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For a bit of background, prior to videogames being created, Bandura's Bobo Doll experiment had discovered incredible findings regarding children and exposure to violent behavior.

The study showed that children can learn by watching others. If they see someone being mean to a doll (Bobo), they might copy that behavior.

Bandura found that we don't just learn from direct experiences, but also by observing what others do. This is called "observational learning."

Kids who watched adults being aggressive to the Bobo doll were more likely to be aggressive too.

The study discovered that kids not only copied the exact actions they saw but sometimes got creative and came up with their own ways of being aggressive toward the doll.

This was an important first step in understanding the effects of violence exposure on the kids who are undergoing sensitive periods.

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Can Violent Video Games Play a Role in Violent Behavior?

Brad Bushman from Ohio State University said "You are linked to the violent character. If it's a first-person shooter game, you have the same visual perspective as the killer. You get points when you kill people. If you kill enough people, you get to advance to the next level of the game.

You are also rewarded through things that you might hear. If you kill somebody, maybe you hear, "Impressive, nice shot, you are tied for the lead." And you hear these — praise, and we know that reinforcement increases the probability of behavior."

These games when being played by highly impressionable adolescence increase their vulnerability to dissociation while playing these games and leaving them at a higher risk of repeating these behaviors in inappropriate settings leaving themselves and others in danger.

Violence here is defined as - aggression, purposely inflicting harm on others or injury on others which is the main goal of games like Call of Duty, Sniper Elite and GTA.

In this video the researcher has the participant play 15 minutes of intense violent media then asked him an array of questions regarding his emotions and feelings along with an interesting test of asking him to add pepper to the drink of a competitor to see how violent he would be towards another individual after playing.

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Like tens of millions of young Americans, Ian Binnie plays video games, including the wildly popular "Grand Theft Auto." But on this day, he was mowing down passersby, shooting police officers, and taking close aim at a food vendor as part of a controlled experiment at Ohio State University, where Binnie is a sophomore.

After 15 minutes of intense action, he was asked to answer questions, choose from 34 adjectives, including mean, nervous, scared, strong, to describe his feelings, and even decide how much chili powder to pour into the drink of a would-be opponent, all designed to measure any effects of violent video games on aggressive behavior.

There have been reports that the Newtown killer, Adam Lanza, spent hours playing games such as "World of Warcraft," but nothing so far links that to the rampage that left 20 children dead. Still, as the nation searches for answers, violent media are again under scrutiny.

Psychology professor Brad Bushman, a leading scholar in the field for several decades and the man behind the Ohio State research, says the effects are clearly measurable, and more so with the direct "you pull the trigger" nature of newer 3-D games.

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Can Violent Video Games Play a Role in Violent Behavior?

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Like tens of millions of young Americans, Ian Binnie plays video games, including the wildly popular "Grand Theft Auto." But on this day, he was mowing down passersby, shooting police officers, and taking close aim at a food vendor as part of a controlled experiment at Ohio State University, where Binnie is a sophomore.

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Neuroimaging is a brain imaging technique that measures neural characteristics of the brain by detecting naturally occurring signals emanating from the brain.

This is done by exposing the brain to radioactive isotopes through these brain images and then processing and understanding the way the brain interacts with them.

Some neuroimaging techniques allow us to see the structures of the brain and others allow us to see different functions of the brain and detect which parts of the brain are actively working.

Neuroimaging used in the article:

EEG - Electroencephalogram:

Non invasive and uses electrodes that record electrical activity through the scalp which result In synchronized neural activity where the signals result from activity which is called Event Related Potential (ERP).

MRI - Magnetic Resonance Imaging:

Magnetic fields and energy frequencies are exposed to the brain. The responses from the brain are measured in energy expenditure that is detected in this kind of imaging. This energy is then created into an image.

PET - Positron Emission Tomography:

The patient is injected with a radioactive substance that emits positrons. The gamma rays interact with the brain and captured by the PET scanner. The PET scanners main function is to detect the blood flow of the brain and where the most activity is happening.

FMRI - Functional Magnetic Resonance Imaging:

Same as MRI but focuses on the functions of the brain rather than the structures.

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The reaction of the kids being upset that the parents are turning off the game isn't due to a video game addiction. Looking at the anatomy is necessary to note why these strong reactions happen

Kids cannot control their reactions because they don't have a fully developed prefrontal cortex, as mentioned also in the Hummer article.

Dopamine, the pleasure neurochemical, is also a reason for the frustration felt by the kids. Playing a video game activates the reward mechanism so when that reward mechanism is interrupted, the child gets angry.

Video game developers have added intermittent rewards throughout the games so that the child continues getting the spike in dopamine whenever unlocking a new level.

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This Is Your Child's Brain on Videogames | WSJ

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Neurodevelopment is influenced by a variety of external factors including consumption of violent media.

Brain imaging technology such as fMRI, PET, and SPECT work by allowing us to see what areas of the brain become more or less active in reaction to stimulus such as violent media.

In order to fully understand the effects of violent media consumption on neurodevelopment, research must also take into consideration data from:

Survey data

Behavioral measurements

Physiological recordings

Research has shown that increased exposure to violent media is associated with lower prefrontal control of emotion and behaviors (delayed development of frontal or frontal parietal regions).

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A study found that playing violent video games decreases prefrontal activity during tasks that require control of cognitive processes or behavior

Another study found that teens who played violent video games for 30 minutes had lower medial prefrontal cortex control over the amygdala when presented with violent words

These smaller studies lead the way for important longitudinal studies that allow us to make sense of brain imaging and what violent media does to people

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Limitations of Neuroimaging, Michael S. Lee

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Neuroimaging is not a one way street; The data that comes from neuroimaging is not the final answer.

There are still many limitations that come from neuroimaging so there are many ways to optimize research.

Some limitations are: poor quality or poorly orders studies, repetition does not get you any more findings, increasing financial and psychological strain, and inability to reliably detect all neuro-ophthalmic disorders.

In order to combat this, it is important to integrate traditional study methods with neuroimaging to get a complete story.

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Neuroimaging research on the effects violent media has on brain development should focus on the following:

What viewing characteristics are most influential

Characterizing how violent media consumption affects the brain (what parts of the brain get affected specifically and understanding why)

Determining what group is most at risk for negative effects.

Implementation of violent media policy recommendation (screen time) and regulations to limit negative long-term effects on the brain

Research should examine prefrontal-limbic interactions to investigate control over aggressive thoughts and behaviors.

How can we use evidence to better understand the connection between media violence and increased aggression?

Analyzing changes in brain activity and chemical signals.

Does media violence cause aggression or poorer executive function?

Are individuals who have weak self-control and worse attention spans drawn to violent media compared to others?

Other things to consider:

Genetic, family environment, and personality variables

The influence of positive/prosocial video games or media interactions

Continuous measurements of television, film, and video game habits across individuals.

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By Caroline Knorr | January 19, 2015

Violence. It's literally everywhere: in video games, movies, books, music videos, and cartoons, on the nightly news and the Web, and even in commercials. And it's becoming harder to avoid. Today, with the explosion of technology and 24/7 media access, the question more than ever is, what's the impact, especially on our kids?

The short answer is: We don't know. Although experts agree that no single factor can cause a nonviolent person to act aggressively, heavy exposure to violent media can be a risk factor for violent behavior. Children who are exposed to multiple risk factors -- including aggression and conflict at home -- are the most likely to behave aggressively.

Heavy exposure to violent media can lead to desensitization, too. And it may actually start with parents. A study by the Annenberg Public Policy Center at the University of Pennsylvania found that parents who watched a lot of movies were more likely to say it was OK for younger kids to watch movies that had R-rated violence and sexual content.

The good news is that, as parents, we can make a choice to consistently expose our kids to media that reflects our own personal values and say "no" to the stuff that doesn't. The number one influence on kids' media consumption is how their parents think and act regarding media. There are so many benefits to media and technology, including the potential to teach valuable skills. Doing research about TV shows, movies, or games before your kids watch, play, and interact with them will go a long way in helping them avoid iffy stuff.

So how can you as a parent manage media violence in your kids' lives?

Tips for parents of all kids

Explain consequences. What parent hasn't heard "but there's no blood" as an excuse for watching a movie or playing a video game? Explain the true consequences of violence, and point out how unrealistic it is for people to get away with violent behavior.

Keep an eye on the clock. Don't let kids spend too long with virtual violence. The more time they spend immersed in violent content, the greater its impact and influence.

Teach conflict resolution. Most kids know that hitting someone on the head isn't the way to solve a disagreement, but verbal cruelty also is violence. Teach kids how to use their words responsibly to stand up for themselves -- and others -- without throwing a punch.

Know your kids' media. Check out ratings, and, when there are none, find out about content. For example, content in a 1992 R-rated movie is now acceptable for a PG-13. Streaming online videos aren't rated and can showcase very brutal stuff.

Keep an eye on interactive media violence. There's no way to accurately measure whether there's more or less violence than in the past, but the pervasiveness of it in interactive forms, such as social media, online videos, and video games, is relatively new.

Advice by age

Two- to 4-year-old kids often see cartoon violence. But keep them away from anything that shows physical aggression as a means of conflict resolution, because they'll imitate what they see.

For 5- to 7-year-olds, cartoon rough-and-tumble, slapstick, and fantasy violence are OK, but violence that could result in death or serious injury is too scary.

Eight- to 10-year-olds can handle action-hero sword fighting or gunplay so long as there's no gore.

For 11- to 12-year-olds, historical action -- battles, fantasy clashes, and duels -- is OK. But closeups of gore or graphic violence (alone or combined with sexual situations or racial stereotypes) aren't recommended.

Kids age 13 to 17 can and will see shoot-'em-ups, blow-'em-ups, high-tech violence, accidents with disfigurement or death, anger, and gang fighting. Point out that the violence portrayed hurts and causes suffering, and limit the time they're exposed to violence, especially in video games.

Most M-rated games aren't right for kids under 17. The kid down the street may have the latest cop-killer game, but that doesn't mean it's good for him. The ultra-violent behavior, often combined with sexual images, affects developing brains. Just because your child's friend is allowed to play violent games or watch violent movies doesn't mean they're OK for your child.

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By Caroline Knorr | January 19, 2015 Violence. It's literally everywhere: in video games, movies, books, music videos, and cartoons, on the nightly news and the Web, and even in commercials. And it's becoming harder to avoid. Today, with the explosion of technology and 24/7 media access, the question more than ever is, what's the impact, especially on our kids?