Exposure to Video Game Violence Report
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Report
AI Summary
This report examines the relationship between exposure to violent video games and aggressive behavior. It discusses the growth of the video game industry, the psychological effects of violent games, and presents research findings that suggest a correlation between violent video game engagement and increased aggression in players. The report also highlights the potential health risks associated with excessive gaming and calls for a reevaluation of video game rating systems.

Exposure to Video
Game Violence
Game Violence
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Table of Contents
INTRODUCTION...........................................................................................................................3
Violence Video Games....................................................................................................................3
CONCLUSION ...............................................................................................................................7
REFERENCES................................................................................................................................8
INTRODUCTION...........................................................................................................................3
Violence Video Games....................................................................................................................3
CONCLUSION ...............................................................................................................................7
REFERENCES................................................................................................................................8

INTRODUCTION
In the recent years the video game industry has taken over the market at a very great
extent and has been successful in capturing the interest of the audiences of all age groups
effectively. The present report is based on the evidence regarding exposure to video game
violence and whether this can be meaningfully related to aggressive behaviour or not. It has both
the sides of a positive as well as negative on the psychology of a person. The report will be in the
form of essay and will cover the large part of finding done in this context.
Violence Video Games
The growth of the video game industry in the recent years has been very impressive and
the Industry has surpassed the other entertainment industries like music and video industries in a
very effective manner. The growth of this industry also depends on the technology advancement
taken place in the market and has made these videos games more interesting and attractive. In the
recent times, the craze of violent video games has become very popular especially in the younger
generations. To gain the knowledge about the particular topic a research has been conducted
utilising the General Aggression Model and by this research it has been identified that these
violent video games increase the level of aggression. The violent video games has been
identified as one of the most playing game by the video gamer and the research in this context
has shown the concern on the public health risk. Whereas, the cross sectional has shown positive
correlation between the real life aggression and violent video game (Przybylski & Weinstein,
2019).
The research which has provided the evidence to indicate the negative effects of the
violent video games has used the General Aggression Model, which is the widely used model to
evaluate the media effects in a proper manner. The violent videos game may result in increasing
the aggression by activating one or more domains. In the particular video games rewarding
violence and rewarding on killing the pedestrian and racing drivers has increased the level of
hostile emotions, aggressive thinking and aggressive behaviour. The violent video game have
increase in generating negative thoughts, behaviour and feelings among the customers of those
games. The built fact that these violent mediums content directs the person towards the
modelling of violence and triggering of the aggressive acts. It can also be said that it increases
the negative outbursts in both the long and short term process.
In the recent years the video game industry has taken over the market at a very great
extent and has been successful in capturing the interest of the audiences of all age groups
effectively. The present report is based on the evidence regarding exposure to video game
violence and whether this can be meaningfully related to aggressive behaviour or not. It has both
the sides of a positive as well as negative on the psychology of a person. The report will be in the
form of essay and will cover the large part of finding done in this context.
Violence Video Games
The growth of the video game industry in the recent years has been very impressive and
the Industry has surpassed the other entertainment industries like music and video industries in a
very effective manner. The growth of this industry also depends on the technology advancement
taken place in the market and has made these videos games more interesting and attractive. In the
recent times, the craze of violent video games has become very popular especially in the younger
generations. To gain the knowledge about the particular topic a research has been conducted
utilising the General Aggression Model and by this research it has been identified that these
violent video games increase the level of aggression. The violent video games has been
identified as one of the most playing game by the video gamer and the research in this context
has shown the concern on the public health risk. Whereas, the cross sectional has shown positive
correlation between the real life aggression and violent video game (Przybylski & Weinstein,
2019).
The research which has provided the evidence to indicate the negative effects of the
violent video games has used the General Aggression Model, which is the widely used model to
evaluate the media effects in a proper manner. The violent videos game may result in increasing
the aggression by activating one or more domains. In the particular video games rewarding
violence and rewarding on killing the pedestrian and racing drivers has increased the level of
hostile emotions, aggressive thinking and aggressive behaviour. The violent video game have
increase in generating negative thoughts, behaviour and feelings among the customers of those
games. The built fact that these violent mediums content directs the person towards the
modelling of violence and triggering of the aggressive acts. It can also be said that it increases
the negative outbursts in both the long and short term process.
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Some of the negative effects of playing violent video games are as follows:
Develops aggression: the violent video games lead in increasing the aggression level in
the younger generation. It has showed that exposure to the violent video game is a casual risk
factor for the increased aggressive behaviour.
Addiction to gaming: the pathological gaming is the term which used very often in the
medical industry and it results in creating anxiety, insomnia, social isolation and depression.
Adverse effects on health: Excess of using anything is harmful and even excessive video
game will have a adverse effect on health of the people. It will result in causing problems on
mental as well as physical health.
Create negative impact on thinking ability: There are number of games which create
negative impact on the mental situation of the people and the greatest example of this type of
game is Blue Whale game in which people use to end their life at the ending stage which is
found with the help of survey which is done by most of the research group (Blue Whale: What is
the truth behind an online 'suicide challenge'? 2019).
Disturbs the sleeping pattern: There are some of the games which have destroyed the life
standard of people because it is found in most of the cases that people don't even want to sleep
on their actual time in which they are required to sleep for example: PUB-G, it is oen of those
game due to which video gamers are not sleeping on time and even that have the adverse effect
on the health level (7 Negative Side-Effects Of Playing PUBG Every Gamer Should Know
About, 2019).
The violent video games make the user extra defensive and puts a negative impact on the
behaviours towards the other people and at times they snap unnecessary. The research has found
that the players of these violent video games who interact with other human players experience a
great sense of action in the virtual medium.
In the present report, it has been examined that playing violent video games has
exacerbated the negative effects of the particular video game. It is expected that playing a violent
video game will increase the aggression and will have a great impact on their behaviour. This
study helped in figuring out the three aspects in the context of violent video game. Firstly, it
considered the possibility of the three different effects of the violent video game on the mental
behaviour of the people. Secondly, the accessibility to the aggressive thoughts were measured
during the game play using the ATSS paradigm. Third, the individualised analysis is used to
Develops aggression: the violent video games lead in increasing the aggression level in
the younger generation. It has showed that exposure to the violent video game is a casual risk
factor for the increased aggressive behaviour.
Addiction to gaming: the pathological gaming is the term which used very often in the
medical industry and it results in creating anxiety, insomnia, social isolation and depression.
Adverse effects on health: Excess of using anything is harmful and even excessive video
game will have a adverse effect on health of the people. It will result in causing problems on
mental as well as physical health.
Create negative impact on thinking ability: There are number of games which create
negative impact on the mental situation of the people and the greatest example of this type of
game is Blue Whale game in which people use to end their life at the ending stage which is
found with the help of survey which is done by most of the research group (Blue Whale: What is
the truth behind an online 'suicide challenge'? 2019).
Disturbs the sleeping pattern: There are some of the games which have destroyed the life
standard of people because it is found in most of the cases that people don't even want to sleep
on their actual time in which they are required to sleep for example: PUB-G, it is oen of those
game due to which video gamers are not sleeping on time and even that have the adverse effect
on the health level (7 Negative Side-Effects Of Playing PUBG Every Gamer Should Know
About, 2019).
The violent video games make the user extra defensive and puts a negative impact on the
behaviours towards the other people and at times they snap unnecessary. The research has found
that the players of these violent video games who interact with other human players experience a
great sense of action in the virtual medium.
In the present report, it has been examined that playing violent video games has
exacerbated the negative effects of the particular video game. It is expected that playing a violent
video game will increase the aggression and will have a great impact on their behaviour. This
study helped in figuring out the three aspects in the context of violent video game. Firstly, it
considered the possibility of the three different effects of the violent video game on the mental
behaviour of the people. Secondly, the accessibility to the aggressive thoughts were measured
during the game play using the ATSS paradigm. Third, the individualised analysis is used to
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access the change in the state anger at post game play. While the finding of three different effects
is not new to the violent video game play (Kepes, Bushman & Anderson, 2017). Literature, this
is the basic research to discover such a consequence within the identical study and render a
unified explanation. Another interesting finding was, accordant with the other researchers, the
deficiency of any real evidence to imply that a history of vulnerability to violent video games
increases the aggressive impact. In addition to competitive cognitions, the GAM posits that
exposure to violent video games, in the long-term
changes the individual’s personality more aggressive in outlook and propensity. As a result, it
was acknowledged that the exposure to ferocious video games is related with aggressive
emotionalism and negligent behaviour.
There are many other elements to believe when revaluation of this research. It may be
recommended that authorities affect is not a good measure for aggression effects of the violent
video games. Indeed, any assertion of a direct link between an individual’s feelings of anger and
their expected for aggressive behaviour are flimsy and helpless on many situational variables like
detected threat, lack of restraint due to substance use, etc. While a behavioural criterion of
aggression would be ideal, current measures engaged by the researchers like reward or
punishment tasks, competitive reaction time trials are not pure measures of aggressive behaviour.
The original purpose of this examination was to analyse the effects of violent video games from
a new visual aspect. It is recognised that angry affect does not anticipate aggressive behaviour;
however, since angry affect has been argued as an essential responsibility for the aggressive
behaviour by some researchers it was well-advised as a useful measure for the purpose of
informing about the short-term effects of violent video game play.
A research was conducted by APA Task Force that few days ago in which a review of
150 studies on violent video games and children’s behaviour was showcased (APA Task Force
on Violent Media, 2015). The report concludes that the violent video games present a risk factor
for rise the aggression level in children on a faster pace in comparison with others (Lau & et. al.,
2018). It also calls for a revamping of the video game rating system, they want this system of
rules to take more announcement of violence and take into consideration according to the age of
the customers of that game and psychological development. However, despite claiming the
review demonstrates a link between playing violent video games and hostility, the authors
assumed that some studies were incompatible and that instant research is inadequate to establish
is not new to the violent video game play (Kepes, Bushman & Anderson, 2017). Literature, this
is the basic research to discover such a consequence within the identical study and render a
unified explanation. Another interesting finding was, accordant with the other researchers, the
deficiency of any real evidence to imply that a history of vulnerability to violent video games
increases the aggressive impact. In addition to competitive cognitions, the GAM posits that
exposure to violent video games, in the long-term
changes the individual’s personality more aggressive in outlook and propensity. As a result, it
was acknowledged that the exposure to ferocious video games is related with aggressive
emotionalism and negligent behaviour.
There are many other elements to believe when revaluation of this research. It may be
recommended that authorities affect is not a good measure for aggression effects of the violent
video games. Indeed, any assertion of a direct link between an individual’s feelings of anger and
their expected for aggressive behaviour are flimsy and helpless on many situational variables like
detected threat, lack of restraint due to substance use, etc. While a behavioural criterion of
aggression would be ideal, current measures engaged by the researchers like reward or
punishment tasks, competitive reaction time trials are not pure measures of aggressive behaviour.
The original purpose of this examination was to analyse the effects of violent video games from
a new visual aspect. It is recognised that angry affect does not anticipate aggressive behaviour;
however, since angry affect has been argued as an essential responsibility for the aggressive
behaviour by some researchers it was well-advised as a useful measure for the purpose of
informing about the short-term effects of violent video game play.
A research was conducted by APA Task Force that few days ago in which a review of
150 studies on violent video games and children’s behaviour was showcased (APA Task Force
on Violent Media, 2015). The report concludes that the violent video games present a risk factor
for rise the aggression level in children on a faster pace in comparison with others (Lau & et. al.,
2018). It also calls for a revamping of the video game rating system, they want this system of
rules to take more announcement of violence and take into consideration according to the age of
the customers of that game and psychological development. However, despite claiming the
review demonstrates a link between playing violent video games and hostility, the authors
assumed that some studies were incompatible and that instant research is inadequate to establish

whether this can lead to criminal violence or negligence (Exelmans, Custers & Van den Bulck,
2015).
The research presented shows that the relation between violent video game have increased in
the aggressive behaviour, assertive cognitions and competitive affect, and decreases level of
social behaviour and gatherings, empathy and sensibility towards aggression.
2015).
The research presented shows that the relation between violent video game have increased in
the aggressive behaviour, assertive cognitions and competitive affect, and decreases level of
social behaviour and gatherings, empathy and sensibility towards aggression.
⊘ This is a preview!⊘
Do you want full access?
Subscribe today to unlock all pages.

Trusted by 1+ million students worldwide

CONCLUSION
From the above given report it can be concluded that violent video game increase the
aggression level in the behaviour of the person who indulge in these video games on excess level
and results as negative aspect. In conclusion this study has known that increases in aggression
are not more noticeable when playing a violent video game online in comparability to playing an
objective video game online. This is an essential finding in abstraction to the growing online
community and popularity of these violent video games in the market globally, particularly
FPSs, and the potential subsequent increases in the aggression. It has been thought that there
should be involvement and proper discussion about the deadly effects of playing these violent
video games but it seems that playing the game online does not further worsen these effects.
From the above given report it can be concluded that violent video game increase the
aggression level in the behaviour of the person who indulge in these video games on excess level
and results as negative aspect. In conclusion this study has known that increases in aggression
are not more noticeable when playing a violent video game online in comparability to playing an
objective video game online. This is an essential finding in abstraction to the growing online
community and popularity of these violent video games in the market globally, particularly
FPSs, and the potential subsequent increases in the aggression. It has been thought that there
should be involvement and proper discussion about the deadly effects of playing these violent
video games but it seems that playing the game online does not further worsen these effects.
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REFERENCES
Books and Journals
Exelmans, L., Custers, K., & Van den Bulck, J. (2015). Violent video games and delinquent
behavior in adolescents: a risk factor perspective. Aggressive behavior. 41(3). 267-279.
Gunter, B. (2016). Can Video Games Influence Levels of Real Violence?. In Does Playing Video
Games Make Players More Violent? (pp. 147-164). Palgrave Macmillan, London.
Hemenover, S. H., & Bowman, N. D. (2018). Video games, emotion, and emotion regulation:
expanding the scope. Annals of the International Communication Association. 42(2).
125-143.
Kepes, S., Bushman, B. J., & Anderson, C. A. (2017). Violent video game effects remain a
societal concern: Reply to Hilgard, Engelhardt, and Rouder (2017).
Lau, C. and et. al., (2018). Who Is at Risk for Problematic Video Gaming? Risk Factors in
Problematic Video Gaming in Clinically Referred Canadian Children and
Adolescents.Multimodal Technologies and Interaction. 2(2). 19.
Przybylski, A. K., & Weinstein, N. (2019). Violent video game engagement is not associated
with adolescents' aggressive behaviour: evidence from a registered report. Royal Society
open science. 6(2). 171474.
Online
Blue Whale: What is the truth behind an online 'suicide challenge'? 2019 [Online] Availabe
Through: <https://www.bbc.com/news/blogs-trending-46505722>
7 Negative Side-Effects Of Playing PUBG Every Gamer Should Know About. 2019 [Online]
Available Through:
<https://www.scoopwhoop.com/side-effects-of-playing-pubg/#.yz2ecj7at>
APA Task Force on Violent Media. 2015. [Online] Available Through:
<https://www.apa.org/pi/families/violent-media>
Books and Journals
Exelmans, L., Custers, K., & Van den Bulck, J. (2015). Violent video games and delinquent
behavior in adolescents: a risk factor perspective. Aggressive behavior. 41(3). 267-279.
Gunter, B. (2016). Can Video Games Influence Levels of Real Violence?. In Does Playing Video
Games Make Players More Violent? (pp. 147-164). Palgrave Macmillan, London.
Hemenover, S. H., & Bowman, N. D. (2018). Video games, emotion, and emotion regulation:
expanding the scope. Annals of the International Communication Association. 42(2).
125-143.
Kepes, S., Bushman, B. J., & Anderson, C. A. (2017). Violent video game effects remain a
societal concern: Reply to Hilgard, Engelhardt, and Rouder (2017).
Lau, C. and et. al., (2018). Who Is at Risk for Problematic Video Gaming? Risk Factors in
Problematic Video Gaming in Clinically Referred Canadian Children and
Adolescents.Multimodal Technologies and Interaction. 2(2). 19.
Przybylski, A. K., & Weinstein, N. (2019). Violent video game engagement is not associated
with adolescents' aggressive behaviour: evidence from a registered report. Royal Society
open science. 6(2). 171474.
Online
Blue Whale: What is the truth behind an online 'suicide challenge'? 2019 [Online] Availabe
Through: <https://www.bbc.com/news/blogs-trending-46505722>
7 Negative Side-Effects Of Playing PUBG Every Gamer Should Know About. 2019 [Online]
Available Through:
<https://www.scoopwhoop.com/side-effects-of-playing-pubg/#.yz2ecj7at>
APA Task Force on Violent Media. 2015. [Online] Available Through:
<https://www.apa.org/pi/families/violent-media>
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