Terri Schiavo's Case Is Arguably Term Paper

(2010) conclude that indeed, violent video games do increase the likelihood for aggressive behavior. How well to deal with violent behavior remains one of the most significant challenges we face in the modern society. This is more so the case given that unlike a couple of years ago, access to weapons that could compromise public safety has today become relatively easy. We only need to look at the recent school shootings to catch a glimpse of the escalating problem of violent behavior. While blame cannot be apportioned entirely on violent video games, research has shown that the said games do indeed have an impact on violent behavior most particularly amongst children. The relevance of exploring measures available to rein in the problem in this case cannot hence be overstated. To begin with, parents should play an active supervisory role when it comes to the purchase and utilization of video games. This would allow them to make the necessary clarifications. For instance, the parent could in this case explain that the approach taken by video game characters to resolve conflict largely differs from what one would ordinarily embrace in reality. Parents should also ensure that children do not spend...

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This is more so the case given that the impact of the influence could be dependent on the time the child spends engaging in virtual violence.
Developers of video games should also have the intended player's age in mind when developing the video games. For instance, the said developers should ensure that games made for children aged four do not contain serious violent content. My reasoning in this case is largely based on the fact that children at this age may be unable to make clear distinctions between fantasy and fact. In that regard, they are likely to imitate the aggressive acts brought out in video games when playing with their friends.

Sources Used in Documents:

References

Anderson, C.A., Ihori, N., Bushman, B.J., Rothstein, H.R., Shibuya, a., Swing, E.L., Sakamoto, a. & Saleem, M. (2010). Violent Video Game Effects on Aggression, Empathy, and Prosocial Behavior in Eastern and Western Countries: A Meta-Analytic Review. American Psychological Association, 136 (2), 151-173. Retrieved from http://www.apa.org/pubs/journals/releases/bul-136-2-151.pdf

Hill, G. (2001). A Level Psychology through Diagrams. New York: Oxford University Press.


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