In Cooper and Zimmerman, the youth homicide is an issue of medical concern in the United States (1).Homicide has been cited as one of the leading causes of death among the African-American youth in the age of 14 and 24 years. The rate of homicide among the youths has remained…
The environment plays a significant role in changing the character of a person. What person practices severally in his or her life becomes a lifestyle that they have to live with (Cooper and Zimmerman (1). An investigation was conducted to establish a relationship between playing violence video games and the violent behavior among the youths. The study involved 161 children between the age of nine and twelve years, and 354 college scholars (Cheryl 1). The participants were picked randomly to take part in either nonviolent or violent video games. All the participants were involved in another computer game in which they were allowed to decide the punishment to be administered to the player participating in that game. The researchers gathered the details of the participants regarding their previous violence behavior. From the result of the study, it was observed that those who engaged in violent video games exhibited some form of violence behavior. The participants who were involved in any of the violent game chose tougher punishment for their opponent compared to those who played nonviolent games. Therefore, from the analysis of the study the researchers came to the conclusion that violence video games influence the youth to engage in violent behavior.
The violent video games influence the characters of the participants. Playing video games engages someone’s mind and becomes biased towards a certain character in the game. The players of violence video games tend to identify with particular characters and assumes same visual standpoint (Cheryl 1). When players identify with violent characters they are likely to develop violent behavior. The players develop feelings of hunger, aggressiveness, short temper and their emotions are easily aroused. Furthermore, the players are rewarded as they move to a higher level and it occurs after subduing the enemies. The habit of rewarding players who have managed to defeat ...
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Movies and video games with violent and provoking content not only became highly prevalent but also highly savored. Critics, however, claim that exposure to violence in media and video games induces real-life violence, and encourages looting, gang culture and youth violence.
Nowadays with an increase in technologies different devices which were designed only to serve useful purposes have now turned out to be negating those useful purposes. One such form of entertainment which has been designed is games. Games are defined as a set of activities which are usually done to satisfy the needs of entertainment.
When computer introduced in the world, nobody ever thought that it may affect human life as it does now. The entry of computers and internet revolutionized the human life in many ways, both positively and negatively. The life styles of all the people, especially that of the children and youths changed a lot over the last few decades because of the evolution of new methods of enjoyment like internet surfing and video gaming.
Besides, it is in adolescence (which is the age of discovery) where children prior acquiring the necessary social intelligence normally these impacts affect them grievously. Hence, prompting them to have adverse behaviors that usually culminate into violence in the society and settings in which they interact with fellow peers.
Computer and internet are the technological revolutions, which made drastic changes in human life. Teenagers seem to be the community, which was influenced more towards technologies and innovations. Teenagers in the past were more interested in playing games as a way to spend their leisure times.
The author states that video games have been part of consumers for about 30 years. They are a preference to many parents due to the fact that children do not have to go outside the house to play. Apart from that, they are a unique source of entertainment since they encourage those who participate in it to be part of the game script.
Once reviewed, if the protocol requires expedited review ONE full submission packet is sent to the IRB office by the Center Representative for review. If full review is required, the College/Center Representative will direct the principal investigator to submit 23 copies (AND 1 original) of the New Protocol Submission Form and all supporting materials (research protocol, consent/assent forms, checklists, letters of authorization, etc.) to the College/Center Representative who will forward to the Office of Grants and Contracts (OGC).
The debate on whether or not violent video games makes children violent is not new, and because of the recently-finished elections, it became a hot topic once more. Studies are divided on if and how much playing violent video games influence children’s violent
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The author states that the major harm created by playing video games is the dangerous physical health effects brought about by playing video games. When children sit down for long playing hours, it does not help in any way about their health status. Many have a playing style where they just sit and play as they take snacks and other types of junk food.
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