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What these studies indicate is that, most likely, just average amounts of video game playing increases aggressive behavior in children.
The value of these last two kinds of studies is two fold.
In these games, blood, decapitation, guns, knives, mutilation and death are presented in color, sound and ever more realistic graphic.
If imitation or modeling is a problem with television, as social learning research has shown extrapolate this to the more immersible media, where visually, auditorily [ In one survey, children indicated that they preferred violent video games over nonviolent and educational video games that were available.As a result, several countries have responded to this problem by banning certain video games that are especially aggressive.Some of the video games include “Harvester” and “Soldier of Fortune.” In Canada, some provinces consider video games equal to movies.Video games have experienced dramatic developments in the last twenty-five years of their existence.They have progressed from simple blips of light on the television screen to complicated role-playing scenarios that allow the players to control the action.There are many psychological principles that would explain the process by which playing violent video games can result in violent behavior, not only in children but also in adults.Consequently, even though violent video game playing has been established as a problem in terms of increasing violent behavior, it is one that can be solved.However, it appears that to do so must involve a two-prong approach utilizing both parents and governmental action.Parents must be made aware of this problem so that they may exert their parental power to curb violent video game playing in their children.In fact, the Army typically uses video games in their training of soldiers, such as “Quake” and “Doom.” He “call[s] violent video games ‘murder simulators’”.Many national governments are concerned about the long-term impact that video game playing will have on their future citizens.