Tuesday, November 24, 2009

Violence in Video games


Many of the video games played today by young kids and teenagers contain a great deal of violence. Little do the parents know, these games are altering the minds of their loved ones and setting bad judgment upon them.
According to the National Institute on Media and the Family:
Exposure to violent games increases aggressive thoughts.
Studies measuring cognitive responses to playing violent video games (compared with cognitive responses to non-violent games) have shown that violent games increase aggressive thoughts. These findings have been found for males and females, children and adults, and in experimental and correlational studies. Kirsh (1998) found that exposure to a violent video game increases hostile attribution bias (defined below) in the short term, relative to exposure to a non-violent video game. The term hostile attribution bias has been used to describe the manner in which aggressive children perceive the actions of peers. Children who tend to interpret ambiguous social cues as being of hostile intent (i.e., have a hostile attribution bias) are more aggressive (e.g., Crick & Dodge, 1994). Furthermore, there is a robust relationship between hostile attribution bias and children’s social maladjustment, such as depression, negative self-perceptions, and peer rejection (Crick, 1995). Gentile et al. (under review) also found that children who play more violent games are more likely to have a hostile attribution bias.
Exposure to violent games increases aggressive emotions.
Studies measuring emotional responses to playing violent video games (compared with emotional responses to non-violent games) have shown that violent games increase aggressive emotions. Adolescents themselves often seem to recognize this. When asked to name the "bad things" about computer games, many students reported that they make people more moody and aggressive (Griffiths & Hunt, 1998). In this study, students who were more "addicted" to video games were significantly more likely to be in a bad mood before, during, and after play than were non-addicted students.
Exposure to violent games increases aggressive actions.Studies measuring aggressive behaviors after playing violent video games (compared with behaviors displayed after playing non-violent games) have shown that violent games increase aggression. In one study of college students, students played either a violent or non-violent game. After playing this game, they were given a competitive reaction time task in which they played against another student. If they beat the other student, they got to deliver a loud "noise blast," and were able to control how loud and how long the noise blast would be. Students who had previously played the violent video game delivered longer noise blasts to their opponents (Anderson & Dill, 2000).

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