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Violent Video Games: Do They Lead To Aggressive Behavior Or Not?

Video games for children, teens and youngSaid  psychologist  Craig A. Anderson, Ph.D.:
adults bring in $10 billion a year in the
United States. Certainly some of the games"Violent video games provide a forum for
offer harmless entertainment and maybe evenlearning and practicing aggressive solutions
some educational value. But the games thatto conflict situations. In the short run,
seem to be the most eagerly anticipated, theplaying a violent video game appears to
games that major retailer Zany Brainy saysaffect aggression by priming aggressive
"the industry is focusing on," and the gamesthoughts. Longer-term effects are likely to
that fly off the shelves as soon as they'rebe longer lasting as well, as the player
released are those rated "M" for mature andlearns and practices new aggression-related
"AO"  for  adults  only.scripts that can become more and more
accessible for use when real-life conflict
To garner an "M" rating, the content issituations  arise."
intended for people aged 17 and older, and
may contain sexual themes and intenseSome researchers say that violent video games
violence or language. An "AO"-rated game isare worse than watching similarly violent TV
suitable only for adults 18 and over, and mayprograms or movies because the interactive
include graphic depictions of sex and/ornature of the game makes the player become
violence.involved and learn to identify with the
aggressive  game  character.
The popularity of the games is astounding.
According to a 2004 report by the NationalNo,  Video Games and Violence are Not Related
Youth Violence Prevention Resource Center, a
2001 review found that 49 percent of the 70On the other side of the coin are those who
top-selling video games contained seriousargue that no such link exists. One recent
violence. Out of all games, 41 percentstudy at the University of Illinois at
required violence for the protagonists toUrbana-Champaign supports this case. After
achieve their goals. And in 17 percent of theplaying a violent video game called Asheron's
games, violence was the primary focus of theCall 2 (AC2) for an average of 56 hours in a
game  itself.month, no link between the game and
real-world aggression was found in the 75
The violence is often brutal and degrading toplayers  (average  age  28).
women. In the game "Duke Nukem," for
instance, a player can enter a room withSaid lead author Dmitri Williams, "Players
naked women saying "Kill me," while tied towere not statistically different from the
posts. In the Grand Theft Auto series, one ofnon-playing control group in their beliefs on
the most popular and also most violent andaggression after playing the game than they
controversial of the games, a player iswere before playing. Nor was game play a
rewarded if he has sex with a prostitute andpredictor of aggressive behaviors. Compared
then murders her (the most recent of thewith the control group, the players neither
series, Grand Theft Auto: San Andreas, wasincreased their argumentative behaviors after
the  best-selling  title  in  2004).game play nor were significantly more likely
to  argue  with  their friends and partners."
Whether or not these games contribute to
violent "real-life" behavior among theirAnother study of 35 8- to 12-year olds, in
primary users (pre-teen and teen boys) haswhich the children played a non-violent and a
spurred major controversy. And, as with mostviolent video game for 15 minutes each, found
hot-button issues, there are strongthe game playing did not alter the children's
proponents  and  opponents  on  either  side.previous tendencies toward aggressiveness or
empathy.
Yes,  Video  Games  Cause  Violence
Are  the  Game  Ratings  Enough?
Much attention was brought to video game
violence after it was realized that the twoJust as controversial as the violence issue
teenagers behind the Columbine High Schoolis whether or not the game ratings go far
shootings played (and even created their ownenough. While some contend that it's up to
levels of) DOOM, one of the firstparents to monitor the game ratings and their
"first-person shooter" video games (attestingchildren's exposure to them, a study found
to its popularity, a movie version of DOOMthat many parents, though aware of the
was  just  released  on  October  21).ratings and of their meanings, do not take
them  seriously.
The most recent study on the topic, to be
published in the January 2006 edition of"Most parents think their child is mature
Media Psychology, found that playing violentenough so that these games will not influence
video games does indeed cause violent thoughtthem," said Jurgen Freund, chief executive
patterns  in  the  brain.with  the  Swiss  research  firm  Modulum.
A team of international researchers observedAccording to the study of over 1,000 UK
13 males, aged 18 to 26, for the study. Itadults, parents were more concerned with the
was found that, after playing a mature-ratednumber of hours their children were playing
game, 11 out of the 13 participants showedvideo games than with what game they were
significant  effects  from  the  games.playing.
"There is a causal link between playing the"Parents perceive age ratings as a guide but
first-person shooting game in our experimentnot as a definite prohibition," said Freund.
and brain-activity pattern that are"Some may have not liked the content but they
considered as characteristic for aggressivedid  not  prohibit  the  game."
cognitions and affects," said René Weber,
assistant professor of communication andAnd while the debate is likely to continue on
telecommunication at Michigan Statea large scale in years to come (California
University (MSU) and a researcher on theGovernor Arnold Schwarzenegger recently
project. "There is a neurological link andsigned into law Assembly Bill 1179, which
there  is  a  short-term causal relationship.prohibits selling or renting violent video
games to Californians under 18), one thing's
"Violent video games frequently have beenfor sure -- kids will continue to be drawn to
criticized for enhancing aggressive reactionsthem, if for no other reason than because
such as aggressive cognitions, aggressivethey're  not  supposed  to  have  them.
affects or aggressive behavior. On a
neurobiological level we have shown the link"We called it Magic 18," said Freund. "The
exists,"  he  says.18+ label was seen as promoting the content,
promising adult content rather than saying
Previous studies have also found such links.'my parents will stop me playing this.



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