Schubert, Regenbrecht and Friedmann found that players who interact with other human players experience a heightened sense of being part of the action. Technological developments have afforded such games, and subsequent gaming experience, to expand beyond the realms of the console, and computer programmed opponents (offline gaming), and now allow players to engage in video game play with multiple players from all over the world via the internet (online gaming). Therefore the GAM can explain how properties of a video game can affect players' thoughts, feelings, physiological arousal and subsequent behaviour. In the long term aggressive scripts can develop and become more readily available. Thus, in the short term a violent video game may temporarily increase aggression through the activation of one or more of these domains. A widely accepted model for understanding media effects, the GAM posits that cognition, affect and arousal mediate an individual's perception of a situation. Much of the research that has provided evidence to indicate the negative effects of violent video games has utilised the General Aggression Model (GAM). On balance however, evidence from meta-analyses confirm that exposure to violent video games increases aggressive cognitions, aggressive affect and aggressive behaviour, and decreases empathy and prosocial behaviour. It should be noted, however, that there is other research showing no evidence that engagement with violent video games leads to increases in aggression or reductions in prosocial behaviour –, warranting the need for further research in this area. Finally, experimental studies have revealed that playing violent video games is a causal risk factor for increased aggression –. Longitudinal studies showed that habitual violent video game play predicts later aggression even after controlling for initial levels of aggressiveness –. Indeed, cross-sectional studies have found positive correlations between violent video game play and real-life aggression –. Research into the effect of violent video games on levels of aggression has led to concerns that they may pose a public health risk. Violent video games have previously been identified to be the most popular video games played by consumers. 2011 industry figures have identified that game sales, including platform and digital, have exceeded both music and video sales.
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