A video game use and both increases in

A video game player is an active participant not just a player.

According to American Psychological Association, ninety-seven percent who are adolescents from ages 12-17 play video games. They also stated that “between violent video game use and both increases in aggressive behavior … and decreases in prosocial behavior, empathy, and moral engagement.” Many of the video games contain some type of violence; some being more violent than others.  A teenager by the name Devin Moore, was taken to jail for a suspicion of a car theft.

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He took a officer’s gun and fatally shot three officers and stole a patrol car to make his getaway. It was later stated that Moore frequently played “Grand Theft Auto.” He later said, “Life is like a video game. You have to die sometime” (“Psychology Today”). The three officers who were shot later filed a lawsuit to “Grand Theft Auto” claiming they influenced Moore to commit murder. Although others believe there is no causal connection between violent games and violent behaviors.

Children who are exposed to violence are likely to be affected in the long run. Huesmann and Eron, observed participants going into adulthood; they found that those who had watched a lot of violence when they were eight years old were more likely to be arrested and prosecuted for criminal acts as adults. This only shows the major impact violence has on adolescents. Psychologist Craig A. Anderson concluded that “it is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior.” Long-term increases in children’s aggressive behavior are now generally agreed to be a consequence of the child’s learning scripts for aggressive behavior, cognitions supporting aggression, and aggression-promoting emotions through the observation of others behaving violently.

This observational learning generally requires the repeated observation of violence.


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