Wait a second!
More handpicked essays just for you.
More handpicked essays just for you.
Effects of computer games on children
Effects of video games on children
Effects of computer games on children
Don’t take our word for it - see why 10 million students trust us with their essay needs.
Recommended: Effects of computer games on children
Aggression is “the intentional behavior aimed at causing physical harm or psychological pain to another person,” (Aronson et al.). Though this is a very concrete definition, many forms of aggression arise subconsciously. Numerous studies have been completed on the effects of viewed aggression or violence and the resulting behavior of the observer. Though subconscious aggression has been found to be a valid reason an individual may lash out, we can see in the social-cognitive learning theory that this may not always be the case. Individuals learn a social behavior, from aggression to altruism, in a large part through observing and imitating other individuals. Cognitive processes such as plans, expectations, and beliefs, are the reason individuals …show more content…
This could potentially serve as an example to others about what would be considered normative behavior. In a study completed by Fling et al., they found that 4 to 7 year-old children exposed to a violent videogame were more aggressive than the baseline children or the children who were exposed to a non-violent video game. Chambers and Ascione (1987) found that third through eighth graders donated less to a donation box after observing an aggressive videogame as opposed to a prosocial videogame. In a self-report measure, 11 to 14 year old males who played videogames heavily had a lower frustration tolerance. Results by Dominick, Lin, and Lepper, younger children showed more aggression after playing violent videogames, however, some correlational studies have shown that more aggressive children are more drawn to violent videogames. In regards to self-esteem, lower self-esteem may be associated with more frequent videogame play and might increase a sense of mastery, however, is more likely to cause violent behavior. “Surgeon General C. Everett Kopp indicted videogames for being addictive and one of the three main causes of family violence,” (Fling et
In a study conducted by Barratt, Stanford, Dowdy, Liebman, and Kent (1999), a group of 216 college students were asked to evaluate their own aggressive acts with a self-report survey. The resulting aggressive acts committed were divided into the two categories of impulsive and premeditated aggression. Impulsive aggression was frequently followed by feelings of remorse and confusion after
Nurture brings out the aggressive behaviour in humans. Mikal Gilmore’s book, Shot in the Heart, correlates with the aspect of aggressive behaviour nurture because of how he turned out unlike the other four, who did not have a this ability to kill. The nurture of a child into adulthood develops and creates the aggressive behaviour within the environment. The aggressive behaviour can be found in every human, but it is not until the cognitive development of a child that the aggressive behaviour can start to form and become overpowering. Though the basis of aggression is found in people it is not until a child is exposed to an aggressive
One of the most researched topics in the history of psychology is aggression. One goal of social scientists has been to define aggression. Some believe that aggression is biologically preprogrammed, others look toward situational factors and this study suggests that aggression is learned. This study was conducted by Albert Bandura and his associates in 1961 at Stanford University. The researchers proposed that the children be exposed to adult models with either aggressive or nonaggressive ways, they would then be tested without the models present to determine if they would imitate that aggression they observed in the adult.
“Study: Violent Video Game Play Makes More Aggressive Kids.” 2011. SIRS Researcher. Web. 23 Mar 2011.
Aggression is defined as any behavior intended to harm another person who is motivated to avoid the harm according to Baumeister & Bushman (2014). A study was conducted in 1967 by Leonard Berkowitz and Anthony LePage, to determine whether the presence of weapons would elicit aggressive behavior from an individual (Baumeister & Bushman, 2014). They hypothesized that participants were likely to associate weapons, particularly firearms, to aggression and violence, which would cause observing a weapon to elicit an aggressive response. The experiment determined that the presence of weapon can elicit an aggressive response from people ready to act aggressively. In the study, participants were shocked up to seven times then given the opportunity to
The allegation that videogames cause violent behavior in children has been present as long as videogames themselves. Some researchers said that the Sandy Hook shooter, Adam Lanza, was one intense gamer. “Seung-Hui Cho, the Virginia Tech Shooter was seen by his roomates as odd because he never joined them in video games.”(Beresin) This debate will continue to go on in this country as long as there are horrific crimes that occur. There is much written in the research regarding this issue, and many differing views. The research that is presented in the next few paragraphs supports the theory that it is not the graphic video games that produce aggressive behavior, but other factors in a child’s life that create violent actions.
Studies on the link between videogames and violent behaviors began in the late 1970’s. The first time a violent video game was introduced and raised some eyebrows about the amount of violence being displayed was with a certain racing video game. “The controversy dates all the way back to Death Race, a 1976 8-bit video game in which cars run over bad guys, turning them into tombstones” (Kelly, 1). The studies between videogames and violent behavior continued into the 1980’s. “In 1984, a study found that arcade games have a “calming effect” and that boys use them to blow off steam. Both studies relied on surveys and interviews asking boys and young men about their media consumption” (Kain, 2). As a result, the link between videogames and violent behavior has been studied for a long time.
In conclusion, our study has demonstrated that a rise in social aggression may not be caused by violent video games, as there is no correlation proven to be significant from these results. Although the concerns are still great, future research should look into more of the short-term effects on teens and young adults from playing video games and then approach the idea of the habituation of violence from these games. A rise in aggression is something that should be taken seriously and future research should reflect that.
It's a surprising fact that 90 percent of young boys and 40 percent of young girls play video games on a regular basis. The real question is how many of those young people play violent video games, and of those, how many have become more violent as a result? Although some people don't believe that violent video games are harmful to young boys and girls, they are harmful because they cause more aggressive behavior and they desensitize.
The purpose of this paper is to present a literature review on existing articles relating to the possibility of violent video games promoting aggressive behavior. The hypothesis set forth was that people who played non-violent video games displayed more Prosocial behavior versus those who played violent video games displayed more antisocial and aggressive behavior. A search was conducted on regular search engines on the internet, and on EBSCOhost using the title “can violent video games promote aggressive behavior.” The research articles presented are obtained from five case studies each focusing on different measures that were obtained, methods used, the participants involved, the designs of the study, and the results of the studies.
Provocation is main important factor that plays a role in aggression. Aggression can be defined as behavior that is meant to hurt others. It is generally divided into hostile aggression and instrumental aggression. Instrumental aggression is a means to an end. It is often referred to as "predatory" aggression and is associated with goal-oriented, planned, or controlled behavior. Generally, harming the person is used to obtain some other goal, such as money or benefits. Hostile aggression is accompanied by strong emotions, particularly anger. It is associated with being impulsive, unplanned, overt, uncontrolled and harming the other person is the goal.
Aimee Morlatt Period 6 March 24, 2014 There has been an ongoing debate for many years about the correlation between real-life violence and violent video games. Studies have shown that there is at least some relationship between the two. Some people claim that violent video games do not cause violence. A recent study concluded that violent video games may be calming. Dr. Ferguson, a child phycologist, also uses the excuse that all children have played video games at least once in their life. Dr. Ferguson and his colleague Dr. Olson, two researchers of this topic, found that there was no increased criminality between high risk teens and playing violent video games. Regardless of doctors' claims, violent video games are known to cause violence because of the amount of screen-time, linked violent fantasies, and the incorporated teaching skills. As children age, video game screen time also increases. A study done in 2000 Dr. Woodard and Natalia Gridina reported that "between ages 2 and 5, children play for twenty eight minutes per day"(Woodard and Gridina, 2000, Media Violence and Children). A more recent study, done in 2002 by noted Phycologists, Dr. Gentile and Dr. Walsh, found that "between ages 2 and 7, children play 43 minutes per day"(Gentile and Walsh, 2002, Media Violence and Children). Whereas, Dr. Buchman and nurse Funk reported that by the time youths reach fourth grade, girls play about four and a half hours per week and boys play about seven hours per week. All of this play time decreases sensitivity to violence. This effect is also referred to as the "bystander effect" because people who are desensitized to violence are usually less sympathetic towards it. Another effect is the 'victim effect'. This effect may also be dan...
The first thing to look at is what human aggression is. It is defined as any behavior toward another individual that is carried out with the proximate (immediate) intent to cause harm (Anderson & Bushman 2002). Not to get confused with violence, all violent acts have aggression but not all aggressive acts are violent. For example kids often aggressive behavior towards each other but without the intent to hurt them. So now it’s time to look at the different types of aggression. Affective aggression (also labeled 'hostile' or 'emotional' is usually conceived as impulsive, thoughtless (that is, unplanned), driven by anger, having the ultimate motive of harming the target, and occurring in reaction to some perceived provocation. Instrumental aggression, in contrast, is usually conceived as a premeditated means of obtaining some goal other than harming the victim, being proactive rather than reactive, and resulting from cold calculation rather than hot affect. Impulsive aggression is usually conceived as thoughtless (automatic, fast, and without consider...
Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: a Meta-Analytic Review of the Scientific Literature." Psychological Science (2001). EBSCO. DePaul Library. 7 Mar. 2008.
Methodology This research was conducted using the online databases at the Oregon State University Library.... ... middle of paper ... ... In fact, violent video games influence children’s behavior badly, thus the child is more aggressive.