Violent video games

Topics: Video game, Video game controversy, Nonviolent video game, Violence, Columbine High School massacre, Aggression / Pages: 4 (1105 words) / Published: Sep 29th, 2014
Running head: VIOLENT VIDEO GAMES AND THEIR EFFECTS 1

Violent video games and their effects of
Stress, Aggressive behavior, and
Physiological arousal.

Running head: VIOLENT VIDEO GAMES AND THEIR EFFECTS 2

Violent Video Games and their Effects of Stress, Aggressive Behavior, and Physiological Arousal
It’s a highly debated subject by politicians, doctors, and parents to ban violent video games. There have been a number of accounts where adolescents cause mass murder. Police Officers and doctors concluded that they were influenced by violent video games. The game “Doom” was played by Eric Harris and Dylan Klebold before they went on a shooting and bombing spree at their high school, Columbine High School, in 1999. They killed 13 people and injured 24 people. Since that first mass murder at a high school, there have been several copy cats shootings, mainly occurring in American high school. For example, the Adam Lanza, a 20-year-old, fatally shot 20 children and 6 adult staff members after he was influenced by Angers Breivik’s massacre that took the lives of 77 people. Both Lanza and Breivik we a fan of violent video games.
Hasan, Begue, and Bushman (2012) examine for the first time cardiac coherence a measurement to link aggression as the effect of violent video games. Cardiac Coherence is the smoothness synchronization of the heart and breathing rhythm (Hasan, Begue & Bushman, 2013). When there is an emotional or physical stimulation imbalance it is picked up out by Cardiac Coherence (Childre & Cryer, 2004). Cardiac Cohernece is more directly related to negative affect such as stress than other physiological measurements making it a highly useful for aggression research (Childre & Cryer, 2004). Also numerous studies pervious have shown that Cardiac Coherence is a well-accepted physiological measure of stress (Hasan, Begue & Bushman, 2012).Cardiac Coherence is preferred because it is



References: Anderson, A. A., & Bushman B. J. (2001). Effects of violent video games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosoial Behavior: A meta-analyic Review of the Scientific Literature. American Psychological Society, (6),353-359. Arriaga, P., Esteves, F., Carneiro P. & Monteiro, M. B., (2006). Violent Computer Games and their Effects on State Hositity and Physiological Arousal. Aggressive Behavior (13),358-371. Barlett C. P., & Rodeheffer C. (2009). Effects of Realism on Extended Violent and Nonviolent Video Game Play on Aggressive Thoughts, Feeling, and Physiological Arousal. Aggressive Behavior.(11), 213-224. Muniba, S., Anderson C. A., & Gentile D. A. (2012). Effects of Prosocial, Neutral, and Violent Video Games on Children’s Helpful and Hurtful Behaviors. Aggressive Behavior, (6), 281-287. Hasan, Y., Begue, L., & Bushman B. J., (2013). Violent Video Games Stress People Out and Make Them More Aggressive. Aggressive Behavior. (6), 64-70. "Violent Video Games and Young People." Harvard Mental Health Letter 27 (Oct. 2010): 1-3. Starcevic, V., & Porter, G. (2007) Are violent video games harmful? Australasian Psychiatry,(4), 422-426.

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