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The findings suggest that there is no link between these kinds of realism in games and the kind of effects that video games are commonly thought to have on their players.
A key element of that problem is the willingness of professional guild organizations such as the APA to promote false beliefs about violent video games. (I’m a fellow of the APA.) These groups mainly exist to promote a profession among news media, the public and policymakers, influencing licensing and insurance laws. They also make it easier to get grants and newspaper headlines. Psychologists and psychology researchers like myself pay them yearly dues to increase the public profile of psychology. But there is a risk the general public may mistake promotional positions for objective science. In 2005 the APA released its first policy statement linking violent video games to aggression. However, my recent analysis of internal APA documents with criminologist Allen Copenhaver found that the APA ignored inconsistencies and methodological problems in the research data. The APA updated its statement in 2015, but that sparked controversy immediately: More than 230 scholars wrote to the group asking it to stop releasing policy statements altogether. I and others objected to perceived conflicts of interest and lack of transparency tainting the process.
originally posted by: Iconic
When violent video games came out on to the market, there has been a steady decline in violent crime since.
"Further study is now needed into other aspects of realism to see if this has the same result. What happens when we consider the realism of by-standing characters in the game, for example, and the inclusion of extreme content, such as torture? "We also only tested these theories on adults, so more work is needed to understand whether a different effect is evident in children players."
originally posted by: whywhynot
a reply to: Iconic
Did you read the last couple paragraphs of your link?
"Further study is now needed into other aspects of realism to see if this has the same result. What happens when we consider the realism of by-standing characters in the game, for example, and the inclusion of extreme content, such as torture? "We also only tested these theories on adults, so more work is needed to understand whether a different effect is evident in children players."
You added the term period to your title, It’s not so period. Better do testing on the ones that are playing those games, kids.
originally posted by: amazing
I think that there will always be a subset of our population with a predisposition to snapping. Most people will not, but some will. What puts them over the edge?
originally posted by: Iconic
a reply to: burdman30ott6
Yes, completely. I live in NH, where we have constitutional carry, and the most unrestricted laws on firearms in the country,
originally posted by: 3NL1GHT3N3D1
I hear Stalin and Pol Pot were near the top of the Call of Duty leader boards back when they started their genocides of millions of people, same as the Zodiac killer, he played Battlefield for hours a day which honed his killing abilities.
Those who say video games don't cause violence are kidding themselves. The violence throughout history goes to prove video games are the problem.
originally posted by: burdman30ott6
originally posted by: Iconic
a reply to: burdman30ott6
Yes, completely. I live in NH, where we have constitutional carry, and the most unrestricted laws on firearms in the country,
Alaska here. I think we're a bit less restricted. If the feds allow it, Alaska owns it.
Many perpetrators of mass shootings played violent video games. The teenage shooters in the 1999 Columbine High School massacre of 13 students played violent combat games. Many mass shootings have been carried out by avid video game players: James Holmes in the Aurora, Colorado movie theater shooting (2012); Jared Lee Loughner in the Arizona shooting that injured Rep. Gabby Giffords and killed six others (2011); and Anders Breivik, who killed 77 people in Norway (2011) and admitted to using the game Modern Warfare 2 for training. An FBI school shooter threat assessment stated that a student who makes threats of violence should be considered more credible if he or she also spends "inordinate amounts of time playing video games with violent themes."
Playing violent video games causes more aggression, bullying, and fighting. 60% of middle school boys and 40% of middle school girls who played at least one Mature-rated (M-rated) game hit or beat up someone, compared with 39% of boys and 14% of girls who did not play M-rated games. A 2014 peer-reviewed study in the Journal of the American Medical Association found that habitual violent video game playing had a causal link with increased, long-term, aggressive behavior. Several peer-reviewed studies have shown that children who play M-rated games are more likely to bully and cyberbully their peers, get into physical fights, be hostile, argue with teachers, and show aggression towards their peers throughout the school year.
There is broad consensus among medical associations, pediatricians, parents, and researchers that violent video games increase aggressive behavior. A 2014 study published in Psychology of Popular Media Culture found that 90% of pediatricians and 67% of parents agreed or strongly agreed that violent video games can increase aggressive behavior among children. More than 98% of pediatricians in the United States say that too much exposure to violent media heightens childhood aggression. In addition, 66% of researchers agreed or strongly agreed. Since only 17% of researchers disagreed or strongly disagreed, and 17% were undecided, the study concluded "That means that among researchers who have an opinion, eight out of 10 agree that violent games increase aggression." A joint statement by six leading national medical associations, including the American Medical Association and American Psychological Association, stated: "Well over 1,000 studies - including reports from the Surgeon General's office, the National Institute of Mental Health, and numerous studies conducted by leading figures within our medical and public health organizations - our own members - point overwhelmingly to a causal connection between media violence and aggressive behavior in some children."
The American Psychological Association (APA) lists violent video games as a risk factor for aggressive behavior. In its Aug. 2015 resolution on violent video games, the APA wrote: "WHEREAS many factors are known to be risk factors for increased aggressive behavior, aggressive cognition and aggressive affect, and reduced prosocial behavior, empathy and moral engagement, and violent video game use is one such risk factor." Dr. Craig Anderson, PhD, Director of the Center for the Study of Violence at Iowa State University, wrote: "Playing a violent video game isn't going to take a healthy kid who has few other risk factors and turn him into a school shooter, but it is a risk factor that does drive the odds for aggression up significantly."
originally posted by: Iconic
The point is, violent crime has been in decline since before the advent of violent video games.
If violent video games prime the people playing the games, why havent we seen anything indicating a raise in the crime rate? Hundreds of millions of kids play these games. If there was a link, there would be an OBVIOUS uptick in violent crime. But there is a decrease.
Hell, its almost as if the games act more like a stress release than anything else.