Video Game Violence Literature Review In January of 2012, psychologist Christian Montag and a team of German researchers sought to explore the link between habitual video game play and reduced emotional or cognitive capability, and the findings of their study were published in an article entitled Does Excessive Play of Violent First-Person-Shooter-Video-Games Dampen Brain Activity in Response to Emotional Stimuli? Montag and his colleagues expanded on the preponderance of empirical evidence observed by similar research, which has consistently produced data indicating direct and indirect links between video games and behavioral issues, ultimately postulating that "functional magnetic resonance imaging (fMRI) are able to draw a more fine-tuned picture with respect to potential influences of violent video games by providing a link between...
The authors sought to test their hypothesis that "if long-term excessive gaming is really associated with altered emotional processing, [it] should lead to changes of the brain response in reaction to such ecological valid emotional stimuli" (Montag et al., 2012), by exposing a group of subjects to an array of targeted visual imagery including screenshots from the popular first-person shooter game Counterstrike®.Dopamine is a pleasure inducing chemical that is secreted whenever an individual engages his/her mind in the playing f video games. The New brain research that was conducted years back (Bartholow, Bushman & Sestir, 2006) was the first to show that the playing of violent video games results in bad health of the players. The emphatic responses of the brain to the simulation of certain real-life violence such as shooting
However, boys played almost two times the amount of hours as girls. Gentile stated, "It is important that people realize that playing a lot is not the same thing as pathological play. For something to be an addiction, it has to mean more than you do it a lot. It has to mean that you do it in such a way that it damages your life. This is why we-based
Computer Games Research When considering the short history of computers, video and PC gaming are very recent on the timeline of technology. This is one of the reasons why there have not been many conclusive studies on the negative and/or positive effects of electronic games on children and young adults -- the most formative years. With the ever-increasing interest and involvement of children in this activity, much concern has been expressed
This term seems to have been coined in the 1990s when researchers were attempting to describe a constellation of behaviors observed in persons using the Internet to such an extent that it began to cause other aspects of their lives to become dysfunctional. The DSM-IV disorder most similar to the pattern of behaviors observed with overuse of video games is pathological gambling. Presumably, the more colloquial term addiction was derived
A in millions) Current in millions) Provided by Federal Bureau of Investigation as of September 18, 2006. www.whitehouse.gov/goodbye/3ae6b1ac94aa97e6650780f280890a7c81100e47.html" CHART: National Correctional Populations National Correctional Populations The number of adults in correctional population has been increasing. A in millions) Current million in millions) Provided by Bureau of Justice Statistics as of November 30, 2006. (Social Statistics Briefing Room, 2006) More Statistics Violence in the Media Huston and colleagues have estimated that the average 18-year-old will have viewed 200,000 acts of violence on
During the survey of participants, the researcher investigates: Thai online game players' personal perceptions of online games; significant reasons that motivate the participants to play online games; factors that motivate participants to choose an online game; participants' opinions of digital society Affects of playing online games in real world. Study Objectives Objective 1 Conduct a thorough review of literature relating to online games and online game players in general, seeking specific information related to Thailand but also
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