An Analysis of Violent Video Games and Their Influence on Aggression
VerifiedAdded on 2022/12/01
|10
|2142
|81
Essay
AI Summary
This essay examines the relationship between violent video games and aggressive behavior. It begins with an introduction to the topic, followed by a summary of how video game violence and aggression are related. The essay identifies the harmful effects of video game violence based on evidence and discusses the strengths and weaknesses of related research. It also explores different ways exposure to video game violence can affect aggressive behavior. The study highlights the potential risks of aggression, particularly in children, and concludes with a discussion of the impact of violent video games on behavior, drawing from various sources and research studies to support its arguments. The essay emphasizes the need to understand how violent video games can affect behavior and lead to aggression.

Essay
1
1
Paraphrase This Document
Need a fresh take? Get an instant paraphrase of this document with our AI Paraphraser

Contents
INTRODUCTION...........................................................................................................................3
MAIN BODY..................................................................................................................................3
Summarises the video games violence and Aggression..............................................................3
Identify the harmful effect of video game violence on the basis of evidence.............................4
Strength and Weakness of investigation on the Violent Video games........................................5
Examine the different ways to exposure of video game violence in context of aggression
behavior.......................................................................................................................................6
CONCLUSION................................................................................................................................6
REFERENCES................................................................................................................................8
2
INTRODUCTION...........................................................................................................................3
MAIN BODY..................................................................................................................................3
Summarises the video games violence and Aggression..............................................................3
Identify the harmful effect of video game violence on the basis of evidence.............................4
Strength and Weakness of investigation on the Violent Video games........................................5
Examine the different ways to exposure of video game violence in context of aggression
behavior.......................................................................................................................................6
CONCLUSION................................................................................................................................6
REFERENCES................................................................................................................................8
2

INTRODUCTION
Behaviour change is a type of situation or condition which may be identified in different
ways. Sometimes, it is considered as a process of transformation as well as modification within
individual person. Nowadays, there are different factors that directly affect on the behaviour,
attitude of person in context of positive and negative aspect. It is very important to investigate on
the effect of long-term violent video games. It is among one of the most common that helps to
develop aggressive behaviour of different people. Sometimes, it will focus on identifying the
certain kind of issues or problems discussed in the study.
This report is focused on the concept of violent video games which may directly impact on
the behaviour change of individual people. Describing about connection between the exposure of
video games, violent and aggressive behaviour of individuals is also done. Furthermore,
understanding the strength and weakness of research, whether identification of individual at
more risks due to aggressive behaviour or nature.
MAIN BODY
Summarise the video games violence and Aggression
It is mainly concerned about the violent video games which may promote aggression and
reduce the empathy in its player and also given the context of popularity of these games, their
psychological impact on the society or community (Dowsett & Jackson, 2019).
On the basis of studies, various evidence has been shown and then exploring to identify
significant harmful effect of games violence. It may support the topic and passionately debated
in the scientific literature. It has been strongly argued that violent video games increase a lot of
aggression among players. In most of cases, it has been examined that video games are likely
used for both positive and negative aspect. In context of positive manner, it means that
enhancing the knowledge of individual people which are players. On the other hand, it may
directly affect the behaviour and attitude of people (Zhang, Cao & Tian, 2020). In recent
development of violent video games - it rewards player for killing individual one’s, and also used
3
Behaviour change is a type of situation or condition which may be identified in different
ways. Sometimes, it is considered as a process of transformation as well as modification within
individual person. Nowadays, there are different factors that directly affect on the behaviour,
attitude of person in context of positive and negative aspect. It is very important to investigate on
the effect of long-term violent video games. It is among one of the most common that helps to
develop aggressive behaviour of different people. Sometimes, it will focus on identifying the
certain kind of issues or problems discussed in the study.
This report is focused on the concept of violent video games which may directly impact on
the behaviour change of individual people. Describing about connection between the exposure of
video games, violent and aggressive behaviour of individuals is also done. Furthermore,
understanding the strength and weakness of research, whether identification of individual at
more risks due to aggressive behaviour or nature.
MAIN BODY
Summarise the video games violence and Aggression
It is mainly concerned about the violent video games which may promote aggression and
reduce the empathy in its player and also given the context of popularity of these games, their
psychological impact on the society or community (Dowsett & Jackson, 2019).
On the basis of studies, various evidence has been shown and then exploring to identify
significant harmful effect of games violence. It may support the topic and passionately debated
in the scientific literature. It has been strongly argued that violent video games increase a lot of
aggression among players. In most of cases, it has been examined that video games are likely
used for both positive and negative aspect. In context of positive manner, it means that
enhancing the knowledge of individual people which are players. On the other hand, it may
directly affect the behaviour and attitude of people (Zhang, Cao & Tian, 2020). In recent
development of violent video games - it rewards player for killing individual one’s, and also used
3
⊘ This is a preview!⊘
Do you want full access?
Subscribe today to unlock all pages.

Trusted by 1+ million students worldwide

a wide weapon etc. At certain level, it should include various kind of violence scene which may
influence people to do harmful activities. Many players are playing video games and assume as
hero in reality and then commence different criminal activities. In this way, it has been
developed that the video games are violent and change the behaviour of people.
In order to evaluate the aggressive behaviour of individual’s, a research has been carried
out to find 30 different respondents. Within research studies, the respondents belonging to the
age group of 18 to 45 years are tapped and being interrogated. All of participants were asked to
full their self-questionnaires report (Ferguson & Kilburn, 2010). This type of activity is possible
by the method of primary data collection. In order to analyse the opinion or viewpoint of
individual people, in regards of aggression behaviour through video games is possible.
Identify the harmful effect of video game violence on the basis of evidence
On the basis of different kind of physiological studies, it has been identified that the
video games violence may increase aggression level among its players. According to
Greitemeyer (2018) whenever playing a violent games such as Doom etc. it resulted in
increasing the aggression behavior of people and also continued changing the feeling, thoughts
or nature of players. It is all about the nature to explain the habits of people and other kind of
vulnerability due to the aggressive behavior (Anderson & Saleem, 2010). The video game
violence is directly affecting the behavior of every age group of people. For Example - violence
based video games are developing an aggression among people especially in younger who will
try to compare with other adults.
In order to explore the harmful effect of violent video games on the human behavior and
identifying the change in physical as well as mental health conditions, it is to be well understood
the after-effects of the games. Many players automatically develop a violent behavior and apply
that on different people, this is simply escalating as there is an urge to win which is forcing to
develop aggressive thoughts instantly. Because of this condition, many people are not afraid of
any kind of danger weapon and accidents etc. on the basis of different studies, it has been
identified the actual level of exposure in context of violence video games (Przybylski &
4
influence people to do harmful activities. Many players are playing video games and assume as
hero in reality and then commence different criminal activities. In this way, it has been
developed that the video games are violent and change the behaviour of people.
In order to evaluate the aggressive behaviour of individual’s, a research has been carried
out to find 30 different respondents. Within research studies, the respondents belonging to the
age group of 18 to 45 years are tapped and being interrogated. All of participants were asked to
full their self-questionnaires report (Ferguson & Kilburn, 2010). This type of activity is possible
by the method of primary data collection. In order to analyse the opinion or viewpoint of
individual people, in regards of aggression behaviour through video games is possible.
Identify the harmful effect of video game violence on the basis of evidence
On the basis of different kind of physiological studies, it has been identified that the
video games violence may increase aggression level among its players. According to
Greitemeyer (2018) whenever playing a violent games such as Doom etc. it resulted in
increasing the aggression behavior of people and also continued changing the feeling, thoughts
or nature of players. It is all about the nature to explain the habits of people and other kind of
vulnerability due to the aggressive behavior (Anderson & Saleem, 2010). The video game
violence is directly affecting the behavior of every age group of people. For Example - violence
based video games are developing an aggression among people especially in younger who will
try to compare with other adults.
In order to explore the harmful effect of violent video games on the human behavior and
identifying the change in physical as well as mental health conditions, it is to be well understood
the after-effects of the games. Many players automatically develop a violent behavior and apply
that on different people, this is simply escalating as there is an urge to win which is forcing to
develop aggressive thoughts instantly. Because of this condition, many people are not afraid of
any kind of danger weapon and accidents etc. on the basis of different studies, it has been
identified the actual level of exposure in context of violence video games (Przybylski &
4
Paraphrase This Document
Need a fresh take? Get an instant paraphrase of this document with our AI Paraphraser

Weinstein, 2019). Moreover, violence video games are also reducing the actual level of patience
among people. So as, they can take a quick decision which may become harmful for themselves.
At some point, different researchers have been developing the expression towards violence video
games and its effect of aggression.
Strength and Weakness of investigation on the Violent Video games
The weaknesses are usually associated with cross sectional studies and establishing a
relationship with data collection through individual people. There are some weaknesses of Cross
sectional such as lack of data management in heterogeneous population. It is extremely difficult
to handle in proper manner. Cross sectional study is becoming to be considered as one of the best
approaches in which identification of the answer to different questions through individual people
is being done. Sometimes, it is also helping to gather or collect data from different age group
respondents (Scharrer, Kamau & Zhang, 2018). Therefore, Strength is that it becomes easier for
differentiating the opinion or viewpoint of every people. Study is based on the causal
relationship so that it may affect on the one variable to another.
Sample size – when achieving the aim and finding the solution by using responses of 30 different
respondents or people’s, who are participating and sharing their experience in regards of violent
video games.
Measurement – As finding the research, it is not accurate way to help identifying aggressive
behavior of people. However, it should be considered as primary data collection from different
players (Zhang, Cao & Tian, 2020). Therefore, it can help to measure the actual effect of violent
video games upon people, but still impact on the behavior change due to violence video games
should also be monitored.
Result – Research study is clearly representing the knowledge people have in regards of violence
video games in order to determine its negative impact on behavior of people.
5
among people. So as, they can take a quick decision which may become harmful for themselves.
At some point, different researchers have been developing the expression towards violence video
games and its effect of aggression.
Strength and Weakness of investigation on the Violent Video games
The weaknesses are usually associated with cross sectional studies and establishing a
relationship with data collection through individual people. There are some weaknesses of Cross
sectional such as lack of data management in heterogeneous population. It is extremely difficult
to handle in proper manner. Cross sectional study is becoming to be considered as one of the best
approaches in which identification of the answer to different questions through individual people
is being done. Sometimes, it is also helping to gather or collect data from different age group
respondents (Scharrer, Kamau & Zhang, 2018). Therefore, Strength is that it becomes easier for
differentiating the opinion or viewpoint of every people. Study is based on the causal
relationship so that it may affect on the one variable to another.
Sample size – when achieving the aim and finding the solution by using responses of 30 different
respondents or people’s, who are participating and sharing their experience in regards of violent
video games.
Measurement – As finding the research, it is not accurate way to help identifying aggressive
behavior of people. However, it should be considered as primary data collection from different
players (Zhang, Cao & Tian, 2020). Therefore, it can help to measure the actual effect of violent
video games upon people, but still impact on the behavior change due to violence video games
should also be monitored.
Result – Research study is clearly representing the knowledge people have in regards of violence
video games in order to determine its negative impact on behavior of people.
5

Analysis
Because of the exposure of violence games, large number of populations are suffering
from major risk in regards of aggression especially, this type of situation has been occurred in
children and has been identified through research study (Yao, Zho & Gao, 2019). Children’s
have a high level of observing power which means that they can easily grasp any kind of
violence and then adopt in their lifestyle. Further, it has been augmenting the behavior of
children who commence criminal activities.
In most of cases, people are highly addicted to substance of abuse such as drugs and
increase the high-level risk. In the similar manner, violence video games can work as harmful
substance which may affect the behavior of people and develop a lot of aggression.
Examine the different ways to exposure of video game violence in context of aggression
behavior
In order to examine the different ways in which how violence video games increase an
aggressive behaviour among people – primary research has been conducted. Generally, a violent
based game consists of different variables related to aggressive behaviour or nature. In this way,
it has automatically increased the high level off aggressive behaviour (Zhang, Cao & Tian,
2020). Each and every violent video game have their own theme which always pull the eyeballs
of the players. In most of situation, violent based themes are considered to hold the negative
aspect in behaviour of its players. Therefore, it may be affected in both negative as well as
positive manner. Afterwards, it would be increasing a major aggressive behaviour among
individuals.
The relationship between violent video games and aggression among adolescent has been
considered a significant issue in context of psychological research. On the basis of General
aggressive model, it has been identified that different variables of aggressive behaviour i.e. the
degree of exposure to violent games directly increases the level of aggression behaviour (Zhang,
Cao & Tian, 2020). On the other hand, family environment is also acting as aggression
developed among people in specific analysis of interaction between family conflict and media
6
Because of the exposure of violence games, large number of populations are suffering
from major risk in regards of aggression especially, this type of situation has been occurred in
children and has been identified through research study (Yao, Zho & Gao, 2019). Children’s
have a high level of observing power which means that they can easily grasp any kind of
violence and then adopt in their lifestyle. Further, it has been augmenting the behavior of
children who commence criminal activities.
In most of cases, people are highly addicted to substance of abuse such as drugs and
increase the high-level risk. In the similar manner, violence video games can work as harmful
substance which may affect the behavior of people and develop a lot of aggression.
Examine the different ways to exposure of video game violence in context of aggression
behavior
In order to examine the different ways in which how violence video games increase an
aggressive behaviour among people – primary research has been conducted. Generally, a violent
based game consists of different variables related to aggressive behaviour or nature. In this way,
it has automatically increased the high level off aggressive behaviour (Zhang, Cao & Tian,
2020). Each and every violent video game have their own theme which always pull the eyeballs
of the players. In most of situation, violent based themes are considered to hold the negative
aspect in behaviour of its players. Therefore, it may be affected in both negative as well as
positive manner. Afterwards, it would be increasing a major aggressive behaviour among
individuals.
The relationship between violent video games and aggression among adolescent has been
considered a significant issue in context of psychological research. On the basis of General
aggressive model, it has been identified that different variables of aggressive behaviour i.e. the
degree of exposure to violent games directly increases the level of aggression behaviour (Zhang,
Cao & Tian, 2020). On the other hand, family environment is also acting as aggression
developed among people in specific analysis of interaction between family conflict and media
6
⊘ This is a preview!⊘
Do you want full access?
Subscribe today to unlock all pages.

Trusted by 1+ million students worldwide

violence. Further studies have been showing that autonomy supportive restrictive mediation is
helping to the parents to reduce the aggressive behaviour of people. Conversely, inconsistent
restricted the mediation and associated with increase of aggressive behaviour by enhancing
media-based violence exposure.
CONCLUSION
From above analysis, it has been concluded that the violent video games are directly
affecting the behaviour of people. As a result, it has increased the developmental level in regards
of aggression. From Literature, it has been summarised that the different types of violent themes
influence people where they can involve in dangerous activities. In this documentation, it mainly
focuses on the concept of violent video games which may directly impact the behaviour change
of individual people. It can develop an appropriate connection between the exposure of video
games violence and aggressive behaviour of individuals. In this essay, further it has also
identified the strength and weakness of research, in consideration to the identification of
individual at more risks due to aggressive behaviour or nature.
7
helping to the parents to reduce the aggressive behaviour of people. Conversely, inconsistent
restricted the mediation and associated with increase of aggressive behaviour by enhancing
media-based violence exposure.
CONCLUSION
From above analysis, it has been concluded that the violent video games are directly
affecting the behaviour of people. As a result, it has increased the developmental level in regards
of aggression. From Literature, it has been summarised that the different types of violent themes
influence people where they can involve in dangerous activities. In this documentation, it mainly
focuses on the concept of violent video games which may directly impact the behaviour change
of individual people. It can develop an appropriate connection between the exposure of video
games violence and aggressive behaviour of individuals. In this essay, further it has also
identified the strength and weakness of research, in consideration to the identification of
individual at more risks due to aggressive behaviour or nature.
7
Paraphrase This Document
Need a fresh take? Get an instant paraphrase of this document with our AI Paraphraser

REFERENCES
Book and Journals
Dowsett, A., & Jackson, M. (2019). The effect of violence and competition within video games
on aggression. Computers in Human Behavior. 99. 22-27.
Greitemeyer, T. (2018). The spreading impact of playing violent video games on
aggression. Computers in human behavior. 80. pp.216-219.
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). p.171474.
Scharrer, E., Kamau, G. & Zhang, C. (2018). Violent video games do contribute to aggression.
In Video game influences on aggression, cognition, and attention (pp. 5-21). Springer,
Cham.
Yao, M., Zhou, Y. & Gao, X. (2019). Violent video games exposure and aggression: The role of
moral disengagement, anger, hostility, and disinhibition. Aggressive behavior. 45(6).
pp.662-670.
Zhang, Q., Cao, Y. & Tian, J. (2021). Effects of Violent Video Games on Aggressive Cognition
and Aggressive Behavior. Cyberpsychology, Behavior, and Social Networking. 24(1).
pp.5-10.
Anderson, C. A. & et.al., 2010 Violent Video Game Effects on Aggression, Empathy, and
Prosocial Behavior in Eastern and Western Countries: A Meta-Analytic Review,
Psychological Bulletin, Published, Vol 136, Issue 2, Pages 151-173
Ferguson C. & Kilburn, J. 2010. Much Ado About Nothing: The Misestimation and
Overinterpretation of Violent Video Game Effects in Eastern and Western Nations:
Comment on Anderson et al. (2010), Psychological Bulletin: Published 2010, Vol 136,
Issue 2, Pages 174-178
8
Book and Journals
Dowsett, A., & Jackson, M. (2019). The effect of violence and competition within video games
on aggression. Computers in Human Behavior. 99. 22-27.
Greitemeyer, T. (2018). The spreading impact of playing violent video games on
aggression. Computers in human behavior. 80. pp.216-219.
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). p.171474.
Scharrer, E., Kamau, G. & Zhang, C. (2018). Violent video games do contribute to aggression.
In Video game influences on aggression, cognition, and attention (pp. 5-21). Springer,
Cham.
Yao, M., Zhou, Y. & Gao, X. (2019). Violent video games exposure and aggression: The role of
moral disengagement, anger, hostility, and disinhibition. Aggressive behavior. 45(6).
pp.662-670.
Zhang, Q., Cao, Y. & Tian, J. (2021). Effects of Violent Video Games on Aggressive Cognition
and Aggressive Behavior. Cyberpsychology, Behavior, and Social Networking. 24(1).
pp.5-10.
Anderson, C. A. & et.al., 2010 Violent Video Game Effects on Aggression, Empathy, and
Prosocial Behavior in Eastern and Western Countries: A Meta-Analytic Review,
Psychological Bulletin, Published, Vol 136, Issue 2, Pages 151-173
Ferguson C. & Kilburn, J. 2010. Much Ado About Nothing: The Misestimation and
Overinterpretation of Violent Video Game Effects in Eastern and Western Nations:
Comment on Anderson et al. (2010), Psychological Bulletin: Published 2010, Vol 136,
Issue 2, Pages 174-178
8

9
⊘ This is a preview!⊘
Do you want full access?
Subscribe today to unlock all pages.

Trusted by 1+ million students worldwide

10
1 out of 10
Related Documents

Your All-in-One AI-Powered Toolkit for Academic Success.
+13062052269
info@desklib.com
Available 24*7 on WhatsApp / Email
Unlock your academic potential
Copyright © 2020–2025 A2Z Services. All Rights Reserved. Developed and managed by ZUCOL.