Violenza computer games




















Also, the students became more aggressive the longer they played violent games. They shouted, pushed and hit other children. Mark Griffiths is a psychologist at Nottingham Trent University in England and he specialises in computer addiction and its harmful use.

He found that children from four to eight years, if allowed to play even mildly violent games, also became violent. To establish just how much these games could make the player violent, some students of a college in the US were asked to play violent games.

Wolfenstein 3D, a game in which a human hero kills villains in a very brutal manner, was one. Then there was Doom, a video game owned by the American military which trains soldiers to kill! Others were told to play Myst, a non-violent adventure game.

After 15 minutes, the students were switched to another game where they were told they could punish their opponent with a blast of noise. Those who played the violent games could not stop blasting away.

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Narrow By Tag Action 2, Indie 2, For example, England has one of the highest rates of immigration in the world, and immigrant families there tend to have more kids per family than English families.

It seems to me that a high percentage of kids who don't speak English is more likely to bring down English literacy scores than playing Xbox. Video games were blamed as a major influence on a teenager in Finland named Pekka-Eric Auvinen, who opened fire inside his high school and killed classmates and the school principal. Video games must be the cause! In reality, Auvinen's love of video games was one of the normal things about him.

More unusual was his obsession with Nietzsche. Maybe we should ban post-modern existentialist philosophy. Zeroing in on the troubles of teen boys ignores the fact that all age groups and both genders are gaming more. Retirement communities across America, for example, are buzzing with game fever. The Nintendo Wii system is reportedly a huge hit with the elderly. Does that mean old people will become more violent, stupid and sick, too?

Nobody seems all that worried about it. Interestingly, many say the solution to some of the problems associated with gaming is -- more gaming. For example, games that get players to move around are seen as one solution to a lack of exercise.

As a counterargument to the idea that games reduce literacy, researchers from the Institute of Education at London University said that " games literacy " is an important part of education and has a place in schools. Gaming environments are increasingly used for high-impact training and education.

Others suggest outright bans on violent games, ratings labels, better parenting, more youth programs, better education and other solutions. Some in the industry are responding to demands for a solution, too.

Microsoft announced earlier this month the December availability of a new Xbox feature that will enable parents to limit the time their kids spend playing the console. One "solution" you don't hear very often is: Maybe we should do nothing.

Maybe it's a problem that doesn't need to be solved. For starters, haven't teenagers always been considered by adults to be violent, stupid and unhealthy -- not to mention lazy, depressed, immoral and disrespectful?



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