Like most people of my age, I like video games. I did not spend much time on the game, but I updated trends and techniques related to the latest video game production. The video game industry began to prosper in the late 1970s, and within just a few decades video games shifted from pixel graphics and 8 bit music to 3D graphics and HD surround sound. As the game market develops, thousands of jobs have been created in various fields such as programming and design.
The relationship between violent video games and attacks is what researchers are still trying to understand. For this project, this relationship will be studied through the use of social cognitive theory and behavioral model. In social cognitive theory, some think that behavior is the result of external influences and self-selection (Bandura, 1991). Therefore, violent video games are considered to be external influences, and children imitate aggressive character behavior. Bandura (1986) argues that in social cognitive theory individuals will recognize and imitate similar roles resembling themselves (Lachlan, Smith, & Tamborini, cited in 2005). Children can recognize cute characters, remind themselves, and in turn imitate the behavior of that character. In some cases, the child will imitate the positive behavior of the character, and sometimes the child may imitate the aggressive behavior of the character.
Despite the exact nature of the relationship between violent video games and violent or aggressive behavior there is still substantial evidence linking video games to violence and its relevance. As with the law prohibiting the sale of violent video games to minors, our role in social control is somewhat unknown, but video that is ineffective against such social controls Discussion on the use of games is too simple. A deeper and critical analysis of the problem from multiple perspectives will help to more fully understand the causes and related factors of pubertal violence and provide a creative solution to this permanent social problem It will tell you the direction. .
Not all studies find associations between violent video game exposures and child attacks. However, most of the work shows relationships. In a recent meta-analysis of 98 studies including 36,965 participants, violent video games showed persuasive social behavior. The fact that research takes many forms increases the certainty of this relationship. There are tasks to observe the causal relationship of the game by asking the lab to play a violent game, and there is also a game to measure the behavior of each group in social tasks. These studies show that playing violent games can lead to immediate changes in behavior. For example, after playing a violent game, participants may "punish" an invisible opponent with a noisy task rather than a peer who played a non-violent video game.