Friday, 13 November 2009

Report: Video Games and Violence Findings and Recommendations

If another study were to be carried out, a larger sample would be required, but also it would be interesting to modify the study enabling the experimenter to witness the participants' behaviour immediately after playing a violent video game. If there are any irrational inhibitions which were not mentioned in responses in the questionnaire, they would be noted in observations instead.

Based upon the research results, it appears to support the theory (Williams, 2005) that there is no causal relationship between violent video games and aggression.

Although, it has already been noted that innate tendencies from the user may affect their behaviour after game play, however, the media and game developing community must also take responsibility that unnecessary violence will impact some users. The games that are being produced for some members of the public, these games are acting as virtual role models. Therefore, when the user executes a violent action i.e. slitting another characters' throat, when the user is then rewarded for this action by being able to continue further through the game, this is reinforcing the behaviour (Bandura, 1961) and could potentially be carried out in real life. Hence, a perfect example is the boy from Leicester murdering his brother after imitating the moves shown in the game "Manhunt", thus supporting the hypothesis that violent video games do in fact increase aggressive behaviour.

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