Violent Games and Its Effects on Children and Teenager

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Violent games and its effects on children and teenager Are violent computer video games causing children or teenagers to become more aggressive?! IntroductionSince the introduction of video and computer games, concerns have been raised regarding their possible effects on the people that are playing them. For example, video games might make aggressive behaviors or releasing those aggressive behaviors seem to have no consequences, as predicted by the social learning theory and catharsis theory, respectively (Griffiths, 1999; Keepers, 1990). In this research paper, we will be examining the influence of video and computer games posing the following questions: If there is a high degree of violent content in many video and computer games, does this mean that the gamers that play more often will have a greater chance of aggression and violent towards others in their real lives? Does the answer depend on the personal and social status of the player, such as their age, gender, and education? What measures, if any, would we recommend in regulating the degree of violence in video game content? The first question deals with influence with regards to the amount of video and computer games a player plays on a daily basis. The second question identifies the limiting conditions of the influence. The final question raises suggestions for regulation of violent game contents. Video games were first introduced in the 1970's. They had become a preferred childhood leisure activity, and adults responded with concern about the possible effects of the games on children. Early research on these effects was inconclusive (Cesarone, 1999). In the mid 1980's, computer games were released and the home video game market "crashed and burned". However, the introduction of new systems such as Nintendo in 1986, video game popularity resurged (Provenzo, 1991). With the increasing competition

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