Briana Ramirez
Psychology 103
2/17/17
According to Hollingdale and Greitemeyer (2014), Video games that are violent are identified as very popular games that are played by the consumers. There is a concern that violent video games may pose a public health risk due to the levels of aggression due to the effects of the video games. In a cross sectional studies it has been found that there is a positive correlations with real life and video game aggression. Also in longitudinal studies shows that playing violent video games constantly it can predict that there may be later aggression even after controlling for initial levels of aggression. Experimental studies have showed that playing the video game is a factor of an increase level of
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and they will be receiving credits in a course or receiving a payment. The participants were to sign a consent form then they were assigned randomly to one of four experimental conditions which were playing a neutral video game offline which had 26 participants, the next is playing the neutral video game online which had 26 participants and 23 participants playing violent video game offline, 26 participants playing violent video game online these were the four experimental conditions that each participants was assigned to randomly. They also have been told that they would take two totally unrelated surveys about a video game and a survey on a new hot sauce recipe. The participants in the first task had to play the video game for 30 minutes online or offline depending on which you were placed. The people that were playing the offline video game they had to play against a computer characters. While for the online participants were going to play against a human opponent through the Internet. For everyone involved they had no communication with the opposite opponent so therefore the audio was off, just so that their opinions and their attitudes won 't get exposed to each other and also so it can promote consistency. To all the participants they were all introduced to a PlayStation 3. The PEGI ratings also known as Pan European game information it identified what kind of game, if the game was neutral or violent. The partipants in the neutral video game was introduced to
The main argument of this article is that video games have a direct link to short term and long term aggression. The author presents this argument by providing studies from peer reviewed articles that all conclude that video games do cause an increase of aggression. The main point of this article is to answer the question, “Do violent video games lead to aggression.” The article is about the effects of violent video games leading to aggression. The author uses recent examples, like the Sandy Hook and Washington Navy Yard shooting. In both of these examples, the author cites that both shooters had a history with playing violent video games. The author uses a study which selected individuals to play violent video games for a certain period of time. The study would then compare the results to a group who played non-violent video games. The study concluded that violent video games cause a direct link in aggression due to humans reenacting the actions the characters within the video games perform.
The purpose of this paper is to provide a critical review of a recent study examining the effects of violent video games on aggressive behavior in young children. Let me first provide a brief summary of the study. (a) The hypothesis is that violent video games cause aggression in young children. (b) The target population is young children. (c) The samples are young school age children and the sample sizes are sixty children separated into two groups with 30 children being in the experimental group and 30 children being in the control group. (d) The independent variable is violent video games and the dependent variable is aggression. (e) The result of the experiment were
The paper discusses how violent video games affect a person's behavior and if they manifest violence and show aggression in the real world after playing such video games. I learned that not all people who are exposed to video game or media violence turn violent. I think it depends on the person if he wants to get influenced from the game, to mimic what the game shows. This is just like the next source, discussing about what kind of behavioural problems violent gaming brings about.
Since violent video games, like Mortal Kombat, were created, adolescents who play these games become more aggressive than before. To me, playing violent video games is unsafe for these people since they have the negative influence on these people. I believe that researching on that topic would help us get the sense of what problems to avoid. I wish to know what are the possible effects of violent video games on adolescents’ aggression. The independent variable is violent video games, and the dependent variable is adolescents’ aggression. My hypothesis is that adolescents who play violent video games become very aggressive than those who don’t. For this essay, I would like to present the findings from each article that will answer
Ever since the spawn of video games people have been glued to the fun and challenges they present. Over the years, these fun and challenging games evolved into violence and shooting. As a result of this evolution, controversy has arisen about violent video games leading to behavior issues. Do they lead to aggressiveness and hostility? Does excessive video game violence change how the brain reacts to violence? These are just a few common questions doctors and researchers have been trying to answer. Through all of this debate, a common consensus has been established. The constant and repetitive violence in video games can lead to a wide variety of behavioral issues despite some debate.
Ratatatat! Dakka! The sound of a gun firing from the speaker may cause parents to wonder what their children are doing. Though it seems reasonable that a game about killing other people may cause violence in teens, results show quite the opposite. For many years, parents have thought that videogames hardwired their children to be aggressive and in response to that tests have been done, in fact it would incline the to be more sympathetic rather than aggressive. In addition to that, competitive video games are more likely to cause aggression in teens when compared to violent video games. Furthermore, as video game sales peaked in 2013, teen aggression was at an all new low.
In “The Effect of Online Violent Video games on Levels of Aggression” Jack Holligdale and Tobias Greitemeyer want to find out the effects video games have on aggression. Violent video games have previously been identified to be the most popular video games played by consumers. Research into the effect of violent video games on levels of aggression has led to concerns that they may pose a public health risk (Holligdale & Greitemeyer, 2014). Holligdale and Greitemeyer examined whether playing a FPS (first person shooter) game online would exacerbate the negative effects of violent video game play on aggression. A first person shooter game, is a game in which the gamer experiences the action through the eyes of the main protagonist, centered on a projectile weapon (Holligdale & Greitemeyer, 2014). The pair also examined the effect of particular game experiences including difficulty, enjoyment and action, previously identified to be associated with increased aggressive thoughts, on levels of behavioral aggression. The independent variables in the study are neutral and violent video games either online or offline. The dependent variable in the study is the amount of aggression shown by the participant. Prior research such as cross-sectional studies have found positive correlations between violent video game play and real-life aggression. Some longitudinal studies have showed that habitual violent video game play predicts later aggression after video game play. There have also
When considering the different common psychological perspectives that are available, it can become difficult to discern which one best accounts for a particular psychological belief. That being said, the author leans towards the opinion that the behavioral perspective is the psychological perspective which best accounts for the accepted connection between video games and aggressive behavior. This perspective is founded on behaviorism, but it also incorporates the social-cognitive theory. This perspective places observable behavior and the importance of learning as the key tenets. It is based off of the belief that an individual’s behavior is a product of the rewards and punishments that they have received as the results of their actions. However, it also recognizes the importance of cognitive factors, the value placed on different things and cause-and-effect reasoning, in shaping an individual’s behavior (Nevid 9).
The article, Violent video games and anger as predictors of aggression, explains the research that was done to show how video game violence is conjoined with aggression. The study was done with 79 females and 88 males. The result of the study was that those who were more angry at the time, were the ones who were more affected with the study. Jack Thompson (2000) explained how those people who were involved in school shootings were more likely prone to being video gamers. Especially now that video games now have more violence in them, which makes people want to buy them more because of how entertaining it is. They also believe that those who are known to be angry and play violent video games are characterized to be socially awkward, lonely,
Along with the increase of population who play video games, there raised a huge concern about the video games and its possible outcome. One potential issue is the relationship between violent video games and aggression. There are two seemingly competitive hypotheses from previous studies, interpreting the relationship: one is socialization hypothesis which states that the repeated exposure of violent media (i.e., video games) leads to an elevation of aggression over time; another one is selection hypothesis which states that individuals who are more aggressive
utilization relate to aggression? Other articles do show conflicts, and will be addressed. The main article reviewed is written by (Kim, K., & Sundar, S. 2013), which reveals that “presence”, “game controller”, and “larger screens” may enhance the environment around the viewer making it more like real life for them. These also are related to a higher state “presence” and
Video games have been in existence for over two decades. Much research has been done on the effects that video games have on aggression in males. Aggression in females is an aspect that has not been studied nearly as much. Video games lead to more aggression (Gabbiadini, 2014). Non-violent video games do not show as high levels of aggression as violent video games (Farrar, Krcmar, & Nowak, 2006). Aggression is defined as hostile or violent behavior or attitudes toward another (Merrian-Webster, 2015). Violence in video games has become an ever increasing issue as more studies are being conducted that report high levels of aggression. Over forty percent of the gaming market is now estimated to be female (Sydell, 2013). Fifteen percent of the Grand Theft Auto franchise players are estimated to be female (Sydell, 2013). Repeated exposure to violent video games is linked to serious forms of aggression and violence (Farrar, Krcmar, & Nowak, 2006). Violent game play provides a learning environment for real-word behavior, including aggressive acts. (Farrar, Krcmar, & Nowak, 2006). The focus of the current study is to show that aggression in females tends be the same as aggression in males and that brief exposure to violent video games should increase physiological arousal and aggressiveness.
Correlational evidence documenting a positive relationship between playing violent video games and aggressive behavior has been accumulating especially since “shooter game” started to inundate the market in the late 1990s. Thus, it seems important to assess the relative frequency of gun use in popular video games (Weber). For example, multiple literature reviews and meta-analytic work have concluded that playing violent video game significantly increases the aggressive thoughts, aggressive feelings, and physiological arousal of the players, which in turn significantly increases the amount of aggressive behaviors that are observed (Baldassaro). With all the multiple literature review and meta-analytics we still have a lot to learn more about the influence of exposure to violent video games.
In today's world, video games are used for a variety of purposes, whether it is helping to relieve stress, or just simply for entertainment. However, can the content of these video games somehow affect our mental and physical well-being? Can it affect not only those who play video games, but also the people around them? There has been extensive research, yet there exists no definitive answer whether video games can affect one's behavior. This topic is becoming increasingly important with the rise of new and advanced video games; however, we must stop and question whether this is safe to permit this influence around the new generations who will become the leaders of tomorrow. With the advancements of high-definition quality and a growing demographic of children who play violent video games, one must question its effect on the levels of aggression and whether video games increase the levels of aggression not only in children but also in the general public.
Videogames are commonly known to any adolescent because as technology grows, so does its wide range of audiences. One study showed that, “The consumption of video games is at its peak during adolescence.” (Exelmans, 2015, p. 268). A lot of households in America have some sort of gaming system whether that is a Gameboy, Xbox, or Wii. A survey taken in Swiss founded that, “…more hours per week of…video game play were correlated with several aggressive behaviors,” (Olsen, 2007, p. 78). The purpose of my study is too see how violent video games can affect adolescents behaviors. This is important because by identifying whether or not violent video games correlate with aggressive and violent behaviors from adolescents can help us to be more conscious on what content children should be aloud to play, and what ages is that content acceptable to play without fear of someone’s children acting out aggressively because of a videogame. In addition to that, we can figure out better solutions to releasing aggression than through a game that makes an adolescent more frustrated when playing. Also, while using this survey we can see how many hours playing video games can affect your behavior. This study will also look at aspects of how the family members might feel about violent video games.