Thus, videogames are an alternative measure to deal with rough and violent tendencies as opposed to causing real-life violence. Psychologists utilize various methods of understanding violence.Among the commonly used is determining the amount of pain one individual can inflict on another and be considered violent such as forcing one to listen to loud music.
Thus, videogames are an alternative measure to deal with rough and violent tendencies as opposed to causing real-life violence. Psychologists utilize various methods of understanding violence.Among the commonly used is determining the amount of pain one individual can inflict on another and be considered violent such as forcing one to listen to loud music.Tags: What Were The Causes Of World War 2 EssayEssay On ThesisWriting A Psychology EssayArchitecture School EssayTemplate For Writing A Research ProposalTips For Creative WritingCreative Writing Online Courses UsaResearch Paper On Alcoholism
Hence, they are less likely to cause violent tendencies.
Video games facilitate the release of anger and stress among the players.
Video game sales have swelled while cases of juvenile delinquency reduced.
It is estimated that the demand for video games has risen over the last thirty years putting the sales at 13.1 billion by 2014.
The games are negatively correlated to some instances of pro-social behavior.
Most of the violent Video games involve the use of killing tools such as weapons, knives, and blocks of wood.The question whether or not playing video games elicits violence has been a highly debated topic.Psychologist, educationist and children experts have attempted to justify their stands through various arguments and research.Moreover, victimization cases at school also decreased. The numerous studies conducted by psychologists concluding that video games result in violence have failed to establish precision.For an individual to develop violence tendencies, various factors predispose them to this behavior.It is apparent that violent games end up rewarding violent behavior whereby the players get positive comments such as nice shot; they advance to different levels of violence.Some people watch violent video games for fun, whereby because players believe that they are cathartic and players release their anger in a manner that is harmless.In conclusion, the need to link violent behavior to video games has resulted in the utilization of warning tails that seeks to demonize any activity that causes misunderstanding by people not experiencing it.Nevertheless, factors such as lack of conclusive research and causation evidence, increase in sales of video games while violence cases reduce and the ability to differentiate real life and fantasy shows video games do not elicit aggression.These include mental health, family history of violence, neglect, and abuse.In contrast, individuals play video games for minutes or hours; these games do not portray reality as compared to factors such as violence at home.