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    nor are they designed to impact them in positive ways. Video games in this day and age are all about shooting‚ killing‚ zombie apocalypse’s‚ etc. This is a problem because these kinds of games can cause violence and aggression in kids worldwide. Research has long shown a cause-effect relationship between television violence and aggression among children and youth who watch it. Many social scientists expect video games to have an even greater impact for the following four reasons: Children are more

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    statisticians‚ scientists‚ and historians are all calculating formulae to try to get to the root of the problem‚ and lay blame at somebody’s door! Let us take a look at the main players‚ who are potential candidates for taking the blame: Television/Media: Theorists are looking at the link between television and the trend of violence. With more violence being shown than ever before on our

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    and Violent Video Games on College Students’ Affect and Yao’s Sexual Priming‚ Gender Stereotyping‚ and Likelihood to Sexually Harass: Examining the Cognitive Effects of Playing a Sexually-Explicit Video Game. In Saleem’s article‚ he explains in his research the effects of different types of games that can or possibly can not affect the mind of college students. There are three sets of games that were given to the university students‚ prosocial games‚ neutral games‚ and violent games. Prosocial games

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    of certain violent video games has increasingly had an effect on individuals engaged in spending excessive amounts of time playing them. Engaging in these games for extended periods of time tend to it seems‚ promote violence. An extensive body of research indicates that violent video games can increase aggressive behaviors‚ thoughts and feelings (Anderson & Bushman‚ 2001; Anderson‚ Shibuya‚ Ihori‚ et al.‚ 2010 ) It would appear that Individuals engaged in overplaying violent video games can over time

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    Past research shows that violent video game exposure increases aggressive thoughts‚ angry feelings‚physiological arousal‚ aggressive behaviors‚ and decreases helpful behaviors (Carnagey). Television and video game violence looked at by many parents and companies around the world and also this has been a debate ever since gaming and television started on whether crime is committed from games and television. This topic is controversial because the adults that like video games and television argue that

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    gamers understand that video games are not real‚ that video games release daily frustration and are inspiring. “Gamers can usually tell reality from fantasy and have a level of common sense that prohibits them from emulating the violence in media” (Rashawn). Most gamers understand that video games are fantasy and not reality. Instead of increasing or causing violence in gamers‚ video games tend to release daily frustration and serve as an escape from reality and daily stress. Most people normally

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    English 1302 6 November 2008 Video Games and Violence in America Nowadays‚ it became a statement of good state‚ on the part of Bible thumpers and those who refer to themselves as “conservatives‚” to think of violent video games as such that encourage young people to indulge in anti-social behavior. For instance‚ the article “Violent Video Games can Increase Aggression”‚ which is available on the website of American Psychological Association‚ implies that it

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    Malcom Gladwell is a very powerful speaker man that has plenty to say on a varity of topics. However‚ when he chooses to speak he uses many ways of expressing himself to grab and keep his audiences attention without having doubt about what he is saying by the end of his speech. Gladwell‚ in the speech on school shootings is very convincing. There are three main devices he used in order to get his point across which is reasoning‚ emotion‚ and credibility. Here I will be explaining how he has come

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    you play videogames you are constantly taking in and analyzing information so that you can make your next movie in the game. It has been noted that people who play call of duty are able to take in visual information faster than people who have not. Research has shown that this fast paced shooting game has trained people to take in visual information faster because they are constantly watching the screen change and are analyzing it and predicting the next move. These fast paced games have also improved

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    These two were found to be frequent users of the violent video game‚ “Doom” (Korach). An excessive amount of research have been done on the topic about whether video games have influenced school shootings or not. When talking to Harris and Kleybold they‚ “...enjoyed playing the bloody‚ shoot-’em-up video game Doom‚ a game licensed by the U.S. military to train soldiers

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