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Video game violence.


We read every message that readers submit to Science News for Kids, and we learn a lot from what you say. Two articles that really got you talking looked at video games See video game console. . One story argued that video games can be good for you (see "What Video Games Can Teach Us"). The other argued that video games are bad for you (see "The Violent Side of Video Games").

[ILLUSTRATION OMITTED]

These stories ran 3 years ago, and we're still hearing about them, almost weekly. In particular, those of you who enjoy killing people on screen disagree with Verb 1. disagree with - not be very easily digestible; "Spicy food disagrees with some people"
hurt - give trouble or pain to; "This exercise will hurt your back"
 research suggesting that your game-playing habits inspire you to act out.
  "I have played the most violent games available on the market today,"
  writes Matteo, 15. "I don't go killing people or stealing cars because
  I see it in a game. My parents say that, as long as I remember it's a
  game, I can play whatever I want."


Dylan, 14, agrees. "I love violent games," he writes. "And I haven't been in a fight since I was 12 years old."

Akemi, now 22, says that he's experienced no long-term effects in 14 years of gaming. "I have been playing the games since I was at least 7," he writes. "I have no criminal record. I have good grades and have often been caught playing well into the night (that is, 4 hours or more)."

Despite what these readers say, many scientific studies clearly show that violent video games make kids more likely to yell, push, and punch, says Brad Bushman Brad J. Bushman is a Professor at the University of Michigan with appointments in psychology, communication studies, and the Institute for Social Research. He has published extensively on the causes and consequences of human aggression. . He's a psychologist at the University of Michigan (body, education) University of Michigan - A large cosmopolitan university in the Midwest USA. Over 50000 students are enrolled at the University of Michigan's three campuses. The students come from 50 states and over 100 foreign countries.  in Ann Arbor Ann Arbor, city (1990 pop. 109,592), seat of Washtenaw co., S Mich., on the Huron River; inc. 1851. It is a research and educational center, with a large number of government and industrial research and development firms, many in high-technology fields such as .

Bushman and his colleagues recently reviewed more than 300 studies of video media effects. Across the board, he says, the message is clear.

"We included every single study we could find on the topic," Bushman says. "Regardless of what kids say, violent video games are harmful."

TV watching

TV has been around a lot longer than video games, so researchers have more data on the long-term effects of violent TV shows on people than they do on the effects of violent video games.

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In one study, scientists at the University of Michigan recorded the TV-watching habits of hundreds of first and third graders in 1977. Fifteen years later, the researchers looked at what kind of adults these kids had become.

By the time they were in their early twenties, women who had watched violent shows as kids were four times as likely to have punched, choked choke  
v. choked, chok·ing, chokes

v.tr.
1. To interfere with the respiration of by compression or obstruction of the larynx or trachea.

2.
a.
, or beaten other people as were women who didn't watch such programs as kids. Boys who watched violent TV grew up to be three times as likely to commit crimes as boys who didn't watch such programs. But that doesn't mean that everyone who watched violent programs ended up being violent themselves. It was just more likely to happen for some people.

In action

Violent playing is even more powerful than violent watching, Bushman says. Maneuvering through a game requires kids to take action, identify with a character, and respond to rewards for rough behavior. Engaging in such activities reinforces effective learning, researchers say.

[ILLUSTRATION OMITTED]

In the game Carmageddon, for example, players get extra points for plowing over elderly or pregnant pedestrians in creative ways. Players hear screams and squishing sounds. "In a video game, you naturally identify with the violent character, and identification with violent characters increases aggression," Bushman says. "You're the person who pulls the trigger, who stabs stabs (sometimes written STABS) is a debugging data format for storing information about computer programs for use by symbolic and source-level debuggers. It "was apparently invented by Peter Kessler at the University of California, Berkeley" [1] , who shoots, who kicks. You must identify with the aggressor AGGRESSOR, crim. law. He who begins, a quarrel or dispute, either by threatening or striking another. No man may strike another because he has threatened, or in consequence of the use of any words.  because you are the aggressor."

Now, I know what some of you are thinking: Maybe people who are already violent to begin with are the ones who seek out violent media.
  "Video games may have an influence on human behavior or mentality, but
  I believe that whoever plays the game already has ... a violent intent
  or nature within," writes Jason, 16. "I strongly doubt a nun whom you
  could somehow get to play Mortal Kombat for a while would eventually
  gain a violent personality or behave as such."


Jake, 15, says, "I think it depends on how the kids were raised more than anything, and if people try to play life like a game then they are IDIOTS."

But the University of Michigan study of TV watching found that people who were more aggressive as kids didn't necessarily watch more violent shows as adults. This finding suggests that watching violence leads to acting violently, not the other way around.

Inflicting punishment

In some of Bushman's studies, kids are randomly assigned to play either a violent video game, such as Killzone or Doom Doom or Doomsday: see Judgment Day.

(games) DOOM - A simulated 3D moster-hunting action game for IBM PCs, created and published by id Software. The original press release was dated January 1993. A cut-down shareware version v1.
 3, or an exciting, but nonviolent, game, such as MarioKart or a Tony Hawk
This article is about the American skateboarder. For the British comedian and author, see Tony Hawks. For the New Zealand basketball player, see Tony Hawke.
Anthony Frank Hawk (born May 12 1968), known as Tony Hawk
 skateboarding skateboarding

Form of recreation, popular among youths, in which a person rides standing balanced on a small board mounted on wheels. The skateboard first appeared in the early 1960s on paved areas along California beaches as a makeshift diversion for surfers when the ocean
 game, for about 20 minutes.

Then, each participant competes with a kid in another room on a task that challenges both players to press a button as quickly as possible. The winner gets to punish the loser (jargon) loser - An unexpectedly bad situation, program, programmer, or person. Someone who habitually loses. (Even winners can lose occasionally). Someone who knows not and knows not that he knows not.  with a blast of noise through a pair of headphones Head-mounted speakers. Headphones have a strap that rests on top of the head, positioning a pair of speakers over both ears. For listening to music or monitoring live performances and audio tracks, both left and right channels are required. . The winner decides how long the noise will last and how loud it will be on a scale from 1 to 10.

In one of these studies, players were told that blasting their partners at level 8 or above would cause permanent hearing damage. (For safety reasons, the invisible competitor in this study was imaginary, but the setup made participants believe that they actually had the power to make another person suffer a hearing loss.)

The results showed that kids who played violent games first, then went to the task, delivered louder noises to their competitors than did kids who played nonviolent games first. Kids who played violent games and felt strongly connected to their on-screen on·screen or on-screen  
adj. & adv.
1. As shown on a movie, television, or display screen.

2. Within public view; in public.
 characters sometimes delivered enough noise to make their invisible partners go deaf. Because kids in these studies don't get to choose which games they play, it seems clear that playing violent games directly causes aggressive behavior, Bushman concludes. And that aggressive behavior may appear not as criminal activity or physical violence but in more subtle ways in the ways people react to or interact with other people in everyday life.

Brain studies

Some scientists are looking at kids' brains to see how video games might affect their behavior. In one recent study, researchers from the Indiana University Indiana University, main campus at Bloomington; state supported; coeducational; chartered 1820 as a seminary, opened 1824. It became a college in 1828 and a university in 1838. The medical center (run jointly with Purdue Univ.  (IU) School of Medicine in Indianapolis assigned 22 teenagers to play a violent game for 30 minutes. Another 22 kids played a nonviolent, exciting game.

[ILLUSTRATION OMITTED]

Then, participants entered a special scanner that measured activity in their brains. For the next hour or so, the teens had to react to mind-bending tasks, such as pressing the "3" button when presented with three pictures of the number "1," or pressing the "blue" button when presented with the word "red" written in blue letters.

The results showed that a part of the brain called the amygdala amygdala /amyg·da·la/ (ah-mig´dah-lah)
1. almond.

2. an almond-shaped structure.

3. corpus amygdaloideum.


a·myg·da·la
n. pl.
 was especially active in players in the violent-game group, especially when follow-up tasks required them to respond to loaded words, such as "hit" and "kill." The amygdala prepares the body to fight or flee in high-stress situations.

Moreover, among players in the violent-game group, a part of the brain called the frontal lobe frontal lobe
n.
The largest portion of each cerebral hemisphere, anterior to the central sulcus.


Frontal lobe
The largest, most forward-facing part of each side or hemisphere of the brain.
 was less active. The frontal lobe helps us stop ourselves from hitting, kicking, and performing other aggressive acts.

Frame of mind

Findings such as these don't mean that every kid who plays Grand Theft Auto will end up in jail, researchers say. Nor do they suggest that video games are the single cause of violence in our society. From the brain's point of view, however, playing a violent game puts a kid in a fighting frame of mind.

"Maybe [kids have] figured out ways to control this but maybe they haven't," says IU radiologist radiologist /ra·di·ol·o·gist/ (ra?de-ol´ah-jist) a physician specializing in radiology.
Radiologist 
 Vincent Matthews Vincent Edward ("Vince") Matthews (born December 16, 1947) is a former American athlete, winner of two gold medals at the 1968 Summer Olympics and 1972 Summer Olympics. , who led the brain-scan study.

"If they look at their behavior more closely, they may be more impulsive im·pul·sive
adj.
1. Inclined or tending to act on impulse rather than thought.

2. Motivated by or resulting from impulse.



im·pul
 after they play these games," he adds. "There's a lot of denial in people about what their behavior is like."

Matthews now wants to see how long these brain changes last and whether it's possible to change the brain to its original state.

[ILLUSTRATION OMITTED]

Danger zone

It's important that kids understand the risks of violent media, Bushman says. Studies show that virtual fighting is just as likely to make a kid act aggressively as is drug abuse, a troubled home life, or poverty.

"The link between violent media and aggression is stronger than the link between doing homework and getting good grades," Bushman says. "These games are not good for society."

Government agencies and medical organizations have been warning parents and kids about the dangers of violent media for decades. Like smoking and fast food, Bushman says, violent games are a danger we would all be better off without.

We look forward to hearing what you have to say.

Comments:

It took me a long time to go through all your responses to our last video game story ("The Violent Side of Video Games"), and I learned a lot. Many of you, for example, pointed out correctly that I should have played the games I wrote about first, or at least researched the details. I apologize a·pol·o·gize  
intr.v. a·pol·o·gized, a·pol·o·giz·ing, a·pol·o·giz·es
1. To make excuse for or regretful acknowledgment of a fault or offense.

2. To make a formal defense or justification in speech or writing.
 for making mistakes in the way I described certain games. In retrospect, I wish I had been able to give them a try.

What interested us most about your comments was how long, thoughtful, and even emotional they were. The subject obviously struck a nerve. Lots of you pointed out that video games come with ratings, like movies do. You said that parents should take responsibility for keeping their young children away from M-rated games. Many of you argued that kids can and should be able to tell the difference between real life and make-believe. An overwhelming number of respondents found it hard to believe that there is a link between video games and violent behavior because they themselves are not violent people.

Carefully designed research studies are the best way to distinguish between personal opinion and scientifically solid facts. I tried to address both in this next story, and I'm sure you'll let me know how well I did. In the meantime Adv. 1. in the meantime - during the intervening time; "meanwhile I will not think about the problem"; "meantime he was attentive to his other interests"; "in the meantime the police were notified"
meantime, meanwhile
, here are some of your thoughts from the last time we covered this topic. (I touched up spelling and grammar errors, but left your thoughts intact.)

I'm eager to hear what you have to say next.--Emily

Yes, video games desensitize de·sen·si·tize
v.
1. To render insensitive or less sensitive, as a nerve or tooth.

2. To make an individual nonreactive or insensitive to an antigen.

3.
 people, but so do movies and television shows. Blaming children being violent on games and such isn't right. Parents who are too busy living their own lives to pay attention to their kids are to blame more than games, because that's all they are--games. Soon, someone will say that playing cowboys and Indians, or playing with toy soldiers, is bad for young children.--Akemi, 22

I have been playing video games for a large majority of my life. I (as with many of my friends) do not like these violent video games because they are violent, but because they create a great form of competition between my friends and me.--Curtis, 17

I think that while, yes, video games may contribute to violence, there are many other factors for the kids to allow the violence to affect them.--Heather, 16

www.pbs.org/kcts/videogamerevolution/impact/myths.html: go there and read it. Video games don't cause violence, society does.--Bob, 16

OMG (1) See Object Management Group.

(2) "Oh my God!" See digispeak.

OMG - Object Management Group
 you were so wrong about GTA GTA Grand Theft Auto (legal)
GTA Grand Theft Auto (video game)
GTA Greater Toronto Area (Canada)
GTA Graduate Teaching Assistant
3. You only do what they tell you, you earn money and pass missions. But I do admit that these games make me more violent!--Stacey, 14

People in the Middle Ages were chopping each other's heads off and they didn't have any TV. They didn't play Mario.--Jhamal, 16

After reading this article, I too have to express my opinion in that the choices for the video games were bad choices in conducting this experiment! If you are looking for Looking for

In the context of general equities, this describing a buy interest in which a dealer is asked to offer stock, often involving a capital commitment. Antithesis of in touch with.
 violent video games, try Doom 3, God of War, or Mortal Kombat Mortal Kombat (commonly abbreviated as MK) is a popular series of fighting games created originally by the Midway Manufacturing Company. Mortal Kombat . They have ... blood and gore present and produce more of a challenge. Simply having stylized styl·ize  
tr.v. styl·ized, styl·iz·ing, styl·iz·es
1. To restrict or make conform to a particular style.

2. To represent conventionally; conventionalize.
 action fighting doesn't necessarily make it violent.--Matt, 19

I've experienced a lot of violence during video games because of repetitiveness rather than the actual gore itself. I'm so used to [first person shooter] games that I can play the game, killing people, without any sort of violence whatsoever.... It's when you repeat the game for 2 yrs. straight that short bursts of aggression are visible.--David, 15

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Author:Sohn, Emily
Publication:Science News for Kids
Date:Jan 24, 2007
Words:2080
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