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adolescent aggression based on violent videogames

s are all violent and routinely watched by adolescents and young males. Video games are considered the most violent of the four types due to the interaction that the person playing the game has (Huesmann & Miller, 1994). This means that the person playing the game is controlling the actions of the characters. The player manipulates all punches, kicks, etc. that are used by the character in the game. The person playing a video games purpose is usually to kill or harm all that is in the way. Young children instinctively imitate actions they observe, without always possessing the intellect or maturity to determine if such actions are appropriate. Due to their role-modeling capacity to promote real world violence, there is deep concern that playing violent video games, with their fully digitalized human images, will cause children to become more aggressive towards other children and become more tolerant of, and more likely to engage in, real-life violence (Provenzo, 1991). Winning in these games is usually obtained by graphically killing all enemies and opponents. This teaches younger players to be more aggressive and more violent (Anderson & Dill, 2000). Of the other sources of violent medias for adolescents, movies, television, music, and sporting events, video games have recently begun to take most of the blame for juvenile delinquency. According to the first study conducted by Anderson and Dill video game play was shown to be a major contributor in both types of delinquency, violent and nonviolent. This studys primary focus was on negative consequences of long-term video game usage (Anderson & Dill). Violent video games seemed to cause more delinquency than those of educational or nonviolent content, further research needs to be produced based upon whether violent games really do determine the amount of delinquency compared to the amount caused by nonviolent video games (Anderson & Dill, 2000). The positive association with v...

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