A new drug - ENGL 2100, section FJ13C Essay #4 November 13,...

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ENGL 2100, section FJ13C Essay #4 November 13, 2006 A New Drug The murders of 13 students and teachers at Columbine High School in Littleton, Colorado on April 20, 1999, shocked the world. These acts of murder by two young men from well-to-do families, who cold-bloodedly shot fellow students and teachers, and then killed themselves, caused a wave of fear and soul-searching, to ripple throughout America. Yet Littleton was only the most notorious of at least eight similar such incidents carried out by killer children who learned their deadly skills from video games, and their scenarios from Hollywood. The brutal acts of these children exemplify a new phenomenon in the world. People seem to put a lot of blame on the videogames these children play. But is it truly the fault of videogames that cause violent aggressions in children? Contrary to popular opinion and most previous research, the new study found that players' "robust exposure" to a highly violent online game did not cause any substantial real-world aggression. Though video game violence may be a factor to adolescent violence and the love for war, it is not the only cause. These children seem to be starting a war on the home front but the real reason may not be from videogames. After an average playtime of 56 hours over the course of a month with "Asheron's Call 2," a popular MMRPG, or "massively multi-layer online role-playing game," researchers found "no strong effects associated with aggression caused by this violent game," said Dmitri Williams, the lead author of the study. Because most video game
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research have been conducted in the laboratory or by observation in the field methods "not representing the social context of game play" they had their participants play the game in normal environments, like home. Many similar test studies support the contention of those who suggest that some violent games do not necessarily lead to increased real-world aggression. There have been studies that indicate playing violent videogames like Doom, Wolfenstein 3D or Mortal Combat can increase a person’s aggressive thoughts, feelings and behavior both in laboratory settings and in actual life, according to two studies appearing in the April issue of the American Psychological Association's (APA) Journal of Personality and Social Psychology. Therefore, one might conclude that violent video games may be more harmful than violent television and movies because they are
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A new drug - ENGL 2100, section FJ13C Essay #4 November 13,...

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