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The Effects Of Violent Video Games

1659 words - 7 pages

Since violent video games, like Mortal Kombat, were created, adolescents who play these games become more aggressive than before. To me, playing violent video games is unsafe for these people since they have the negative influence on these people. I believe that researching on that topic would help us get the sense of what problems to avoid. I wish to know what are the possible effects of violent video games on adolescents’ aggression. The independent variable is violent video games, and the dependent variable is adolescents’ aggression. My hypothesis is that adolescents who play violent video games become very aggressive than those who don’t. For this essay, I would like to present the findings from each article that will answer the topic I selected.
All of the sources for this essay contain findings from the experiments that deal with violent video games’ effects on adolescents. The first article, Gabrielle Unsworth’s The effect of playing violent video games on adolescents: Should parents be quaking in their boots?, concurs the types of effects of violent video games on adolescents’ aggression, and that these participants show the different levels of angers during the experiment. The second and third articles, Krcmar’s Retaliatory aggression and the effects of point of view and blood in violent video games and Nicholas Carnagey’s The Effects of Reward and Punishment in Violent Video Games on Aggressive Affect, Cognition, and Behavior, are related to each other since they both have similar results that violent video games increase adolescents’ aggressive cognitions. They are all related to each other except the fourth article, Marjut Wallenius’ Digital Game Playing and Direct and Indirect Aggression in Early Adolescence: The Roles of Age, Social Intelligence, and Parent-Child Communication, which looks at the interactions of digital games with early adolescents’ age, social intelligence and parent-child communication. The first three articles basically demonstrates the level of impact of violent video games on.
Unsworth basically shows that playing violent video games more likely affects adolescents to become very aggressive. The experiment was done on participants by measuring their anger before, during and after their game play of violent game, Quake II, and having them to fill out the questionnaire that determines their state of angers. The table categorizes the participants in terms of their change in the level of aggressiveness throughout the experiment. According to the data, she found that all participants’ anger ratings vary; some participants’ aggressiveness increases and some decreases while others don’t show any change. According to the article, overall, she concludes that:
“There were three types of reliable short-term reactions in regards to anger following gameplaying: increase, decrease and no effect. We found that these reactions could be predicted using state and trait variables. A ‘labile’ temperament coupled...

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