Violence Reduction on Video Games: Consumers vs Developers

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Violence Reduction on Video Games: Consumers vs Developers

Consumers
“ The young men who opened fire at Columbine High School, at the movie theater in Aurora, Colo., and in other massacres had this in common: they were video gamers who seemed to be acting out some dark digital fantasy. It was as if all that exposure to computerized violence gave them the idea to go on a rampage — or at least fueled their urges.” (then may part na parang questionable sa author.. basta read the article na lang. eto yung conclusion somehow nila..) A burst of new research has begun to clarify what can and cannot be said about the effects of violent gaming. Playing the games can and does stir hostile urges and mildly aggressive behavior in the short term. Moreover, youngsters who develop a gaming habit can become slightly more aggressive — as measured by clashes with peers, for instance — at least over a period of a year or two. Yet it is not at all clear whether, over longer periods, such a habit increases the likelihood that a person will commit a violent crime, like murder, rape, or assault, much less a Newtown-like massacre. (Such calculated rampages are too rare to study in any rigorous way, researchers agree.)

Citation MLA form: ˇ
Carey, Benedict. "Shooting in the Dark." The New York Times. The New York Times, 12 Feb. 2013. Web. 27 Apr. 2013.

http://www.nytimes.com/2013/02/12/science/studying-the-effects-of-playing-violent-video-games.html

PDF file ito kaya walang naka insert na article.

http://www.psychology.iastate.edu/~caa/abstracts/2005-2009/05GA2.pdf

Gentile, Douglas A., and Craig A. Anderson. "Violent Video Games: The Effects on Youth, and Public Policy Implications." Handbook of Children, Culture and Violence. D.G. Singer, 2006. Web. 28 Apr. 2013.
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