Jon Bois said: "Many of us find Chiliad Theft Auto 5's madness, torture and rude abuses, or women's dislikes and dislikes, but to be honest, few people point out this. People are happy if there is a disgusting idea in disgusting soil rather than three kinds of lies, this is the idea to miss a very happy video game.When I was playing video games, violence I did not do it for.
Over the years, violent video games have made teenagers more sensitive to real violence, they are increasing the possibility of participating in fighting, school shooting, and other criminal activities and many The group has insisted. In my opinion, this position does not recognize individual responsibility for individual behavior, and I do not recognize that most young people can distinguish between good and evil, reality and illusion. When Grand Theft Auto IV (a notoriously violent video game) was launched, it sold 3.6 million copies (Vella par. 2) on the first day of sales, but these sales were due to a sharp rise in the corresponding juvenile crime rate I did not reach (Green Par) 7). In fact, the relationship between socioeconomic status and crime is much greater than the relationship between violent video games and crime (Miller 27).
Introduction In recent decades people are concerned about the impact of violent video games on personal aggressive behavior. Some scholars believe that video games have enhanced the aggressiveness of children in particular, but other scholars seek evidence of a ventilation hypothesis that video games are considered to be a safe way to express aggression I insist (Berger 2002). Despite the many theories of the influence of violent video games, there is still a discussion among those who claim there is still.
The increase in violence of children is a negative result due to playing video games. There were many violent and aggressive behaviors (gunters) among children playing violent video games around the world. After these incidents, most newspaper articles claimed that the main reason for this case is a violent video game. The impact of violent games is different for everyone. The short-term influence of the laboratory is found to be larger for university students than for women (Bartholow and Anderson 283-290). As older children become higher levels, there is a higher risk of being affected by violent games. Personality characteristics, "adaptive" and "responsible" characteristics, called "nervousness", are low levels (Markey and Markey 82-91). For games, using custom avatars may lead to more aggressive and violent behavior than using general characters (Fischer, Kastenmüller, Greitemeyer 192-195).