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

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




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