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The Effect Of Video Game Violence On Physiological Desensitization To Real Life Violence

3102 words - 13 pages

As the time passes, technology is expanding and developing many creative ideas. Unlike past, nowadays we have computers, TVs, internet, and many inventions that contain bad and good effects on us. Children used to interact with society by hanging out and playing sports with each other, but now as we can see a big percentage of children who play video games for many hours daily. Addiction controls life of people, there is addiction to drugs, cigarettes, alcohol or gambling, and there are some forms of addiction associated with modern life, such as Internet and video games.

Most people think that video games are harmful and waste of time. As a result, the main question of the research is how ...view middle of the document...

The search phrases used were “influence of video games,” “video games,” “video games and children,” and “violent video games.”

FINDINGS

The findings of the research were divided into two main categories. The first category is entitled Bad Influences of Video Games which explore the negative effects of playing video games on children. The second category is called Benefits of Video Games which explore the positive effects of playing video games on children.

Bad Influences of Video Games

In their article “The effect of video game violence on physiological desensitization to real-life violence” (2007), authors Nicholas Carnagey, Craig Andersonb, and Brad Bushman claim that violent video game exposure increases aggressive thoughts, angry feelings, physiological arousal, aggressive behaviors, and decreases helpful behaviors. They support their claim by conducting an experiment showing that violent video games increase aggressive thoughts in child’s mind “participants reported their media habits and then played one of eight violent or nonviolent video games for 20min. Next, participants watched a 10-min videotape containing scenes of real-life violence while heart rate (HR) and galvanic skin response (GSR) were monitored” (Carnagey, Anderson, & Bushman, 2007). Their purpose is to show whether violent video games affect’s on the behavior or not. Mainly, their main audience were parents and people who are interested in studying children's behavior. Later on, they share the findings from their experiment, which happened to be true that they were influenced, and show the relationship between video games and children and how can we avoid the bad influence of violent video games. So as shown in figures 1 on page 3 and 2 page 4, participants who previously played a violent video game had lower HR and GSR while viewing filmed real violence, demonstrating a physiological desensitization to violence (Carnagey, Anderson, & Bushman, 2007). This is important because it shows that violent video games influences the behavior on an aggressive way.

Daniel J. DeNoon in his news article “Time Spent Playing Video Games Tied to Kids' Weight” (2004) asserts that video games and obesity are linked to each other and a relationship between them exist. DeNoon supports his claim by using the study that was conducted by Dr. Elizabeth A. Van dewater, PhD, director of the Center for Research on Interactive Technology, Television and Children at the University of Texas "We examined the hypothesis that television and video game use are implicated in the rising prevalence of obesity in American youth," Van dewater and colleagues write. "We found no evidence that this is so for television. However, our results indicate that video game use is strongly related to children's weight status.” DeNoon’s purpose is to show that obesity is linked to playing video games. Thus, his intended audience is people who are concern about health issues. His findings as...

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