Video Games and Crime Rate

In: Computers and Technology

Submitted By Olya96
Words 1536
Pages 7
There are many myths and facts that surround the connection between video games and crime rate. A common misconception is that violent video game research has come up with varying results. It is true that some studies have brought back results have been less than significant but most test results yield faulty statistics on occasion. The importance is that in the overall scheme the results share four key common and consistent effects. The four effects are as follows: increased aggressive behavior, increased aggressive thoughts, increased physiological arousal, and a decrease in pro-social behavior. The increases in aggressive behavior and thoughts not only take into account players of all ages but also of a wide variety of violent actions. The aggressive behavior that has been seen from children and adolescents are simply increases in understood normal behavior such as: biting, pinching, pushing, pulling hair, or in worst cases there have been school fights documented. Regardless of what age group one might be incorporated with, video game violence has an effect. The term physiological arousal refers to subtle or spontaneous increases in heart rate and sweating. This symptom differs from person to person but it is mostly seen when the player experiences a situation that is reminiscent of the game. The term pro-social behavior refers to the tendency of a person to help another. Even though some games that have an E for everyone rating, they are still allowed to have cartoonish or unrealistic violence. While one may not consciously realize that this has an effect on the psyche, it does. There are claims from video game players that are well into their college careers that insist that their violent tendencies are derived from this so-called cartoon violence. It has been stated by skeptics that the crime that has been created by video game violence is minimal and not…...

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