environment that makes them feel accomplished and successful.Ferguson & Wang in a longitudinal study inferred that aggressive video games were unrelated to any of the aggression- based outcomes. They used the study criteria for significance.Clinically, an exposure of 27h/day of M-rated game play would produce a noticeable change of aggression in any subject (Ferguson & Wang, 2019). Przybylski & Weinstein, 2019 conducted a study to investigate the extent to which adolescents spending time plyaing violent video games have increased tendency of aggression. Results did not support any association between violent video games and nonlinear parabolic functions. Alsothere was no evidence for a critical tipping point relating to these variables. (Przybylski & Weinstein, 2019). Kühn et al. demonstrated that white population has more tendency than Asian and Hispanics to become aggressive after playing violent video games. This trend suggests that extrinsic factorslike broken families, abused relationships with in families and in schools contribute to loss of empathy and increase aggression. On other hand Asian families have stringer ties with in their relationships and try to make out in every possible way. This reduces the children to be left out offamily and hence neglected (Kühn et al., 2018).Violent video games require proper regulation and monitoring at various levels. Studies conducted in this reference emphasize for legislation and regulation especially in public gathering and entertainment areas. Children with tormented familial history or neglected or broken families have been seriously involved in playing violent video games that makes them feel pleasure able and achievable.
Research Article.118.Conclusion:Many of the studies conducted till date contribute to the evidence that violent video games enhance the aggression in an individual who has been playing such games for a longer time and ahs several of the extrinsic and intrinsic factors contributing to his aggression. Violent video games alone do not inflict aggression in children and adults. Hence, it subsequently does not effect on children’s behavior. It requires an augmentation with the extrinsic environmental and social factors to induce and provoke aggression.Families deprived off resources like basic health needs, hunger and poverty inflict much more aggression and this is further enhanced by these violent video games. Abused, bullied and tortured children when enter into their adolescent react aggressively to social determinants of human standards. Studies have confirmed that alone violent video games do not inflict aggression but the other contributing factors enhance the impact of failure and frustration. However, it is essential that violent video games increase cognition skills to some extent, they must be allowed to children of young age for a limited time and under strict monitoring. Some social activist and researchers think that such games should not be available for public use. Somedegree of such video games must be banned under safety regulation act in order to ensure that children learn to empathize their peers and must build supportive and strong social relations with
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- Winter '11
- Video game genres