This paper explores the idea that violent video games can have undesirable effects on social behavior. Several studies suggest that violent video games increase aggressive behavior and decrease prosocial behavior in early and middle adolescent students. Children are influenced by what they see in society and develop social learning theories based what they observe. Research suggests that children are influenced by what they observe in violent video games. As a result, violent video games increase aggressive thoughts, decreases empathy, and decreases prosocial behavior in students. Students who spend a greater deal of time playing violent video games are at a greater risk for displaying aggressive behavior, bullying, and instigating physical …show more content…
(2007), “trait aggressiveness and sensation seeking usually peak during adolescence and diminish in adulthood” (p. 1039). Violent video games offer simulated aggression, hostility and cruelty that appeals to adolescent players as they seek danger and thrill satisfaction. Research suggests students identify with tough, aggressive characters who create a sense of independence and help the child feel more mature (Konijn et al., (2007). In identifying with these characters, the child imitates the tough, heroic, brave, and aggressive behavior in real social settings. Konijn et al. (2007) suggests that realistic video games and characters has a greater impact on student identification. Students who play realistic games are more likely to identify with realistic violent game characters and become deeply involved in the game. As a result, these students are more likely to display hostile and aggressive behavior towards …show more content…
Children are influenced by what they observe in society and develop and learn social skills based on society’s norms of acceptable behavior, values, ideals, and rules. Children today, are socializing differently in today’s complex world as a result of technological advancements. Children are influenced by what they observe in violent video games. As a result, violent video games increase aggressive thoughts and behaviors, decreases empathy, and decreases prosocial behavior in students. Students who spend a greater deal of time playing violent video games are at a greater risk for displaying aggressive behavior, intimidation and bullying, and instigating fights. Violent video games apply several instructional practices of learning, cognition, and instruction. Educators might transfer this knowledge to the classroom through prosocial video games to increase prosocial thoughts. More research is necessary to support this