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Reflexes are an unlearned response to a stimulus whereas a behaviour is an observable or measurable action of a person (Rathus, 1999). Computer games whether violent or not appear to have some influence over an individuals actions, thinking patterns and behaviours (Muir, 2004).
Experimental studies show that violence is increasing amongst teenagers as computer graphics and imagery have become more realistic. In a study conducted by Anderson and Dill, students were asked to play a violent video game, Wolfenstein 3D, while another group played the non-violent Myst. Those who played the violent game were faster to react to aggressive words subsequently flashed on screen and were rated more aggressive in a game where the object was to blast an opponent with a harmless noise (Muir, 2004).
Many studies have shown that people who play violent games regularly are more likely to show high levels of aggression. As stated by Anderson and Dill, ‘people who play violent games were more likely to admit to aggressive behaviour, including assaults and robberies’ (Muir, 2004).
Children who play violent games exhibit more aggressive behaviour afterward, are more like to be involved in fights and do not perform as well academically (Rathus, 1999). ‘Psychologists believe that violent video games are more harmful to children than violent movies. Firstly, players are actively involved in perpetrating violence, and begin to perceive using weapons as second nature. Secondly, violent video games provide repetitive aggressive experiences that are rewarded by more killing (Muir, 2004)’.
Kieffer, of Saint Leo University, ‘cited a study where youth who played violent games for a short time span behaved more aggressively immediately afterward, and another where eighth and ninth graders who played violent games more frequently were rated by their teachers as more hostile than others, were more likely to be involved in fights, and did not perform as well on academic tasks’ (Rathus, 1999).
Kieffer also noted that the children tended to imitate what they have seen on the games that they had been playing. This statement reinforces the fact that prolonged interaction with violent computer games can have a profound affect on a persons actions, thinking patterns and behaviours.
Computer Games - Ethics
Computer Games - Ethics: Morals in Computer Games
Computer Games - Ethics: Effects of Media Violence
Computer Games - Ethics: Case Study: Manhunt
Computer Games - Ethics: Case Study: F.E.A.R.
Muir, H. (2004) “The Computer Games People Play,�? New Scientist, vol.184, no.26, retrieved August 8, 2004, from http://proquest.umi.com/pqdweb?did=729533181&Fmt=3&clientId=14294&RQT=309&VName=
Rathus, S.A (1999) Psychology in the New Millennium, University Press, USA
Sarah Harper 20:03, 27 Oct 2005 (EST)