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Violent Video Games

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Violent Video Games
Chapter 1
The Problem and its Setting
Introduction
Over the past few years, video games have become increasingly popular in our culture. During this time video games have experienced leaps in technology, such as improved graphics and the ability to play with others either in person or worldwide via internet . As video game popularity has grown and the technology has become more advanced, concern has also grown regarding the effects of violent video game play on children.
Video games are unique, as compared to other games children and adolescents play, because it encourages players to become a part of the game 's script. Players are encouraged to actively participate as a character by choosing how they will interact with other characters including which weapons will be used while fighting or attacking other characters. Weapons often include guns, knives, pipes, bombs, etc. Video games require players to pay constant attention to the game as compared to passively watching television or a movie. As active participants in the game 's script players strongly identify with violent characters portrayed in violent video games. This identification with characters in video games increases a player 's ability to learn and retain aggressive thoughts and behaviors they see portrayed in violent games. Exposure to violent video games may increase aggressive and hostile feelings while interacting with peers, teachers, and adults and may also decrease compassionate feelings for others with whom they interact. (Anderson, Carnagey, Flanagan, Benjamin, Valentine 2004).
Shin (2008) stated that there is a huge hype surrounding the launch of every new game system. These video games has affected children age 4 all the way to 45 year-old adults, these video games have called for concern in our society regarding issues such as addiction, depression, and even aggression related to the playing of video games.
In the current society, youth tend to enjoy playing video games, an



Bibliography: Funk, J. B., Buchman, D. B., Jenks, J., & Bechtoldt, H. (2003). Playing violent video games, desensitization, and moral evaluation in children. Applied Developmental Psychology, New York: Plenum Press Gentile, D Jansz, J., & Martens, L. (2005). Gaming at a LAN event: The social context of  playing video games, New Media & Society, Washington, DC: U.S. Government Printing Office. Jansz, J., & Tanis, M. (2007). Appeal of playing online first person shooter games, Cyberpsychology and Behavior Kent, S Roberts, D. F., Foehr, U. G., & Rideout, V. J.. (2005). Generation m: media in the lives of 8-18 year-olds. Menlo Park, CA: Henry J. Kaiser Family Foundation. Walling (2002) "Do Video Games Lead to Violent Behavior in Children", American Family Physician, Vol.65, American Academy of Family Physicians, NW Washington, DC 2. Electronic Journals Anderson, Carnagey, Flanagan, Benjamin, Valentine (2004), Violent Video Games, Retrieved March 2011 from http://www.education.com/reference/article /Ref_ Violent_Video_Games/ Positive effects of video games (2002), Retrieved Jan 20111 from http://en. wikip edia.org/wiki/Video_game_behavioral_effects#Positive_effects_of_video_games Roots (2011), Let 's talk..

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