Video Games and Aggression
Video games are among the most popular types of computer games. They have entertained and enticed millions of users from around the world. Video games can either be purchased commercially or can freely download from the Internet. There are two types of video games: first-person shooters (FPS) and role-playing (RPG).
A video game is a computer game that entails interaction with a user interface or control device – including a keyboard, mouse, joystick, or foot pedal – to generate visually based feedback to a player. This type of computer game differs from other types of computer games in the way it is programmed. Researchers have found that video games can help alleviate some of the problems people face daily. For instance, research has shown that video games can help improve hand-eye coordination, cognitive function, and problem-solving.
In terms of research, researchers have found that people who play more video games tend to perform better at their jobs, at home, and in their leisure time. Those who play more games are more likely to purchase new video games for the console. Also, more recent studies show that playing video games can help prevent traumatic injuries during gameplay. For example, playing computer games designed to simulate combat has been shown to reduce the occurrence of stress-related injuries after exposure to combat situations in real-world settings.
When it comes to studying the prosocial behaviors that result from playing violent video games, many theories lend themselves to the hypothesis that violent gameplay can promote prosocial behavior. One such theory relates prosocial behaviors to the element of control. Specifically, researchers have theorized that individuals who are the most exposed to control are the most likely to demonstrate prosocial behavior. These researchers also believe that exposure to direct promotes an increased sense of aggression and a willingness to engage in violence. They further believe that prosocial behavior is enhanced by exposure to violence and that playing violent video games would increase the amount of aggression exhibited by the players.
Another theory relates prosocial behaviors to the element of virtual reality. Virtual reality is often described as a world in which individuals act by the desires of others. In this environment, it is said that individuals develop norms or learned behaviors that are directed toward other individuals. These researchers believe that gamers would be more likely to display these behaviors if they frequently experienced virtual reality experiences. These researchers further believe that these interactions would promote more prosocial behaviors among gamers since the needs of other players would guide them. As a result, virtual reality could promote a more socially progressive environment where gamers could interact safely and securely.
A third hypothesis relates the prosocial behaviors to developing a virtual reality system in which gamers experience a heightened sense of self-worth and confidence. The researchers also believe that this would lead to a more remarkable ability to assert authority and a greater need for interpersonal relationships. The fact that many adults frequently play video games may impact their sense of social skills and their belief in the ability to influence others. These researchers believe that these prosocial behaviors are positively associated with early exposure to multiplayer video games.
Based on these results, the authors concluded a relationship between early exposure to multiplayer games and increased prosocial behavior. However, one must examine these results in greater depth because differentiating one variable from another can be difficult. For instance, many experts argue that aggressive behavior is often a result of internalized aggression (i.e., anger), and therefore, identifying an internal mechanism is very difficult. However, these researchers argue that analyzing the relationship between early exposure to video games and aggression can help reduce aggressive behavior in interpersonal relationships.
Based on these results, it is believed that there is a positive relationship between video games and aggression – although many researchers are not in agreement with this claim. Other research has indicated that there is no relationship between aggression and playing video games. The results of this study suggest that more study is needed to examine these relationships in greater detail. The author acknowledges the many challenges associated with studying the effects of video games on children and adolescents. Still, he hopes that the current study offers a new direction for researchers to explore. He believes that the results provide a starting point for researchers to examine the impact of video games on society as a whole.
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