The Effects of Violent Video Games on Aggressive Behavior

2136 words 9 pages
In recent years, technological advances have introduced many new forms of entertainment, one of the most popular being video games. Since their introduction, professionals and parents have become concerned with the addictive power that video games can have on people, particularly children and adolescents. Today, concern has shifted from the addictive effects of video game playing to the possible effects that they have on players’ aggression levels. As defining aggression as any thoughts or behaviors related with the intention to cause harm. Many scholars have been researching videogames' effects on children. The most popular aspect of videogame research is whether or not games increase aggression. There are many views as to whether …show more content…

Blood pressure and pulse measurements were taken before the task (baseline), during completion of the SHS, and after all tasks were complete.
The result of physiological arousal in first experiment of video game and measurement time interaction was non-significant. This was because the three racing games produced the same levels of arousal indicating no significant rage between these three games. But in the Body-Count Manipulation check showed the results that participants who were rewarded killed more than those who were punished. These result validate (p<.05) in the reward/punish manipulation, whereas, the SHS also display no measurement of physiological arousal were significant. In the second experiment, there were twenty-nine male and 37 female undergraduates. The procedures were identical to those of experiment 1 except that the SHS was replaced with Word Fragment Task (page 885). This task had validated the measure of aggressive cognition; similar task have been used in previous research on implicit memory. The result indicated in physiological arousal was non significant, Body Count Manipulation check was significant demonstrating a successful manipulation. Yet, the Aggressive Cognition measure was not significantly due to neither aggression nor exposure to video game violence. Lastly, in experiment 3, there were sixty-eight male and


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