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I feel as if video games are as dangerous to youth as movies are. Society is so hypocritical, because many people get outraged over video game violence but listen to Meek Mills rap about killing a brother as if nothing is wrong. Video games aren't the only form of violence for youth. If video games are to violent then Technology in general should be banned from yuong people.

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I don't think violent video games should be completely banned because for some people it is an outlet. I believe there is already a restriction on rated M games where children under 18 cannot purchase them, which is a good restriction, but I don't know if they have one for rated T games, and if they don't they probably need one. Parents definitely need to pay more attention to the ratings on video games and the content included. It's ridiculous to have a group of eleven year olds running around on Call of Duty and other such games with large amounts of violence, language, and in some cases psychological horror. Video games are not bad, but there are age ratings because children of a certain age should not be exposed to certain things before they can really handle them

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I learned a good many things from the article on Cinco de Mayo. For starters, I had no idea Cinco de Mayo was a celebration day of Mexicos battle with France. I found that information to be quite insightful. It was weird that even though the Mexicans lost the war it boosted their morals so much that it caused an entire holiday. I found that many Hispanics do not appreciate the "Americanized" Cinco de Mayo. However, when it said that all the anchors and students had to apologize, I felt it would not be necessary. People are always poking fun at other cultures, it is just joking around. If it was taken to far, yes, I could see the offense but I did not think that was necessary. I also have learned that even though poking fun is good. Many people want to have respect for there holiday. So, even though one can and probably will poke fun, also remember to say how much respect the people of that country should have for their holiday. And that our society loves having their culture mixed with ours!

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Should violent video games be banned? Many counties such as Germany, Austrailia, Great Britain, and Turkey, all have censored most of their video games to some extent. Is this the right thing for the government to do? Or is the gaming rating system we have now adequate? Should parents take into more consideration the age rating on video games? Or is what we have now an adequate system?

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I don't think that video games cause a violent society at all. People did violent things before video games came out, and they still do violent things. Video games didn't change that. If anything, video games have shown to relieve stress and actually stop some mentally unstable people from acting violent. I think virtual reality will only make that better. It might also add a whole new meaning to the term "basement dweller" but that's besides the point.

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Do you believe that video games cause violence in a society? Is virtual reality a good outlet for people to enjoy? Or do you think people wil believe it is okay to pursue those negative or positive actios in the real world?

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I enjoy this quote because it is very direct. The quote below explains how this person does not believe in the banning of violent games but the censoring of children playing violent games. Today in society you must be a certain age to purchase certain games. M rated games one must be 17 or older to play. I feel this system is excellent way to keep children more innocent. Some games were just not made for a young child to play. However, I think parents should also take a responsibility when buying games for their children. So, I like that this quote is not completely bias one way or another. He just wants to keep children from getting games to muture for them.

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I feel this picture relates to my topic because it represent how people feel about violent video games effecting the mind. The image shows two game controllers and guns, a knife, and a grenade. The image is relatable to many people who find that violence in games are the reason for violence in real life. The strands are colorful and pops out to the individual looking at what is going on in the photo. We see the man expression is very distressed and that the only thing on his mind is video games and tools or violence. Many who are for the idea that violent video games cause an individual to act more violent, would be for this photo. While others would be against it saying that the picture is very bias.

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Hello everyone,

I appreciate what all of you had to say. Andrew I actually never new that, "Gamer Rage," was a word for what scientist believe happens to people when they become violent after playing violent games. Christina, thank you very much for commenting back on my wall. I see your view point on money still. However, I still personally believe that college is more of a transition period into life than just going straight to the work force. So, I still stand by my original argument. Rachel I understand where you are coming from with your argument about different age group my be effected. Such as a 13 and 26 year old, I may have to do even deeper research on the subject. But I still personally believe that violence does not effect the mind or at least I am trying to prove that. The games may effect the mind but in a positive way.

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This article discusses how the violence in video games not only causes young adults to become violent with guns or bullying but violent with driving. The article explains how the Dartmouth study found that the violence in video games, such as. "Grand Theft Auto," is causing many young drivers to start to drive more and more recklessly. They said that the video games is causing automobile accidents. I found it interesting that this article took a new take on the how violent video games affect people. However, I found that this article was short and did not have as much evidence to back up the claim.

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This article on violet video games discusses how the violence of certain games can lead to increase levels of aggressive tendencies. The article explains how a meta-analyze study and a new Italian study shows how violence in video games does have a negative effect on young adults and children. The Italian study found the the violence in video games leads to, “decreased self-control and increased cheating.” However this study was proving how more violent video games can cause more aggressive and cheating behavior. They featured 172 high school students. The study use three different methods to which they found whether or not the students had increased levels of cheating and violence and decreased levels of self-control. While the study also found that the more violent the game, the more of these behaviors the individual student showed. The study concluded with people who are already prone to justifying their unethical behavior that the violent games would be very negative for these individuals.

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Still convinced that violent video games are harmless fun? You might want to put down that console and consider the findings of two new research papers.

The first, a meta-analysis of 98 studies with nearly 37,000 participants, concludes without equivocation that "violent video games increase aggression."

The second, which describes new research from Italy, provides further evidence of that troubling dynamic, and indicates they also lead to "decreased self-control and increased cheating."

"Many real-world decisions require self-regulation of moral behavior," writes a research team led by psychologist Alessandro Gabbiadini. "Our study indicates that playing violent video games can interfere with this ability."

"Participants who played a violent video game for only 35 minutes exhibited less self-control, cheated more, and behaved more aggressively than did participants who played a nonviolent video game."

The Italian study, published in the journal Social Psychological and Personality Science, featured 172 high school students. After 10 minutes of practice, each played a violent video game ( Grand Theft Auto III or Grand Theft Auto San Andreas) or a non-violent one ( Pinball 3D or Mini Golf 3D) for 35 minutes.

Participants were told they could snack from a bowl of M&Ms placed next to the computer as they played. However, they were also warned that eating too much candy too quickly was unhealthy. Their level of self-control was measured by noting how much of the chocolate they consumed.

After finishing play, they completed a survey designed to measure their level of moral disengagement. On a one-to-seven scale ("completely agree" to "completely disagree"), participants responded to a series of statements indicating a tendency to think of moral behavior in relative terms.

Examples include "Compared to the illegal things people do, taking some things from a store without paying for them is not very serious" and "It is OK to insult a classmate, because beating him/her is worse."

The experiment concluded with two tests designed to measure aggression and the tendency to cheat.

Participants were told they could earn one raffle ticket for each problem they solved on a 10-item logic test. They scored their own responses and took a lottery ticket from an envelope for each correct answer. Researchers measured cheating by comparing the number of tickets taken with the actual number of correct answers.

In addition, participants took part in a "competitive reaction time task" in which the winner of each round "could blast the loser with loud noise through headphones." Researchers measured aggression by how loud and long participants blasted the unpleasant sound.

The results were consistent across the board: "Participants who played a violent video game for only 35 minutes exhibited less self-control, cheated more, and behaved more aggressively than did participants who played a nonviolent video game."

Specifically, those who played the violent game ate more M&Ms, took more unearned raffle tickets, and gave their rivals a longer and louder blast of noise.

"Although very few teenagers were unaffected by violent video games," Gabbiadini and his colleagues write, "individuals high in moral disengagement were far more affected than those low in moral disengagement." This suggests a subset of players-those prone to find ways to justify their unethical behavior-are particularly susceptible to the effects of these games.

Given this new evidence, "it seems more appropriate to assess the consequences of violent video games on behavior in terms of a gradient of intensity of the effects, rather than just the presence/absence of such consequences," they conclude.

That last point provides interesting context for the meta-study, which was conducted by researchers Tobias Greitemeyer and Dirk Mügge and published in the Personality and Social Psychology Bulletin. It finds "strong evidence that violent video games do affect aggressive outcomes."

Aggressive behavior is multi-determined, with violent video game exposure being one source among many others (and some of them having a stronger influence than do violent video games).

On the other hand, even small effects-and the effect of violent video games is small to medium in its effect size-can have a negative impact on a societal level when many people are exposed to it, which certainly applies to violent video games.

Thus, in our view, violent video game play should be regarded as a risk factor for aggressive behavior.

The Italian researchers both expand on that notion-they find it's actually a risk factor for several types of negative behavior-and narrow it somewhat, suggesting certain players are more susceptible to such effects than others. These findings, which need to be replicated, potentially add important nuance to the debate.

But they don't change the fundamental equation: Violent video games can, and do, impact players' attitudes and behaviors. And not for the better.

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Violent Video Games and Bad Behavior: The Evidence Mounts

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Still convinced that violent video games are harmless fun? You might want to put down that console and consider the findings of two new research papers. The first, a meta-analysis of 98 studies with nearly 37,000 participants, concludes without equivocation that "violent video games increase aggression."

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hey alex i see that you posted on my wall but somehow it diapered lol. i can agree that college you find out who you are and what you are becoming but do you need school to notice. i think some people go to college only because they do not have anything to do while they are at home.to me that is a waste of money college should be for the people that have goals and want to make something of them self. good thoughts on my wall you have posted. i didn't think about it in the way you mentioned it.

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(I hate doing this on a phone I can't see what I'm doing)

So concerning violence in video games, it's all about perspective. Considering that I am very familiar with video games and the 'violence' within them, If you have a 13 boy and a 26 year old man, who do you think is more influenced by the game? I am stable enough to understand the difference between reality and a game. The two never intermix. Some people cannot handle that or do the same. They think shooting/stabbing people is okay. People who are not mentally strong enough to decipher the difference should not get the privilege of playing. These video game producers, like bioware, Bethesda, and even older producers like zenimax and capcom, never intended to influence people to have violent tendencies. They want people to feel important by making them the hero who can do things that many can't, including fighting styles and the like, so people get pulled into the story of the game. Most of these protagonists are average people. Take Leon Kennedy, he used to be a dumb kid and then became a super cool agent saving the president's daughter. Even Wesker isn't that much of a bad influence! It all depends on your state of mind, as I said way up there.

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Hey, I noticed we have the same topic! I'm 100% with you on

the fact that violent video games don't trigger people to go on a shooting spree.

I honestly feel that scientists/researchers don't have good enough evidence to

tell the gaming community otherwise. 'Gamer rage' can happen every now and

then, but no matter how many violent games one plays, the game itself should

not be the reason for real life violence.

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This article published by,"HT Health," explains how more violent and fast-paced video games are better for the brain. The article expresses that players who play these more fast-paced games, such as,"Call of Duty," have a better ability to multi-task, perform cognitive tasks such as rotating objects in their minds and focus and retain information better. The article was very positive about the fact that action games help in education and can help in stroke patients or other brain injuries. The article did provide bias, however, the article was very pro action only video games. The scientist were supporting the violent video games more due to their fast-paced style in gaming. The scientist and article author explained that non-violent, or fast-paced video games gave people little cognitive benefits. They explained that, "Sims," a popular video game where a player lives the life of there people, have no effects compared to a,"Call of Duty," first person shooter game. So the article did contain bias towards fast-paced action video games. Other bias would include, like the last article, that video games do help people cognitly, and do not cause people to become more violent.

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.Q: Are there any health benefits to playing violent video games?

A: Blowing away enemy soldiers and aliens may be good for the brain, as researchers have found that fast-paced action video games improve a player's learning ability.

People who play video games such as Activision Blizzard Inc.'s "Call of Duty" are better able to multitask, perform cognitive tasks such as rotating objects in their minds and focus and retain information better than non-players, said Daphne Bavelier, a research professor in brain and cognitive sciences at the University of Rochester in New York.

They also have better vision. The reason is that the games help people learn, even those who aren't regular players.

"People who play action video games get better much faster," said Bavelier, who has a joint appointment at the University of Geneva in Switzerland.

The skills are seemingly unrelated to each other and hard to practice, she said.

The study, published in the Proceedings of the National Academy of Sciences, explains the diverse benefits that stem from faster learning.

The insights from the study may be used to improve education or to help people with strokes or other brain injuries.

Players were better able to predict what was coming next, even when they were asked to identify patterns that had nothing to do with the game.

Non-gamers also improved after researchers assigned them to play a game like "Call of Duty" for as long as two hours a day, five times a week for two months. The benefits lasted as long as a year.

"I can show that playing the video game itself improves their performance," said Bavelier. "But all video games don't lead to improvement."

A comparison group of people was asked to play social games like Electronic Arts Inc.'s "The Sims 2," which don't feature rapid action. Those players didn't reap any benefits, the study found.

The fast-paced games - generally first- or third-person shooting video games - created better learners. An examination of how their brains were wired showed that the connectivity adapted as the games progressed, Bavelier said. "The brain has not just one neuron, but networks of neurons talking to each other," she said. "During the task, they were changing their connectivity on the fly to match the task at hand. They knew what was important to pay attention to and what was noise and distraction, and they could suppress distractions."

The researchers are now examining the details of each game to try to tease out which elements are critical for improved learning, she said. They are designing a nonviolent game that includes the elements they believe are important for learning, aimed at children ages 8 to 12.

For children, teenagers and young adults who do play video games, the findings aren't an excuse to spend hours a day in front of a screen, she said.

While learning improves, other measures of brain function may worsen.

"This is no excuse for binging," Bavelier said. "We know that kids who spend a lot of time on computers do less well at school. If you spend too much time on this new media, you spend less time on homework and you will do less well."

- Michelle Fay Cortez, Bloomberg News

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Violent video games: Good for the brain?

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Q: Are there any health benefits to playing violent video games? A: Blowing away enemy soldiers and aliens may be good for the brain, as researchers have found that fast-paced action video games improve a player's learning ability.

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This article I found to have a very positive attitude towards video games. The article stated how the American Psychologist, APA, journal found that playing video games help build cognitive skills. The article explain that video games build,  spatial navigation, reasoning, memory and perception. They study explained that video games can "improve players moods, promote relaxation and ward off anxiety." These psychologist believe that video games have a very positive effect on society. There is bias in this article, however, many of the statements explained how video games help players mood, but they did not have any real evidence of the facts. As well as this was only one study of how video games can help individuals.

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WASHINGTON - Playing video games, including violent shooter games, may boost children's learning, health and social skills, according to a review of research on the positive effects of video game play to be published by the American Psychological Association.

The study comes out as debate continues among psychologists and other health professionals regarding the effects of violent media on youth. An APA task force is conducting a comprehensive review of research on violence in video games and interactive media and will release its findings in 2014.

"Important research has already been conducted for decades on the negative effects of gaming, including addiction, depression and aggression, and we are certainly not suggesting that this should be ignored," said lead author Isabela Granic, PhD, of Radboud University Nijmegen in The Netherlands. "However, to understand the impact of video games on children's and adolescents' development, a more balanced perspective is needed."

The article will be published in APA's flagship journal, American Psychologist.

While one widely held view maintains playing video games is intellectually lazy, such play actually may strengthen a range of cognitive skills such as spatial navigation, reasoning, memory and perception, according to several studies reviewed in the article. This is particularly true for shooter video games that are often violent, the authors said. A 2013 meta-analysis found that playing shooter video games improved a player's capacity to think about objects in three dimensions, just as well as academic courses to enhance these same skills, according to the study. "This has critical implications for education and career development, as previous research has established the power of spatial skills for achievement in science, technology, engineering and mathematics," Granic said. This enhanced thinking was not found with playing other types of video games, such as puzzles or role-playing games.

Playing video games may also help children develop problem-solving skills, the authors said. The more adolescents reported playing strategic video games, such as role-playing games, the more they improved in problem solving and school grades the following year, according to a long-term study published in 2013. Children's creativity was also enhanced by playing any kind of video game, including violent games, but not when the children used other forms of technology, such as a computer or cell phone, other research revealed.

Simple games that are easy to access and can be played quickly, such as "Angry Birds," can improve players' moods, promote relaxation and ward off anxiety, the study said. "If playing video games simply makes people happier, this seems to be a fundamental emotional benefit to consider," said Granic. The authors also highlighted the possibility that video games are effective tools to learn resilience in the face of failure. By learning to cope with ongoing failures in games, the authors suggest that children build emotional resilience they can rely upon in their everyday lives.

Another stereotype the research challenges is the socially isolated gamer. More than 70 percent of gamers play with a friend and millions of people worldwide participate in massive virtual worlds through video games such as "Farmville" and "World of Warcraft," the article noted. Multiplayer games become virtual social communities, where decisions need to be made quickly about whom to trust or reject and how to lead a group, the authors said. People who play video games, even if they are violent, that encourage cooperation are more likely to be helpful to others while gaming than those who play the same games competitively, a 2011 study found.

The article emphasized that educators are currently redesigning classroom experiences, integrating video games that can shift the way the next generation of teachers and students approach learning. Likewise, physicians have begun to use video games to motivate patients to improve their health, the authors said. In the video game "Re-Mission," child cancer patients can control a tiny robot that shoots cancer cells, overcomes bacterial infections and manages nausea and other barriers to adhering to treatments. A 2008 international study in 34 medical centers found significantly greater adherence to treatment and cancer-related knowledge among children who played "Re-Mission" compared to children who played a different computer game.

"It is this same kind of transformation, based on the foundational principle of play, that we suggest has the potential to transform the field of mental health," Granic said. "This is especially true because engaging children and youth is one of the most challenging tasks clinicians face."

The authors recommended that teams of psychologists, clinicians and game designers work together to develop approaches to mental health care that integrate video game playing with traditional therapy.

Article: "The Benefits of Playing Video Games," Isabela Granic, PhD, Adam Lobel, PhD, and Rutger C.M.E. Engels, PhD, Radboud University Nijmegen; Nijmegen, The Netherlands; American Psychologist, Vol. 69, No. 1.

Isabela Granic can be contacted by email, cell: 011.31.6.19.50.00.99 or work: 011.31.24.361.2142

The American Psychological Association, in Washington, D.C., is the largest scientific and professional organization representing psychology in the United States. APA's membership includes more than 134,000 researchers, educators, clinicians, consultants and students. Through its divisions in 54 subfields of psychology and affiliations with 60 state, territorial and Canadian provincial associations, APA works to advance the creation, communication and application of psychological knowledge to benefit society and improve people's lives.

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Video Games Play May Provide Learning, Health, Social Benefits

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WASHINGTON - Playing video games, including violent shooter games, may boost children's learning, health and social skills, according to a review of research on the positive effects of video game play to be published by the American Psychological Association. The study comes out as debate continues among psychologists and other health professionals regarding the effects of violent media on youth.

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Who: The who is this controversial topic is anyone really invovled. Many scientist and government officials have expressed the negativity of video games. One government example is Brown vs. Entertainment Merchants Association, this legal case, three of the scholars were involved with the legal brief for regulation on video games. The other people involved is the gaming community, the people who play and enjoy video games and do not feel it is negative to play them.

What: The what is the idea that video games have a negative effect on the people who play them. Many believe that gaming causes people to become less empathetic and cause violent behaviors. The government has put regulation on video games, such as the ratings on the games and different age groups can not buy games without a parent consent. This rule was created after Brown vs. Entertainment Merchants Association. Many scientist from all different university have conducted studies to see if empathy levels lower after playing a violent video game. Many have said the study shows this is true. However, it can not be said yet whether violent tendency's are more likely to happen after playing a video game. The positive side to video games is learning aspect of games, such as educational games. As well as hand-eye coordination.

When: This controversy has been going on since the !980's until present day. Starting with Ronnie Lamm trying to set regulation on how close an arcade is to a school.

Where: The locations for gaming controversy has really at this point gone world wide. Turkey recently tried to pass a law banning a game called Minecraft from the country. However, many first world countries usually are the ones that have controversies, such as Japan, the U.s, U.K, and Austrialia.

Why; The reason these people are having controvsy over the violence of video games is because each are trying to make the country safer. Since video games have become more violent many feel it has influenced the violent behavior in children more than it had in the past. Others believe that it is a good relaxing method and helps people learn in a fun way.

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Video game controversies are societal and scientific arguments about whether the content of video games changes the behavior and attitudes of a player, and whether this is reflected in video game culture overall. Since the early 2000s, advocates of video games have emphasized their use as an expressive medium, arguing for their protection under the laws governing freedom of speech and also as an educational tool.