (2001) ‘What Video Games Have to Tell Us About Learning and Literacy.’ New York:
Palgrave.
Gentile, D. A. & Anderson, C. A. (2003). ‘Violent video games: The newest media violence hazard.
In D. A. Gentile (Ed.)’, Media violence and children. Westport, CT: Praeger Publishing.
Gentile, D. A., Lynch, P., Linder, J. & Walsh, D. (2004). ‘The effects of violent video game habits on
adolescent hostility, aggressive behaviours, and school performance.’ Journal of Adolescence,
27, 5-22.
Jenkins, H. (no date) Reality Bytes: Eight Myths About Video Games Debunked. Available at:
http://www.pbs.org/kcts/videogamerevolution/impact/myths.html (Accessed: 20 March 2013).
Jenkins, R. (2008) ‘Social Identity’. (Eds.3) USA: New York
Lawler, S. (2008) ‘Identity Sociological Perspectives’. Great Britain: Manchester.
McDougall, J and O’Brien, W (2007) ‘Studying Videogames.’ Abingdon: Auteur.
16. Bibliography Continued …
Stets, J. E. and Burke, P.J. (2008) ‘A Sociological Approach to Self and Identity, in Mark Leary and
June Tangney (Eds.)’, Handbook of Self and Identity, 128-152, Guilford Press [Online]. Available
at:
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Editor's Notes
To begin with this argument we will look at both sides of the affects. (Reference and Discuss). Paul J. C. Adachi and Teena Willoughby Journal of Adolescent Research entitled “Do Video Games Promote Positive Youth Development?” Gentile, D. A., Lynch, P., Linder, J. & Walsh, D. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance
The question posed is the gaming Industry to blame? Around the topic of affects is a very controversial debate. In recent time more and more violence has been created and shown throughout various media forms. Which, has lead to an almost ---- creating a moral panic in society. (REFERENCE). (Analyses reference both sides of the story.) It can said that people have been looking for an answer to why this is happening. This topic of discussion will now be delved into deeper. Looking at both sides of the spectrum. Moral Outrage : - BioShock - the iconic Big Daddy, you could either free the girl from her ADAM parasite, thus “saving” her, or you could “harvest” her (basically you rip the slug out o her) which gave you more ADAM to use (thus making fights significantly easier) at the cost of the girl’s life.Pundits and critics (double yawn) jumped all over this gameplay element, describing it as a callous method of developing your character, using the life of a young girl to save yourselfRead more at http://whatculture.com/gaming/10-idiotic-moral-panics-caused-by-awesome-video-games.php#BTAWFL4D2ihQfTb2.99 Gagne – form of escapism - psychosocial moratorium - In general, the game D&D moral panic existed in a sort of philosophy that the lack of real world consequences permit players to experiment with criminal acts and display tendencies that, in the real world, would be repressed.The media presentation of D&D is most of the time nagative and misleading. As regarding to the definition of the game, newspapers rarely used the words “hero” or “story” as introduced by the TSR of the describtion of the game. Rather, they often mentioned the game as an unrestricted gameplay ,freedom to control evil characters. more focused on evil than it really was.
Delving deeper into this discussion we will now look at the identity side and apply this to affects to balance the argument. We all have differentStets, J. E. and Burke, P.J. (2008) A Sociological Approach to Self and Identity, in Mark Leary and June Tangney (Eds.), Handbook of Self and Identity, Guilford Press, 128-152, http://books.google.co.uk/books?id=vafgWfgxUK8C&pg=PA128&lpg=PA128&dq=A+Sociological+Approach+to+Self+and+Identity+Stets.+and+Burke&source=bl&ots=re8hHznKcO&sig=QMJ88UY_6nSMN3L0HO8Bqj3bCyg&hl=en&sa=X&ei=wbWGUYrJIsiTPYnrgZgG&ved=0CEkQ6AEwAg#v=onepage&q=A%20Sociological%20Approach%20to%20Self%20and%20Identity%20Stets.%20and%20Burke&f=false (Accessed: 1 May 2013). Jenkins tries to justify what an identity is! – ‘it’s a process’ – p5 – something one does. – do not have a clear picture of the relation between emotion and identity – p6 – emotion appears to be bound up with identification - typically through attachment – p6 – emotion influence action
Talk about examples
GTA IV : THINGS THAT GET PROMOTED BY THIS GAME: - BANK ROBBERYDRUNK DRIVINGTALKING AND DRIVINGHOTBOXED (THEFT OF CARS)BREAKING AN ENTRYASSULT (STABBINGS)http://www.gamesradar.com/grand-theft-radar-8-new-crimes-thatll-be-blamed-on-gta-iv/?page=3
Parents have an important role to play. Psychologists have found that when parents limit the amount of time as well as the types of games their children play, children are less likely to show aggressive behaviors (Anderson et al., under review; Gentile et al., 2004). Other research suggests that active parental involvement in children's media usage-including discussing the inappropriateness of violent solutions to real life conflicts, reducing time spent on violent media, and generating alternative nonviolent solutions to problems-all can reduce the impact of media violence on children and youth (Anderson et al., 2003).http://www.apa.org/research/action/games.aspx
Drs. Anderson and Gentile's research shows that children are spending increasing amounts of time playing video games - 13 hours per week for boys, on average, and 5 hours per week for girls (Anderson, Gentile, & Buckley, under review; Gentile, Lynch, Linder, & Walsh, 2004). A 2001 content analyses by the research organization Children Now shows that a majority of video games include violence, about half of which would result in serious injuries or death in the 'real' world. Children often say their favorite video games are violent. What is the result of all this video game mayhem?Dr. Anderson and colleagues have shown that playing a lot of violent video games is related to having more aggressive thoughts, feelings, and behaviors (Anderson & Bushman, 2001). Furthermore, playing violent games is also related to children being less willing to be caring and helpful towards their peers. Importantly, research has shown that these effects happen just as much for non-aggressive children as they do for children who already have aggressive tendencies (Anderson et al., under review; Gentile et al., 2004).http://www.apa.org/research/action/games.aspx
The question what does the furture hold can be seen as a worrying aspect to many lookers in on this debate. What does the future hold? One thing that is for certain at this point in time we can only assume what may be.!