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Video games and youth

nce more accurately by ranking violent acts according to severity, noting the context in which violent acts occur, and considering the overall message as pro- or anti- violence. However, the factor of context is typically missing in video games. There are no grey areas in the behavior of game characters, and players are rarely required to reflect or make contextual judgments. Effects of Violence in Video Games The NCTV claims that there has been a steady increase in the number of video games with violent themes. Games rated as extremely violent increased from 53% in 1985 to 82% in 1988. A 1988 survey indicated that manufacturers were titling their games with increasingly violent titles. Another survey found that 40 of the 47 top-rated Nintendo video games had violence as a theme. An early study on the effects of video games on children found that playing video games had more positive effects on children than watching television. A conference sponsored by Atari at Harvard University in 1983 presented preliminary data which failed to identify ill effects. More recent research, however, has begun to find connections between children's playing of violent video games and later aggressive behavior. A research review done by NCTV found that 9 of 12 research studies on the impact of violent video games on normal children and adolescents reported harmful effects. In general, while video game playing has not been implicated as a direct cause of severe psycho-pathology, research suggests that there is a short-term relationship between playing violent games and increased aggressive behavior in younger children. Because it is likely that there is some similarity in the effect of viewing violent television programs and playing violent video games on individuals' aggressive behavior, those concerned with the effects of video games on children should take note of television research. The consensus among researchers on television violence is that there ...

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