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It is a widespread concern that violent video games promote aggression, reduce pro-social behaviour, increase impulsivity and interfere with cognition as well as mood in its players. Previous experimental studies have focussed on short-term effects of vi
Violent video games (VVGs) are a source of serious and continuing controversy. They are not unique in this respect, though. Other entertainment products have been criticized on moral grounds, from pornography to heavy metal, horror films, and Harry Potter books. Some of these controversies have ...
Violent video games, where the main objective is to harm other game characters, are highly popular. For example, Call of Duty: Modern Warfare, a first person shooter video game, grossed over $600 million in the first three days of its release. The question of how playingviolent video games...
It is a widespread concern that violent video games promote aggression, reduce pro-social behaviour, increase impulsivity and interfere with cognition as well as mood in its players. Previous experimental studies have focussed on short-term effects of vi
There is no doubt children are being exposed to more games violence than ever: around a quarter of all games released in the U.S. contain some violence. The violence is becoming more vivid as increases in computing power make the games look evermore realistic. Psychologists think there may ...
Spending hours playing violent video games prevents teenagers from their moral growth,a study has found.It is thought that regular touch to violence and lack of contact with the outside world makes it harder for them to tell right from wrong.They also struggle to trust other people,and see ...
The Simsgames are great to play with friends and family. The game is something like a voyeur's ant farm. It allows you to build a house and fill it with your own characters and then control their lives as they play out. As the game continues, you can build up their careers and rela...
Previous research has shown that violent video games can increase aggression in players immediately after they play. The present research examines the effe... Nakata,Naoki/Ishii,Takanori/Takezawa,Toshihiro/Oyamada,Kazuyuki/Sato,Takeru/Kawabata,Kenji/Yokoyama,Takayuki - 《Aggressive Behavior》 被引量: 0...
Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial video games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that ...