Video Game Research Paper

The main concern is that of violence and violent acts within the games.

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With the release of the Nintendo Entertainment System in the 1980s and Sony's Playstation in the 1990s came new generations of games, with better graphics and more capabilities.

Until the recent resurgence in interest in video games in the past decade, research on the topic was minimal.

Connor, Steingard, Cunningham, Anderson, and Meloni (2004) defined two specific types of aggression.

Reactive aggression is an angry, defensive response to a threat or frustration.

An example of this type would be robbing a bank to get money.

There have yet to be any studies that take into account these two specific types, but most studies in the past have focused on both in some way.In the past 30 years, video games have had a major impact on how people spend their leisure time.The first generation of video games were nothing more than simple geometric shapes, one or more of which could be controlled by the game player.In this game each character has 26 "kill zones," or areas that the character can be hit by a bullet (Gentile, Lynch, Linder, & Walsh, 2004).The game also employs a first-person perspective, making it seem as though the player is seeing through the eyes of the in-game character.In order to control the effects of video game violence, one must first understand the effect it has on the brain, including in the areas of aggression and hostility.Each generation of games always uses the newest technologies available, leading to more impressive graphics and realism.Video games made their first appearance in the early 1970s.The first generation of games used simple shapes and had minimal interaction.Along with these new technologies come more realistic violent acts and situations.Also with each new generation of video games, people are spending more time and money on them.


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