The technologies are now more convergent in nature, and most video games are commercially available for both game console and general computer use.
Introduction
Video games often provide the first opportunity for children to interact with computer technology. However, the study of the impact on children's behavior of video games is fraught with controversy. For example, many researchers and members of the lay public point to the detrimental effects of video games on children's social interaction with others, specifically, the games' tendency to evoke violent behavior. Recently, investigators have pointed to the possible positive ramifications of video play on perceptual skills. (Anderson,353)
Until fairly recently, video games were commercially developed and played on specialized systems, with extensive animation and sound. By comparison, computer games were played on general purpose computers and featured less animation.(Subrahmanyam,7)
The most contentious issue surrounding the prevalence of video game playing is the linkage to aggressive behavior. This research, however, has yielded equivocal findings. (Roberts,21) For example, one group of researchers, which includes Anderson and his colleagues, contend that the playing of violent video games primes children for aggressive thoughts or hostile feelings and may provide a vehicle for modeling and reinforcing aggressive behavior. (Anderson,353)
Continuing research should help to resolve this issue or, at minimum, to identify the conditions and characteristics of players who may be adversely affected by violent video games. Similarly, continuing research should further investigate the ramifications of video game play for the facilitation of cognitive skills, with an eye toward incorporating beneficial aspects of video game technology into educational practice. This program of work has implications for understanding the effects of popular media technology, as presented by video games, on cognitive and social development during childhood and adolescence.(Gillespie, 249)
Content Effects
Violence
The most studied area in video games research, particularly in research about young people, is undoubtedly the theorized link between violent game playing and violent behavior. The leading theoretical model for this link is Craig A. Anderson's general affective aggression model, which suggests that playing a violent game can cause violent thoughts, feelings, and even physical symptoms (elevated heart rate) that, if repeated over time, can change habits of behavior, leading to more aggression. Steven Kirsh suggests in a research review that younger adolescents may be particularly at risk for influence by such games, both for developmental reasons and because game playing tends to be at its highest at this stage of life.(Gillespie, 249)
Stereotyping and Other Undesirable Content
Gender
Although game violence has received the most attention, other forms of potentially harmful game content have also been studied. One study examined the most popular games available on several game consoles and on PCs and found that only 16% of human characters in the games were female and that sex roles were frequently stereotyped. A similar study years later found, that a quarter of women shown in video games had unrealistic body types (compared ...