Two models have emerged as useful to examine the effects of violent video games on behavior: the gam (general aggression model) and the catalyst models the gam framework posits that violent video games teach adolescents to be violent by learning violent thoughts through repetition. In violent video games, players participate as a character, and even choose which weapons they’ll use while fighting other characters video games by their very nature require active participation rather than passive observation repetition increases learning video games involve a great deal of repetition if the games are violent, then the effect is a behavioral rehearsal for violent activity rewards increase learning, and video games are based on a reward system. Psychologists have confirmed that playing violent video games is linked to aggressive and callous behaviour a review of almost a decade of studies found that exposure to violent video games was a risk factor for increased aggression.
The present data show that playing violent video games and/or having a preference for violent video games is correlated with delinquency and violence even when considering the effects of a battery of correlates of delinquency including psychopathy. However, many other powerful factors influence the crime rate, from demographics to changes in policing to drug wars so this observation tells us very little about the effect of violent video games on behavior no, taking away violent video games would not end mass shootings. Those who reported playing violent video games as a teenager were more likely to engage in aggressive behavior, and the more time they spent playing the games, the lower their college grades were.
Additionally, although violent video games might expose children to violent behavior, the amount of violence is often not as great as seen in popular movies and television the news is filled with stories of war and murder, and nearly every movie contains some form of violence. The data demonstrated a consistent relationship between violent video game use and increases in aggressive behavior, cognition, and effect, according to the apa task force on violent media report video game violence also leads to decreases in pro-social behavior, empathy, and sensitivity to aggression, the task force added. Supporter of the video games do not seem to take the issues seriously despite this overwhelming evidence that video game causes violence and problems in many children and among the youth, there are supporters who believe that there are advantages to video games in today's society.
As with many things, the actual cause and effect of video games on behavior is more complicated than just vulnerable people being influenced by the violent imagery. The neuroscientists warns that too much time spent on playing violent video games is bringing lots of negative behavioral changes in children they become more violent, self centered, shorten attention periods and exhibit instant gratification. The data demonstrated a consistent relationship between violent video game use and increases in aggressive behavior, cognition, and effect, according to the apa task force on violent media report.
But other studies have found no link, including one from the university of missouri in april that found violent video games did not cause gamers with autism spectrum disorder - something lanza is believed to have suffered - to act violently another 2013 study found that violent video games such as mortal kombat, halo, and grand theft auto did not trigger violence in teenagers with symptoms of depression or attentions deficit disorder. The study found daily play of violent video games is not linked to long-term aggression in adults according to the study’s authors, these findings contradict the 2015 american psychological association (apa) report on video games the apa review found a link between violent video games and increased aggression.
The research reviewed here demonstrates that violent video game use is one such risk factor” in light of the task force’s conclusions, apa has called on the industry to design video games that include increased parental control over the amount of violence the games contain. In the study, children ages 8 to 17 who played a lot of violent video games showed an increase in aggressive behavior such as hitting, shoving and pushing three years later, compared to their behavior at the study start. However, there certainly is a link between playing violent video games and violent criminal behavior, although it is not as strong as the link between playing violent video games and less serious.