Violent Video Games Change Kids to Think More …

Video games can also have positive social effects. One measure of this which has significant research is that of prosocial behavior. Prosocial behavior is defined as when one person acts to help another. While research on this topic is mixed, there is evidence that games which focus on prosocial behavior lead to prosocial results (Schie & Wiegman, 1997).

One recent study focused specifically on the effects of prosocial games on undergraduate students (Gentile, et al., 2009). It was found that playing prosocial video games significantly impacted the immediate helpfulness of the player. As was expected from previous work by Anderson and others, violent and neutral video games did not increase the helpfulness of the test subjects.


Video Games and Children: Playing with Violence

As of 2015, over 59 per cent of American children play video games. Video games are a great way to build hand-eye coordination, and while it can never replace physical activity outside, it can be a helpful way to keep children occupied while inside and away from trouble. However, as a parent, you may want to know about the different types of video games available, and if they can have any detrimental effect on your child. Since video games aim to make a challenge for the player, there is often a competitive, , aspect to them. This simulated violence can range from light-hearted and silly to ultra-realistic and brutal. Due to this, you might ask yourself: “Do violent video games cause behavioural problems in children?” Read on to find out more.


Teen Violence and Video Games - Teen Help

There has also been the argument that videogames, especially violent ones, have caused people to become more aggressive in society. Whether or not this statement is actually true is debatable. In the essay “Introduction to Video Games: At Issue,” it is mentioned that a variety of studies show that people who play violent video games become much more aggressive when dealing with other people (Espejo 2). On the other hand, Derek Scott mentions in his essay how a variety of studies have proven that some aggressive games seem to have a calming effect and actually inhibit aggression in people who play violent video games (2). Greg Costikyan would agree with this statement; he writes “violent computer games don't spur violence; violent computer games channel antisocial impulses in societally acceptable ways” (6). Derek Scott also writes that children who are exposed to the least violence may be the most aroused and most likely to act aggressively (9). In any case, in order to prevent health problems of the mental and physical persuasion, one must spend more time doing other activities than just playing videogames all day. One should go outside and socialize with other people.

Violent Video Games Don't Influence Kids' Behavior: Study

The first reason video games are an issue is that many video games made today possess content that many people would consider to be obscene. The term covers violence, profanity, and sexual images (obviously). Such videogames are usually branded with the M (mature audiences only) rating on the front of the videogame cover. This means that only players seventeen or older should be playing such games. However, many children around the ages of twelve and under are acquiring these video games as gifts or are purchasing the games themselves. Therefore, it can be assumed that the parents are purchasing M-rated games for their children, and that stores are willingly selling these young children M-rated games. As Paul Keegan says, parents are not following these ratings and stores are not enforcing them, thus allowing young children to view content that is considered obscene (6). Thus, if parents understand and follow the various video game rating labels, and if stores enforce the videogame rating system, then young children will not be as easily able to view mature material.

10 Most Violent Video Games (and 10+ Alternatives) | HuffPost

This analysis reveals that traditional gender roles and violence are central to many games in the sample. There were no female characters in 41% of the games with characters. In 28% of these, women were portrayed as sex objects. Nearly 80% of the games included aggression or violence as part of the strategy or object. While 27% of the games contained socially acceptable aggression, nearly half included violence directed specifically at others and 21% depicted violence directed at women. Most of the characters in the games were Anglo. (Dietz, 1998, p. 425)