Most of the time violence is considered as the worst when it comes to the bad effects of video games. A scientific survey (Anderson & Bushman, 2001) has found a connection between aggressive behaviors and playing violent games where more the children play violent games, more tend be aggressive in behavior. Not only that but also they are more likely to have aggressive feelings and thoughts plus diminished aiding. It is said that the impact of playing violent games in children is compounded by the intuitive/interactive nature of the games. Children are remunerated for being more vicious or violent, most of the time in many games. The demonstration of violence is carried out over and again and the player is in control of the violence who encounters the brutality such as killing/stabbing in his own eyes. This first-hand experience in violence, being rewarded for it and the iteration of this process are compelling conditions for learning and developing violent behavior.
Of course, some studies (for example, Anderson & Dill, 2000) appear to show that violent video games can be related to aggressive behavior. However, the confirmation is not reliable and this issue is a long way from settled. Henry Jenkins of Massachusetts Institute of Technology and many other experts have identified that there is a diminished rate of crimes done by adolescents which matches with the popularity of games that are detected as violent, such as, Death Race, Grand Theft Auto, Doom and Mortal Kombat. He presumes that young players can leave the emotional experiences of the video game behind when it is over. Anyway it is reported that there are instances of young people who carry out brutal law violations who likewise invest extraordinary amount of time playing video games, for example, those included in the Columbine High School shooting in 1999.
In a late study conducted by Thompson & Haninger (2001) has found that even E-rated (rated as for Everyone) games includes events which are violent and dangerous to children.
The fundamental discoveries of their study are,
• 35 out of 55 E-rated video games (64 percent) checked on had no less than one violent activity against another character. There is massive variety in the measure of violence in these video games, ranging from 1.5% to 91.2% of game play, with a normal of 30.7% of them devoted to violence against other characters while no messages were provided not to use violence.
• Hurting other characters was remunerated or needed for progression in 33 games (60%). 27 of selected games depicted deaths from violence, while shooting, action and adventure games prompting the most noteworthy amounts of deaths per minute.
• They identified noteworthy contrasts in the measure of violence among video game genres. All 3 adventure games, all 2 fighting games, the shooting game , the strategy game, and the simulation game that were selected contained violence, while only 2 of 12 sports games included violence...