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In 2008, in Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do, Kutner and Olsen refuted claims that violent video games cause an increase in violent behavior in children. They report there is a scientifically non-significant trend showing that adolescents who do not play video games at all are most at ...
A later study (performed by the same people) looked for correlations between trait aggression, violent crimes, and exposure to both real life violence and violence in video games, this study suggests that while family violence and trait aggression are highly correlated with violent crime, exposure to video game violence was not a good predictor ...
Video games are often seen as a possible cause to violent actions, notably in the aftermath of the 1999 Columbine High School massacre, but academic studies have yet to identify solid evidences linking violence in video games and violent behavior.
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The history of video game development shares approximate contemporaneity with media violence research in general. In the early 1960, studies were conducted on the effects of violence in cartoons, [5] and throughout the 1970s and 1980s a number of studies were conducted on how televised violence influenced viewers (especially younger viewers).
Video games are often seen as a possible cause to violent actions, notably in the aftermath of the 1999 Columbine High School massacre, but academic studies have yet to identify any direct evidence between depictions of violence in video games and violent behavior. [3] [circular reference]
Since as early as the 1970s, video games have been criticized for having violent content that psychologically influence players. In 1982, the Surgeon General C. Everett Koop asserted that video games may be affecting the health and well-being of young people and were potentially addictive. [1]
A run on consoles during the pandemic allowed researchers to test whether gaming causes changes in the mental well-being of players.