On one side, these elements results in an increase in aggression, addiction, lack of empathy and desensitization (Myers, 2013, p.295), fluctuation of heartbeats, high levels of blood pressure, and changes in the perception of society (Anderson & Bushman, 2001 ).The first violent video game invented was during the 1970’s (Anderson & Bushman, 2001), since then, the degree of violence present in a video game has significantly increased.
The studies especially hit on the games containing player-on-player violence....
[tags: Anti Violent Video Games] - Ever since the video game was invented many years ago, violent, bloody games have existed also.
In the other case, the Gamers might mimic the behaviour present in a violent video game consciously, or in time will subconsciously act out aggressive behaviours such as hitting, and punching.
This is problematic because when it comes to the real-world, projecting aggressive behaviour results in serious consequences.
But is it the games to blame for how people act or behave around people or by themselves?
A majority of gamers are adults, and what kind of games are they playing? According to some But clearly, the responsibility for children's exposure to violent and gory game starts at home and it's not up to the companies that make the games to stop the kids from buying their games.
In the case of violent video games, the addiction is behavioural, as opposed to substance addiction.
Video games have changed our society radically, in which some people doubt it's for the better. Ever since the beginning of gaming, people have observed the effects of the games.
[tags: child's behavior, violent games,video games] - Should Violent Video Games Be Banned.
In 2008, the computer and video game industry has made
A majority of gamers are adults, and what kind of games are they playing? According to some But clearly, the responsibility for children's exposure to violent and gory game starts at home and it's not up to the companies that make the games to stop the kids from buying their games.
In the case of violent video games, the addiction is behavioural, as opposed to substance addiction.
Video games have changed our society radically, in which some people doubt it's for the better. Ever since the beginning of gaming, people have observed the effects of the games.
[tags: child's behavior, violent games,video games] - Should Violent Video Games Be Banned.
In 2008, the computer and video game industry has made $1.7 billion in revenue.
||A majority of gamers are adults, and what kind of games are they playing? According to some But clearly, the responsibility for children's exposure to violent and gory game starts at home and it's not up to the companies that make the games to stop the kids from buying their games.In the case of violent video games, the addiction is behavioural, as opposed to substance addiction.Video games have changed our society radically, in which some people doubt it's for the better. Ever since the beginning of gaming, people have observed the effects of the games.[tags: child's behavior, violent games,video games] - Should Violent Video Games Be Banned.In 2008, the computer and video game industry has made $1.7 billion in revenue.He states that violent video games prepare kids to kill and can even teach them to enjoy the experience.Sure video games are a type of artistic expression, like movies.Once this structure of the reward system has been established, the gamer will not only more than likely imitate this in real-life, but will also increase the likelihood for repeated behaviour.This leads into one of the most concerning effects of violent video games: addiction.As stated in Bandura’s Operant Conditioning theory, an individual’s behaviour can be moulded through punishment, if this idea is valid, then reinforcement through rewards is capable of moulding one’s behaviour (Myers, 2013, p. The most common tactic used in video games is reinforcement via rewards.Violent video games are programmed to reward the player if he or she manages to successfully commit a crime, like shooting a particular target for example.
.7 billion in revenue.
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