Anderson, Craig A., and Karen E. Dill. "Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life." Journal of Personality and Social Psychology (2000): n. pag. Print.
Two studies were steered to assess the effect of video games on aggression-related variables. In the first study, it was discovered that the violent video games enjoyed by young adults positively affect their behaviour and delinquency. According to the study individuals who were in characteristic aggressive were highly affected as well as men. Women were generally less affected. It should also be noted that academic achievement in relational to the time spent on video games was inversely proportional. In the second study, it was noted that exposure to violent graphics and video games increased aggression in thoughts and behaviours. Men were seen to be affected more in both studies. This information concurred with the General Affective Model which showed that when an individual is exposed to violent video games, he or she will develop aggressive behaviour both in the short term and in the long term.
Fish, Matthew T, and Carmen V. Russoniello. A Randomized Controlled Study of the Effectiveness of Casual Video Games in Reducing Symptoms of Anxiety. Greenville: East Carolina U, 2011. Print.
Fish carried out a simple experiment to assess the effect of videotape, television and video games on aggressive behaviour. This was more or less a study to observe the perception of a mean and scary world in a controlled environment, that is the school-based trial. Fish conducted the study on sixth and seventh-grade students who’s mean age is 12.7 years and their parents and guardians. The students in one school were made to receive a 20- lesson, 6-month curriculum to reduce watching television, videotape and playing video games through parental intervention. The children who were intervened were comparatively less aggressive and showed lesser verbal aggression. Statistically, the intervention group showed less physical aggression and aggressive behaviour. The authors then concluded that an intervention to reduce the amount of television, videotape and video game being used by school children decreases their aggressive behaviour. These findings, therefore, support the motive to reducing the use of media on children.
Nasser, Ranjbar H, and Megha M. Uplane. Video & Computer Games and Behavioral Problems: Effects of Video and Computer Games on Behavior of Adolescents. Saarbrücken: LAP LAMBERT Academic Publishing, 2012. Print.
There is a lingering concern that video game are causing social isolation, lowering the self-esteem of students and causing unnecessary aggression amongst adolescent students. These variables were included in a questionnaire that was completed by over 200 14-16-year-old students in a school in Southern Carolina. Principal components were put in place to assess the “electronic friendship” that allegedly, boys had that caused social isolation but no supporting evidence was obtained. The frequency of play was ineffective in girls, but there was a negative correlation in boys. The students mentioned five favourite aggressive games, but aggression was not related to the number of games played but rather the total exposure to the violent games. A multiple regression analysis carried out showed that sex and exposure to violent games bot contributed to variance in aggression. The positive relationship between video games and aggression no matter how little provided the basis for further investigation and methodologies to reduce the same.
Greydanus, Donald E, and Philip Bashe. Caring for Your Teenager: The Complete and Authoritative Guide. New York: Bantam Books, 2003. Print.
The American Academy of Paediatrics acknowledges that any exposure to media, television and video game of violence has a risk to the health of children and adolescents. Extensive research has shown that violence can lead to aggressive behaviour, nightmares and fear for harm. Paediatricians assess the level of media exposure to their patients and offer intervention on media related risks. Such professional can advocate for safer media environment by fostering media literacy, a more thoughtful and proactive method of using the media and using affecting age restriction ratings.
Works Cited
Anderson, Craig A., and Karen E. Dill. "Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life." Journal of Personality and Social Psychology (2000): n. pag. Print.
Fish, Matthew T, and Carmen V. Russoniello. A Randomized Controlled Study of the Effectiveness of Casual Video Games in Reducing Symptoms of Anxiety. Greenville: East Carolina U, 2011. Print.
Greydanus, Donald E, and Philip Bashe. Caring for Your Teenager: The Complete and Authoritative Guide. New York: Bantam Books, 2003. Print.
Nasser, Ranjbar H, and Megha M. Uplane. Video & Computer Games and Behavioral Problems: Effects of Video and Computer Games on Behavior of Adolescents. Saarbrücken: LAP LAMBERT Academic Publishing, 2012. Print.