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Video games and aggressive behavior

Children have always enjoyed aggressive games. The scope of events including shooting and
combat is infinite, as are cowboys vs. Natives, military sports, warriors vs. peasants, cops vs.
offenders, Star Wars games'. However, as video games arrived in the frame, aggression in
children's play time was a whole different dimension. Boys don't want a new plastic birthday
knife anymore; they want a new video game to destroy more fictional characters. The redder
the video, the more value it has. The more enjoyable it is. Many studies seek to answer the
problem: are violent video games a dangerous environment for children? The huge amount of
work undertaken to identify the connection between entertainment material and actual
violence is still not the final truth, . Evidence suggests, on the other hand, that video games may
have a beneficial impact on brain growth and improve the control of the body, multi-tasking
ability, concentration and memory.

Violent computer games are wakening an annoying condition. Therefore, participants are most
prone to be verbally and physically abusive and rough. The research has found that people who
spend only 20 minutes in violent video games were less emotionally affected by actual crime.
The players are comfortable with their offensive actions when they play video games that are
common, and they get bogged down when they really see it. Nevertheless, the study did not
assess real offensive actions exhibited by people who played violent video games. The real
difference between video games and most movies or books is that video games give you
choices. You can choose to derail the nuanced narrative of a game developer, to side-step the
inherent morality of a game, to introduce violent acts where none are meant to exist. That
violence exists in a virtual world meant to simulate the real, violent one in which we live
shouldn't come as a surprise.[ CITATION Bri13 \l 1033 ]

Although violence games are often related to real-life crime, scholars have not shown that
crime is the true trigger. People inclined to violent behavior want to play such video games, but
that was not the source of the issue that people inclined to play such games. The non-action
gamers in a trial had a better perceptive learning score than combat gamers. The researchers
find that action video games improved perceptive learning output quicker and easier.
Experienced players can perform multitasking very well, because they can pay attention to a
variety of specifics concurrently, without ambiguity. Gaming scenarios lead to brain power
growth.

While no definitive proof is given that video games promote abuse, people should not be
blamed for believing that violent games had little impact on the actions of people. This
addictive games allow us to see blood on the computer, which is a constant aspect of existence
in virtual abuse. Many experimental (laboratory-based) studies and reviews carried out by Dr.
Craig Anderson at Iowa State University and his colleagues conclude that exposure to violent
video games is a causal risk factor for increased aggressive thoughts, feelings and behavior, and
a decreased empathy and prosocial behavior. [ CITATION Mar15 \l 1033 ]We are often influenced
by the natural climate, and childhood experiences should be taken for granted. It is also
absolutely incorrect to embrace a society that views aggression as completely natural. Blissful
infancy cannot be synonymous with violent sports. Families and instructors can however not
become cynical about all video games, as strong research shows that such practices will
enhance infant thinking abilities and focus on them.

This cannot be taken as a matter of fact as there are good outcomes of computer gaming and
the absence of proof that violent games are the true source of behavioral issues. Excessive
gaming contribute to an unhealthy lifestyle, so parents can make an attempt to keep this
problem under check and pick gaming very carefully for their children. Some computer games
will lead to learning various brain functions without focusing on simulated aggression.

Bibliography
Crecente, B. (2013, January 14). Video games don't create violence in society, they reflect it. Retrieved
from polygon: https://www.polygon.com/2013/1/14/3875420/video-game-violence

Griffiths, M. (2015, feruary 20). Video game bans: the debate about guns, GTA, and real-life violence.
Retrieved from Independent: https://www.independent.co.uk/life-style/gadgets-and-
tech/gaming/video-game-bans-the-debate-about-guns-gta-and-real-life-violence-10057296.html

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