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Social Experiment On The Effect Of Violent And Prosocial Video Games

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Violent and Prosocial Video Games
“...if violent game effects on aggression are due largely to priming, the effects should decay rapidly in the absence of an opportunity to aggress.” From the Journal of Experimental Social Psychology ( Sestir 1). This social experiment on the effect of violent and prosocial video games has, and still is a major issue in society for the past decade. Young adults playing these games have been stereotypically known to react violently and anti-socially to interruption. The players are so in-synch to the game by their realisticism and with better graphics, they become practically fused to the game. The players become almost entirely one with the game physically and emotionally. From the article The Effects of Prosocial …show more content…

The cool down time, as mentioned many times earlier, is the really only attainable hope for the future. The cool down time approach has more advantages to it because it forces the player into a more mature state, and forces them to master control of themselves. Here is another fake example that gives a better insight into this solution in a better way: Bill is playing Black Ops 2 Multiplayer with some friends at his house, Fred and Jim. The teenage boys play for an hour. They have played a round or so. They have won a few victories and lost a few to the opposing team online. The players have been on for an hour, and are showing no signs of leaving the game whatsoever. The effects of aggression have taken over and effect. Fred gets a kill on Bill’s guy with a lucky shot. Bill feels very angry. He wants to yell at Fred at the very least. Punching Fred seems to be a much more tantalizing idea. Bill knows his parents are in the house and does not want them to have to deal with it. Bill knows also that he is not a five year old and that he should not punch someone because he is angry. Bill tells his friends he has to go to the bathroom. Bill goes away and opens the bathroom door and sits down. Bill closes his eyes and tries to direct his thoughts away from aggressive feelings and to calmer and gentler feelings. Bill concentrates for minutes to calm his thoughts. Bill feels calmer and his aggressive tendencies leave him. Bill leaves the bathroom and goes back to the video game. Bill does not have to worry about getting angry. Bill and his friends play on for another hour then leave. Bill resolves to follow this course of action from now on after trying it out. That is a perfectly controlled example of the results to hope for the future. This is why this way is really the best. The prosocial video games being sold widespread idea would be an nevertheless

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