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ANNOTATION
THOUGHTS/CONNECTIONS
Kleinman, Zoe.
2015.
increases in aggressive
behaviour, aggressive
prosocial behaviour,
aggressive behaviour.
is a risk factor to an
increase in aggression
and not the sole
perpetrator. The question
about whether violent
games inspire violent
behaviour "in real life" is
a subject that strongly
divides opinion. Its a
very controversial subject
because it is said that
these games have been a
motivating factor in
shootings. For example,
the Columbine High
School massacre shooter
in 1999 used a gun he
called "Arlene" allegedly after a character
in a novel inspired by the
computer game Doom.
Another study from the
Oxford Internet Institute
Christopher Ferguson, a
psychologist at Stetson
University in Florida,
carried out two studies
into media violence. In
the first, his team
correlated US homicide
rates between 1920 and
2005, with instances of
violence depicted in
motion pictures.
Although there was
evidence of a moderate
correlation between a rise
in screened and real-life
violence during the
1950s, this reversed
throughout the rest of the
century, with instances of
screen violence inversely
related to homicide rates
in the 1990s. It is hard to
determine whether this
Recent content
analyses reveal that as
many as 89% of video
games contain some
violent content
Approximately half
of video games include
serious violent actions
toward other game
characters
Playing time by
children has increased
from about 4 hr per
week in the mid-1980s
Gentile, D.A., Lynch, P.L., Linder, J.R., & Walsh, D.A. (2004).
The effects of violent video game habits on adolescent hostility,
aggressive behaviors, and school performance. Journal of
Adolescence, 27, 522. Web. Dec 2 2015.
to more than 9 hr
per week, with
girls playing about
5.5 hr per week
and boys playing
13 hr per week
1. The percentage
of children ages
2 through 17
play video
games.