This is a topic being widely discussed in the scientific community - Are violent video games making players more aggressive in the real world?
At the moment the scientists at York University claim that they have not found any evidence to support this relationship.
In a series of experiments with more than 3,000 participants, researchers have shown that video games do not "stimulate" players to act in some way.
In one study, the participants played games, they had to avoid either the car that was in conflict or the mouse caught by the cat.
After the game, players see the images of buses and dogs and ask them to mark them as cars and animals.
Dr. David Pendle, who took part in the survey, said: "If players can" prepare "by immersing in the concept of games, they should be able to classify objects related to games earlier in the real world.
"We were unable to find this in both games, participants who participated in a car-themed competition could not classify car images earlier.
In another study, the participants were asked to play two battle games.
Researchers expect that participants who played actual games will choose more violent associations, but that is not the case.
Dr. Pendle stated that: "Even though the number of violent concepts emerged in the completion of the task, we found that the beginning of the concept of violence can not be detected.
"The results of the survey show that there is no relevance between these realisms in games and video games that are generally considered to affect players."
In 2016, a pre-registration survey on the impact of violent video games concluded that violent video games did not affect the player's aggressive behavior. The nature of the pre-registration of research may eliminate the possibility that researchers "push" the research results to support this hypothesis, and preliminary registration of future research may help to clarify the results in this field There is no suggestion. Discussions are often directed to the use of meta-analyzes, as the results of individual studies often lead to different conclusions. This method averages each study to determine if it affects the average and attempts to test a possible interpretation of the differences between the results.
In the 2015 survey, the impact of violent video games on young adults with Autism Spectrum Disorder (ASD) was investigated. In this survey, I could not find any evidence that these games positively affected ASD players. These results seem to contradict Sandy Hook's concern in 2012 after shooting. People with ASD and other mental conditions may be particularly vulnerable to violent video games. According to a survey in 2016, "sex discrimination" games (using the Grand Theft Auto series as samples) may reduce compassion for women. Although no direct game effect was found, the authors claimed that interactions between game conditions, male character norms, gender and avatar recognition produced sufficient evidence to claim the causal effect. Other scholar comments on this research reflect some concerns about this method, including the possibility of failure to randomize game conditions (see the comment tag).