Violent Games Lead to Real World Violence

Games are not just for fun they have an effectStudies show:
on the player. Studies have shown that games do• Playing violent games teach the gamer
have a positive side and that they promotethat success can be had from being violent.
learning as well as help heal. On the other hand• That since gaming rewards violence,
games are known to become an addiction justgamers tend to start believing that violence can
like alcoholism or drugs and affect the mind in abe rewarding. The positive outcome of violence in
negative way.games increases the impact in the minds of
Research indicates that playing violent games likegamers especially kids.
Doom or Mortal Combat increases aggression in• That playing games hone point and
players in both everyday settings and laboratoryshoot techniques and soon a child or adult gamer
studies. Since games are interactive they involvewill have no second thoughts in pointing and
participation of the player and this tends toshooting should such a situation arise in real life.
influence thinking as well as intuitive reactions. ThisRepeated point and shoot actions in gaming helps
being so, violent games are more harmful thanhumans overcome the hesitation or reluctance to
violence in movies or television.point and shoot.
Psychologists like Craig Anderson and Karen Dill• That violence in gaming tends to teach
have noted that aggression escalates in playersgamers that violence is the way to solve
who already have an in born tendency todifferences or conflict. Repeated gaming increases
aggressive behavior and that repeated exposurea gamer's aggression and tendency to fight,
to violence is like a conditioning and over time, theargue, and use physical force to win an argument
person becomes trained or conditioned to beor settle differences in real life.
violent. Craig Anderson is dedicated to the issueRene Weber of Michigan State University has
and in depth information on different aspects ofpresented an in depth study of violence and
gaming can be found at .gaming in Media Psychology in January 2006. In
Violent games and the creation of violent behaviorthe work she explores the influence of violent
has received mixed reactions from researchersgames on brain function and thought and
but when analyzed using meta-analytic techniquesconcludes that although gaming has a positive side
the result is consistent in that playing violentsuch as enhancing learning, social skills, and
games leads to " increased aggressive behavior,improvement of physical abilities it is imperative
thoughts, increased physiological arousal andfor society to examine in detail and thoroughly
decreased levels of helping behavior." It is anthe negative side of gaming. According to
established fact that consistent exposure tostatistics, of 70 odd top selling games more than
violent games leads to delinquency, fighting in49 per cent contained serious violence and in the
school and outside, as well as criminal behavior.US every child and adult plays video and
John Murray of Kansas State University foundcomputer games for at least 30 minutes every
that gamers became less sensitive to violenceday.
after repeated exposure and that exposure toGaming has two sides and one must be aware of
violence activated the amygdale a small part ofthe positive as well as negative affects.
the human brain that controls fight/flight impulses.