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Violent Video Games: Do They Lead to Aggressive Behavior or Not?

Video games for children, teens and youngTheft Auto series, one of the most
adults bring in $10 billion a year inpopular and also most violent and
the United States. Certainly some of thecontroversial of the games, a player is
games offer harmless entertainment and mayberewarded if he has sex with a prostitute
even some educational value. But theand then murders her (the most recent of
games that seem to be the most eagerlythe series, Grand Theft Auto: San
anticipated, the games that major retailerAndreas, was the best-selling title in
Zany Brainy says "the industry is2004). Whether or not these games
focusing on," and the games that fly offcontribute to violent "real-life"
the shelves as soon as they're released arebehavior among their primary users
those rated "M" for mature and "AO" for(pre-teen and teen boys) has spurred
adults only.major controversy. And, as with most
To garner an "M" rating, thehot-button issues, there are strong
content is intended for people aged 17proponents and opponents on either
and older, and may contain sexual themesside. Yes, Video Games Cause
and intense violence or language. AnViolence Much attention was brought to
"AO"-rated game is suitable only forvideo game violence after it was
adults 18 and over, and may includerealized that the two teenagers behind the
graphic depictions of sex and/orColumbine High School shootings played
violence. The popularity of the games(and even created their own levels of)
is astounding. According to a 2004DOOM, one of the first "first-person shooter"
report by the National Youth Violencevideo games (attesting to its
Prevention Resource Center, a 2001popularity, a movie version of DOOM was
review found that 49 percent of the 70just released on October 21). The most
top-selling video games containedrecent study on the topic, to be published in
serious violence. Out of all games, 41the January 2006 edition of Media
percent required violence for thePsychology, found that playing violent
protagonists to achieve their goals. Andvideo games does indeed cause violent thought
in 17 percent of the games, violence waspatterns in the brain. A team of
the primary focus of the gameinternational researchers observed 13 males,
itself. The violence is often brutal andaged 18 to 26, for the study. It was
degrading to women. In the game "Dukefound that, after playing a mature-rated
Nukem," for instance, a player can entergame, 11 out of the 13 participants showed
a room with naked women saying "Killsignificant effects from the games.
me," while tied to posts. In the Grand



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