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Violence, video, computer, games, Software, violent, behaviourComputer games and violenceViolence, video, computer, games, Software, violent, behaviour

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What about Violence in video/computer games?

This is the information age and this brings us to computers, 81 percent of teens play games online. 32 percent of adults play games online (1 ).

What are the kids playing online? What themes are popular? A 2001 survey found that 89 percent of the games had some violence, half the games has serious violence, and 17 percent of the games the primary focus of the game was violence (2 ).

What of parental monitoring? Software to block unwanted sites? Though both are excellent ideas, but this data (3) shows this doesn't indicate this always happen.
26% of teens who go online from home do so from a private area like a bedroom.
73% of home teen users go online from a computer located in an open family area.
54% of online teens say they have gone online at the library, up from 36% who reported this in 2000.
78% of online teens say they have gone online from school, up from 64% in 2000.
Even if both the school and library has blocking software, what isn't blocked still might concerned parents.

Also consider the crime trends I noted awhile back. What has research shown?

A Governmental review of the scientific evidence of violence in video games found.

  • This review broadly endorses the findings of the 2001 Home Office Review;

  • The research evidence of a direct link between video games and violent behaviour in society remains contradictory;

  • There is an inherent difficulty in researching this area and in isolating one causal factor (in this instance playing violent video games) in any violent social behaviour;

  • There is a body of evidence that playing violent video games increases arousal and the possibility of aggression in some players. However, this evidence is often disputed and cannot be simply read as evidence that game playing translates into violent social behaviour;

  • There is also evidence to suggest that game playing can encourage positive learning traits in young people;

  • Despite the long history of media effects research, there is a paucity of credible original research in the particular area of video games and violence;

  • The vast majority of the research which argues a direct link between playing violent games and violent behaviour has been carried out in North American from within the discipline of psychology; there is relatively little or no distinctively UK research in this area;

  • The North American research seems somewhat oblivious to the (mostly European) social science research on media effects that suggests the importance of particular context in explaining violent behaviour;

  • The demographics of game players has changed over the years, with gamers often much older than is often portrayed in media reporting (in the US evidence puts the average age of a gamers at 29),yet there is very little research into the impact of playing computer games on adults(4 )

Violence, media, video, computer, TV, evidence, video games, media

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