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Electronic reprint of 2 studies conducted at Rice University about the short-term effects violent video games.  Concludes that violent video games increase aggression in the short-term.  The more violent the video game the more detrimental the impact of the video game is. 
Provides a brief overview of existing research on the effects of violent video games.  Reveals that exposure to viuolent games is linked to an increase in aggressive behavior, aggressive cognition, aggressive affect, and cardiovacular arousal.  Also linked to a decrease in "helping" behavior.
Provides a brief history of violent video games and discusses potential negative effects of violent video games.  Also provides models and theories relating to the effects of Media Violence.
This article discusses Illinois's Governor Blagojevich's desire to ban the sale of violent video games to minors because he believes that they desensitize and contribute to kids becoming more violent.
Study conducted comparing the empathy & sexual arousal of rapists and nonrapists.  The study found that aggressors have less empathy for victims than non-aggressors.  Alternatively, rapists are less empathetic than non-rapists.

Discussion of the controversy surrounding Mortal Kombat

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Discusses the controversy surrounding the 1976 video game "Death Race"

The book explains Berkowitz's Cognitive Neoassociation Model of Aggression.  It proposes that when people are repeatedly exposed to aggression they create in their minds more detailed and interconnected aggressive thought networks.  Exposure to aggression can trigger related feelings and can bring to mind knowledge of aggression-related skills, memories, and beliefs.

A chronology of incidences of school violence involving youths.
Describes the product, Marine Doom, a video game-like military simulator that was adapted from the popular video game, Doom II.  This simulator "teaches concepts such as mutual fire team support, protection of the automatic rifleman, proper sequencing of an attack, ammunition discipline and succession of command."
The chapter "Straight out of Doom" discusses the influence of violent video games like "Doom" and whether or not they may be partially responsible for incidents like the Columbine High shootings of 1999.

Professes that contrary to what the media may like you to believe, there is no substantial link between violent video games anf and real-life violence or crime.  Also explains that further research is needed to support any conclusion

Chapter 4, "It's Important to Feel Something When You Kill", discusses the evolution in violence in video games.  It explains why violent video games are popular, addictive, and dangerous.  Includes a very interesting section on video games as desensitizing killing simulators and military/law enforcement usage of them. 
Explanation of Albert Bandura's social learning theory which essentially states that children learn what behaviors are appropriate and rewarding in a given situation through observation and reinforcement.
A comprehensive meta-analysis and statistical research project of all prior studies conducted about the effects of violent video games on aggression.  Sherry is skeptical that violence in video games causes aggression and believes that more research is needed.
Chapter entitled "The Prometheus Engine" in part discusses military technology that is similar to video games.  With wars being waged from increasingly great distances, they're fought and seen through video game-type graphic systems.  Such technology turns killing into a "game".

Outlines what is known about the relationship between violent video games and aggression.  Suggests that violent video games may lead to an increase in aggression, or violent behavior.  Article is based on empiracle evidence and concludes that there is a need for more research in this discipline.

Discussion of two scientific studies relating to the effects of violent video games.  Compares the results of these two studies to popular behavior models.  Results of both studies are consistent with "the General Affective Aggression Model, which predicts that exposure to violent video games will increase aggressive behavior in both the short term and the long term"

Theorizes that violent video game play may reduce empathy for victims.  Empathy has been found to be lower among known aggressors than among nonaggressors.
tagged aggression aggressive_behavior empathy by jgale ...on 13-NOV-05
The statement of the American Medical Association discusses the effects of violence in various media types on youths.  In video games, they focus on the problem of "role-modeling" and video games' capacity to potentially promote "real world" violence.
Short scientific article which discusses the findings of brain-imaging during exposure to violent video games.  Proves the link between violent video games and aggression on a neurobiological level.
tagged aggression video_games violence by jgale ...on 19-NOV-05
Examination of the myths, facts, and unanswered questions relating to violence and video games
Thoughtful discussion of violence in video games.  Also offers a comparison to violence in other forms of media.  In particular, there is a rich discussion on why violent video games may have less of an impact on youths than other forms of media, and why video games may have a more ruinous impact than other media.
Discussion of the history and evolution of violence in video games