| There are several age-appropriate video
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| | and high school students who reported
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| games that provide hours of fun while at
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| | played more violent video games tended to
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| the same time providing practice in logic
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| | display more aggressive behaviors and
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| and strategizing as well as problem
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| | were generally more violent. The amount
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| solving. However the growth and rising
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| | of time that they spent playing video
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| popularity of video games has been
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| | games had a direct impact on their
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| riddled with controversy as younger and
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| | academic grades in college. Those who
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| younger children get exposed to the
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| | spent long hours playing video games
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| subset of video games that feature
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| | almost always had lower grades.
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| antisocial behavior, violence and gore.
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| | Not only did violent video games provide
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| There is rising concern on the effects of
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| | a conducive environment for learning
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| violent video games on children. The
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| | aggressive solutions to conflict
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| increasingly realistic nature of these
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| | situations, they also offered ample
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| games makes them extremely popular among
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| | opportunity to practice and hone this
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| children of all ages, but it is this very
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| | particular trait. Playing violent video
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| same realistic nature that is the cause
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| | games for a short period augmented
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| of great anxiety.
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| | aggression by priming aggressive
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| Apprehension about violent video games is
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| | thoughts. Long-term playing had longer
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| based on the assumption that they promote
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| | lasting effects as long-term players were
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| violence and aggression amongst young
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| | inclined to learn and rehearse new
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| players. Extensive research has proven
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| | scripts related to violence. The active
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| beyond a doubt that television violence
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| | learning environment of violent video
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| increases aggression and violence among
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| | games makes them potentially more
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| the children who watch it. Concern
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| | damaging than exposure to violent
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| regarding violent games was originally
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| | television and movies.
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| based on these studies. However later
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| | Social scientists hypothesize that there
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| studies show that violent video games may
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| | are four main reasons why video games
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| be more damaging than violent television
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| | have such a profound impact on children.
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| primarily because of the interactive
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| | Children are more likely to mimic the
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| nature of video games.
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| | behavior of any individual or character
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| Studies show that playing violent video
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| | that they identify with. Most violent
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| games tend to foster aggressive behavior,
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| | video games require the player to take
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| thoughts and feelings in young people in
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| | the point of view of and enact the role
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| laboratory settings as well as in actual
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| | of the perpetrator.
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| life. Moreover, violent games are
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| | As opposed to passive observation; the
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| riveting and extremely interactive. They
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| | active participation that is required in
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| compel the player to identify with the
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| | violent video games fosters aggression as
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| aggressor, making them more vulnerable to
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| | second nature.
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| the aggression-enhancing effects exposure
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| | The repetitive nature of the interaction,
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| to violent games. It is not only the
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| | which provides ample opportunity for
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| habitual players that are affected; even
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| | learning violent ways of thinking and
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| those who are briefly exposed to violent
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| | acting. Violent games are in effect a
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| video games are inclined to display
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| | rehearsal for violent behavior and
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| aggressive behavior, even if the
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| | actions in real life.
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| increased aggression was only temporary.
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| | Exposure to violent video games increases
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| Extensive studies on the cause-effect of
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| | aggressive thoughts and emotions as well
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| playing video games showed that junior
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| | as aggressive actions.
|