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Violent Video Games And Aggression

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The Effect of Violent Video Games on Adolescent Aggression Kenneth Bohall, Miracle Ehioghae, Kristen Lewey, and Dinin Mullins Texas Tech University Video games as a media have been around since the 1970s. According to Dai and Fry (2014), the video game industry is rapidly growing and went from having a market volume of $100 million in 1985 to $4 billion in 1990. In 2013, the worldwide market was totaled to be $93 billion. Exposure to violent video games, like exposure to violent television, can lead to aggressive behavior (Pellisier, 2016). There are different types of video games, from educational video games to aggressive blood pumping games, but to date violent video games still rank number one in the category. Children are likely responding more aggressively to normal stimuli after being exposed to aggressive or violent video games. In an article written by Dai and Fry (2014), an experiment was conducted in which they compare the differences between playing and observing violent video games. Studies found that students who had played a violent virtual reality game had a higher heart rate, reported more dizziness and nausea, and exhibited more aggressive thoughts in a posttest than those who had played a nonviolent game. The study also states that in America, 81% of youths play at least once a month, 8.5% of them are addicted, and the average 8- to 12-year-old now plays 13 hours of video games per week, while the average 13- to 18-year-old plays 14

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