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There's some evidence to this effect, including a study reported in the journal "Psychological Science" in 2001. The report is an overall analysis of 35 individual studies on video game violence. It found several common conclusions, including:
• Children who play violent video games experience an increase in physiological signs of aggression. According to the authors behind the meta-analysis, when young people are playing a violent video game, [color=6699FF]their blood pressure and heart rate increases, and "fight or flight" hormones like adrenaline flood the brain. The same thing happens when people are in an actual, physical fight. One study even showed a difference in physical arousal between a bloody version of "Mortal Kombat" (a fight-to-the-death game) and a version with the blood turned off.
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• Children who play violent video games experience an increase in aggressive actions. A 2000 study involving college students yielded interesting results. The study had two components: a session of video-game play, in which half the students played a violent video game and half played a non-violent video game, and then a simple reaction-time test that put two of the students in head-to-head competition. Whoever won the reaction-time test got to punish the loser with an audio blast. [color=6699FF]Of the students who won the reaction-time test, the ones who'd been playing a violent video game delivered longer, louder audio bursts to their opponents.
One of the most recent studies, conducted in 2006 at the Indiana University School of Medicine, went right to the source. Researchers scanned the brains of 44 kids immediately after they played video games. Half of the kids played "Need for Speed: Underground," an action racing game that doesn't have a violent component. The other half played "Medal of Honor: Frontline," an action game that includes violent first-person shooter activity (the game revolves around the player's point of view). [color=6699FF]The brain scans of the kids who played the violent game showed increased activity in the amygdala, which stimulates emotions, and decreased activity in the prefrontal lobe, which regulates inhibition, self-control and concentration. These activity changes didn't show up on the brain scans of the kids playing "Need for Speed
“The Associated Press reported in March 2008 that video game sales—hardware and software combined—reached $1.33 billion in February [Source: NYT]. [color=6699FF]That’s for the month, not the quarter, and it’s 34 percent higher than January 2008 sales.
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The results of this experiment—conducted by Ohio State University professor Brad Bushman not to measure brightness, as they had told the students, but to examine the connection between violent video games and aggressive behavior—were conclusive, the researchers said. The people who played violent video games were more likely to write more aggressive stories and dish out higher, more unpleasant noise. Violent video games, Bushman and his colleagues concluded, have a direct causal effect on aggression.
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In other words, playing Call of Duty makes you want to fight.
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. . . As University of Toledo associate professor of psychology Jeanne Funk told the Los Angeles Times in one 1999 article: "We found signs that children who enjoy [violent] games can lose the emotional cues that trigger empathy."
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On one side of the argument are Bushman, Anderson, and several other scientists who say there's a definitive causal link between games and aggressive behavior. Violent video games, this camp would argue, make people more aggressive.
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"On average, the research shows that exposure to violent video games increases aggressive thoughts, it increases angry feelings, it increases physiological arousal such as heart rate and blood pressure, which may explain why it also increases aggressive behavior," Bushman told me in a phone interview. "It decreases helping behavior and it decreases feelings of empathy for others and the effects occur for males and females regardless of their age and regardless of where they live in the world."
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"It looks like a pretty clear link," said Doug Gentile, a leading researcher in media violence who spoke to me on the phone last week. "Kids who play more violent video games—it changes their attitudes and their beliefs about aggression. It does desensitize them. It certainly hypes up aggressive feeling in the short-term. In the long-term it probably links aggression with fun, which is a really weird idea. Or aggression and relaxation, another weird idea."
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In 2010, Bushman ran a meta-analysis called "VVG Effects on Aggression, Empathy, and Prosocial Behavior in Western and Eastern Countries: A Meta-Analytic Review." He and some colleagues studied results from something like 130,000 participants, concluding that there is indeed a link between violent video games and aggression.
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. . . But we know that there is a link between playing violent video games and more common forms of aggressive behavior—such as getting in fights."
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. . . We found that playing more hours a day of the two types of competitive games did predict aggression over time," Adachi told me over the phone
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. . . Later, they were all tested. Polman and her colleagues found that players of the violent game were significantly more aggressive—at least in the short-term—than people who just watched it.
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Due to consumer demand over the last three decades, most video games produced and sold today are violent. Today's sophisticated video games require players to pay constant attention to the game as compared to passively watching television or a movie. As active participants in the game's script players strongly identify with violent characters portrayed in violent video games. This identification with characters in video games increases a player's ability to learn and retain aggressive thoughts and behaviors they see portrayed in violent games (Anderson et. al.).
Further research has suggested that exposure to violent video games may increase angry and hostile feelings while interacting with peers, teachers, and adults (Anderson et. al.) Violent video game exposure may decrease compassionate feelings for others with whom they interact (Anderson, et al).
In addition, the National Television Violence Study (1996) determined that 73 percent of violent video games reward violence as an effective way to handle conflict. Studies conducted by Bandura and Berkowitz have found that rewarding violent behavior is conducive to learning. As a result, players who are continually rewarded for violent responses may experience an increase in their aggressive behavior and/or their perception of aggressive behavior (Bandura, 1977; Berkowitz, 1993).
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Here are a few of the APA's recommendations and findings:
• Violent behavior is learned, often early in a child's life.
• Children learn to behave by watching people around them and by observing characters in movies, video games and television.
• Violent media increases mean-spirited behavior and may cause fear, mistrust, and fear; including nightmares.
• The APA recommends monitoring media consumption. The APA recommends that parents discuss media with their children.
• The APA advocates a reduction of violence in video games and interactive media.
• The APA recommends increasing the public's awareness regarding the potential impact playing violent video games may have on player's aggressive behavior as indicated in both short and long term research studies.
• Parents should use the Entertainment System Rating Board (ESRB) rating system to evaluate media their children would like to watch or purchase.
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actagainstviolence.apa.org...
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Continued next post.
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Due to consumer demand over the last three decades, most video games produced and sold today are violent. Today's sophisticated video games require players to pay constant attention to the game as compared to passively watching television or a movie. As active participants in the game's script players strongly identify with violent characters portrayed in violent video games. This identification with characters in video games increases a player's ability to learn and retain aggressive thoughts and behaviors they see portrayed in violent games (Anderson et. al.).
Further research has suggested that exposure to violent video games may increase angry and hostile feelings while interacting with peers, teachers, and adults (Anderson et. al.) Violent video game exposure may decrease compassionate feelings for others with whom they interact (Anderson, et al).
In addition, the National Television Violence Study (1996) determined that 73 percent of violent video games reward violence as an effective way to handle conflict. Studies conducted by Bandura and Berkowitz have found that rewarding violent behavior is conducive to learning. As a result, players who are continually rewarded for violent responses may experience an increase in their aggressive behavior and/or their perception of aggressive behavior (Bandura, 1977; Berkowitz, 1993).
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= = = = = =
. . .
Here are a few of the APA's recommendations and findings:
• Violent behavior is learned, often early in a child's life.
• Children learn to behave by watching people around them and by observing characters in movies, video games and television.
• Violent media increases mean-spirited behavior and may cause fear, mistrust, and fear; including nightmares.
• The APA recommends monitoring media consumption. The APA recommends that parents discuss media with their children.
• The APA advocates a reduction of violence in video games and interactive media.
• The APA recommends increasing the public's awareness regarding the potential impact playing violent video games may have on player's aggressive behavior as indicated in both short and long term research studies.
• Parents should use the Entertainment System Rating Board (ESRB) rating system to evaluate media their children would like to watch or purchase.
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actagainstviolence.apa.org...
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Continued next post.
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This study is a follow-up of the 3-year longitudinal study conducted by Huesmann and his colleagues in 1977. In the original study, which included 557 children from five countries (aged 6-10 years), researchers gathered information on childhood TV-violence viewing, identification with aggressive TV characters, judgments of realism of TV violence, aggressive behavior, and intellectual ability, as well as parents’ socioeconomic status (measured by educational level), aggressiveness, parenting practices and attitudes, and parent’s TV usage (i.e., TV-viewing frequency and TV-violence viewing).
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In this follow-up study, researchers interviewed and gathered collateral data (i.e., archival records and interviews of spouses and friends) on 329 participants from the original sample. At the time of the follow-up, the participants ranged in age from 20 to 25 years. Researchers administered measures of adult TV-violence viewing and adult aggressive behavior, and obtained archival data on criminal conviction and moving violation records from state records.
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What did the study find?
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The results of this study revealed that early childhood exposure to TV violence predicted aggressive behavior for both males and females in adulthood. Additionally, identification with same sex aggressive TV characters, as well as participants’ ratings of perceived realism of TV violence, also predicted adult aggression in both males and females. Furthermore, while a positive relationship was found between early aggression and subsequent TV violence viewing, the effect was not significant. These findings suggest that, while aggressive children may choose to watch more violent TV programming, it is more plausible that early childhood exposure to TV violence stimulates increases in aggression later in adulthood.
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Gender differences were also observed in the expression of aggression. Specifically, men were more likely to engage in serious physical aggression and criminality, whereas women were more likely to engage in forms of indirect aggression. Men and women reported similar frequencies of engaging in verbal aggression, general aggression, and aggression toward spouses. For men, the effects were exacerbated by their identification with same sex characters and perceptions of realism in TV violence.
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Most of the early research focused on two questions:
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1. Is there a significant association between exposure to media violence and aggressive behavior?
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2. Is this association causal? (That is, can we say that violent television, video games, and other media are directly causing aggressive behavior in our kids?)
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The results, overall, have been fairly consistent across types of studies (experimental, cross-sectional, and longitudinal) and across visual media type (television, films, video games). There is a significant relation between exposure to media violence and aggressive behavior. Exposing children and adolescents (or “youth”) to violent visual media increases the likelihood that they will engage in physical aggression against another person. By “physical aggression” we mean behavior that is intended to harm another person physically, such as hitting with a fist or some object. [color=6699FF]A single brief exposure to violent media can increase aggression in the immediate situation. Repeated exposure leads to general increases in aggressiveness over time. This relation between media violence and aggressive behavior is causal. [BX emphasis added]
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Based on five decades of research on television and film violence and one decade of research on video games, we now have a pretty clear picture of how exposure to media violence can increase aggression in both the immediate situation as well as in long term contexts. Immediately after consuming some media violence, there is an increase in aggressive behavior tendencies because of several factors.
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1. Aggressive thoughts increase, which in turn increase the likelihood that a mild or ambiguous provocation will be interpreted in a hostile fashion.
2. Aggressive (or hostile) emotion increases.
3. General arousal (e.g., heart rate) increases, which tends to increase the dominant behavioral tendency.
4. Youth learn new forms of aggressive behaviors by observing them, and will reenact them almost immediately afterwards if the situational context is sufficiently similar.
Originally posted by Zaanny
After all that ....
Its a GAME....
NOT REAL LIFE
I am a grown man If I choose to slay a dragon or snipe an opponent...
ITS A GAME...
Originally posted by ~widowmaker~
reply to post by BO XIAN
of course they do, . . .
Originally posted by ~widowmaker~
reply to post by BO XIAN
as far as kids go its about teaching them its fake
as far as adults go, its about teaching them its not real ^^ and when game is over its over.
Originally posted by ownbestenemy
You state that this is "emphatic", which would lead me to think that I should be a violent person no?
I should have tendencies towards violence?
Studies like this need to provide results....results not based in science but based in dollars in my opinion (pick any other subject and that is what happens).
These are all subjective....
Originally posted by ~widowmaker~
reply to post by BO XIAN
oh sorry , was saying of course they cause reactions, just like any product out there. how many rich people have smashed a ferrari just because they thought they were an f1 driver? hehe
Originally posted by BO XIAN
Which part of this sentence is unclear?
"It's a complex problem."
Maybe this will help:
--MANY factors contribute to violence . . . particularly ATTACHMENT DISORDER . . . and a list of other factors.
Y'all are refusing to deal with the issue of:
GIGO.
Whitewashing the evils involved won't sanitize them.
Putting lipstick on the pig will not help.
Pointing at various packs of straw dogs won't help.
Throwing dust in the air over a list of non-sequiturs won't help.
That DEPENDS on a lot of factors--AMONG THEM--HOW MANY HOURS YOU SPENT/SPEND PLAYING VIOLENT VIDEO GAMES AT WHAT INTENSITY AND WHAT DEGREE OF EMOTIONAL INVOLVEMENT, IMMERSION.
You make it sound as though such studies are worthless. They are FAR FROM WORTHLESS.
Sigh.
"These are all subjective" is not quite accurate.
I am not refusing to deal with anything.
While they may have a contributing factor in certain cases, it isn't the sole cause; which ironically you state isn't so,.