Violent Video Games And Aggression

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Violent Video Games and Aggression



Violent Video Games and Aggression

Thesis Statement

Video games do not cause aggression and violence in children

Introduction

One of the great myths about video games is that they generate real violence. Children are more vulnerable to visual stimuli than adults, could imitate the behaviors they see in video games since in much violence is rewarded. For these reasons, there is a widespread belief that children end up becoming violent or delinquent youth because of this alleged malign influence. Similarly, it has been accused that violent video games promote bullying.

Discussion

What psychological studies say?

The main conclusion of this investigation cannot be other than proof of the absence of substantial differences between gamers and long-standing fans subjects this activity with similar characteristics. Put another way, regular and constant game involves no special modification in the following aspects:

- Adaptation school.

- Academic performance.

- Climate and family adaptation.

- Toxic habits (drinking, alcohol poisoning, drug abuse and snuff).

- Physical problems (headaches, muscle pain, vision problems).

- Psychological disorders children.

- Social activities (number of friends, frequency of social interaction) (Williams & Skoric, 2005).

Such clinical variables assessed, nor have significant meaning differences. Specifically relevant differences between the following variables have not been assessed:

- Patterns of personality.

- Symptoms and clinical syndromes.

- Aggression-Hostility (assault, indirect hostility, irritability, negativism, verbal aggression).

- Fears and worries.

- Assertiveness (meaning the ability to express emotions and feelings in an open and clear).

- Stress and Social Support.

- Vulnerability (emotional predispositions).

- Anxiety and depression (Williams & Skoric, 2005).

As this study shows, the players are not a breed apart, they just have a hobby that others do not have. Neither more nor less. Recent research has made Swinburne University this year 2007 in Sydney, Australia, where the behavior of 120 children, aged eleven and fifteen, playing a video game Quake II for 20 minutes, was analyzed. The study ...
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