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    Violent video games are not training kids to be murderers. The video game industries have been called against and blamed for making kids more aggressive and violent for years. Although recent studies show that violent video games have been useful for kids to get their anger out. Only some kids were found to be aggressive after violent video game play, but they had three specific traits that lead to this aggressive behavior (“Violent...). Not all kids are affected by violent video games, but people

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    Video Games and Their Psychological Effects Regarding developing of technology, it is obviously that video games are one of the most common used materials. Leaving the technology industry on the other side, our research question is concerning about interaction between younger population and video games. As media and other resources introduce world population with rising number of younger population’s usage of video games and changing of behavior, the issue lies why this is considered as the problem

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    Video Games and Sociological Theory July 22, 2012 Video games have become as pervasive an aspect of our society as television, with many people spending more time playing video games than watching television. There are many perspectives with which to gauge videos games’ effect on society, from a functionalist, conflict or interactionist perspective. (Schaefer, 2011) Each of these sociological theories can provide a different view of video games, how they affect society and the subcultures

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    Video Games Constantin Pauljev-St Laurent Video Games have taken over the world. They have many uses like training pilots and doctors at home, teaching kids and just to have fun. All this started with pong the pixeled tennis game but there is a dark side to video games like addiction and suicide are all influenced by video games. There was always a debate about if video games are good or not. “Video games turn your brain in to mush,” one side would say and the other would say “At least I have fun

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    Video Games And Its Effects

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    early 1970s, the mass production of computer and video games became a common theme in most developed countries. However, their popularity was accompanied by as much contention. Fuelled by the ever increasing popularity of the industry and the economic significance of the information technology industry, negative findings such as gaming addiction, epilepsy, and violent crime, has been the subject of debate. On the other hand, many scholars, video game developers and other scholars have cited numerous

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    Rafiq Stanton 11/16/2017 Composition I Video Games Can Educate Video Games can educate the youth and change their young minds. Some of the first video games ever made like Pac Man, Mario Bros.,Sonic the Hedgehog and Street Fighter never helped someone learn math and english which caused video games to get bad names from parents like video games are to distracting and you can do something better with your time like study but, over time things can change and become a whole lot better and based off

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    Outcomes of Video Games Video games are the fastest growing form of entertainment in the world and many adolescents play video games for hours every day. According to a survey conducted by Gallagher, 58% of Americans play video games and 43% of game players believe that computer and video games give them the most value for their money, compared with DVDs, music or going out to the movies (2-3). However, in the past few decades there has been debate over the positive and negative effects of video games

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    IDEO GAMES: ADDICTION OR BENEFITS? Video Games: Addiction or Benefits? Pavel Klopov ENG102.030 Mr. Laufenberg April 15, 2016 Abstract To answer the question “Are video games beneficial or it’s an addiction?” two areas of video game research are looked at. First, research about benefits of playing video games. Second, research supporting the idea of video game addiction, followed by research

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    Intro paragraph: Many teenagers who are around my age have been born into and raised in a generation where violence is idolized in video games and in the media. Although parents monitor and guide their children, “[the] media is everywhere. TV, Internet, computer and video games all vie for our children's attention]” and often times are the sole free-time activity (American Academy of Pediatrics). As media monopolizes the adolescent generation, society has begun to look at the effects it may have

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    From the inception of Pong to the latest chapter of the video game series Assassin’s Creed, virtual gaming has been scorned and shunned as a detriment to society. Older generations speculate that incessant gaming in young children insinuates violence, antipathy, lack of creative initiative, and develops an unhealthy isolation from the real world. However, in recent years, these postulates have been put to the test; a number of scientists have conducted experimentation in order to discover whether

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