Watching video and movies on TV can increase a person's aggressive thoughts, feelings and behavior both in laboratory settings and in actual life. Furthermore, violent programs may be more harmful than violent television and movies because they are interactive, very engrossing and require the player to identify with the aggressor, say the researchers. Children and young people with a penchant for violent computer games are at high risk of becoming violent themselves. Brutal violence of young people as the school shooting in Littleton, Colorado in 1999, or from Erfurt last shake the public and let us always ask for the causes(Anderson & Dill 772). In these and similar cases (Paducah, Kentucky, Jonesboro, Arkansas, Bad Reichenhall) revealed that the juvenile offender highly intense violence-containing video and computer games were busy with before. Since they are also the acts of self-similar scenarios exported the game, computer games are often a cause of these tragedies considered. But such a conclusion is justified? Can, starting this extreme of cases, concluded that violent movies on TV in general make-containing aggressive? Representatives of the computer games industry deny this relationship. They point that millions of young people and deal with these games not to be murderers out. The players themselves have vehemently that these games have a harmful influence they had(Anderson & Carnagey 199).
The risk of daily
Violent programs on TV are targeted primarily at boys ages 7 to 14. These are the categories of "adventures" and "sports" content often violent obtain the most success with these kids. A 1998 study at Simon Fraser University revealed that 60% of teens big video game users prefer those with lots of action and battles.
The advent of interactive media is relatively new, it is difficult to know how violence combined with the interactivity affects behavior. It appears that repeating the same violent acts in movies may predispose to aggression in some children, especially those in whom there is an overflow of anger and hostility. The computer and video game industry, has developed rapidly in the last 20 years and the last ten years especially dominate brutal, violent games to market (Bensley 244). They are almost children of all ages are available. Computer games are an integral part of life and leisure of children and adolescents. Content and impact on the game thus cannot be indifferent to a society. The few experimental studies show, however, that the use of violence in computer games, aggressive behavior, aggressive thoughts and feelings in children and young adults very much influenced.
Violence and Psyche: The mechanisms
That the game or watch actions carried out directly be translated into everyday behavior in the expected, rather a rare exception to the rule than. Therefore, imitation learning is the so-called as a general principle of explanation for the effect of violent computer games hardly considered. The influence on the game ends is likely to be complex and it is not limited to learn specific ...