Video Game Research Paper

Video Game Research Paper-80
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.This game consisted of a small circle with a mouth that tried to eat pills and destroy ghosts.

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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.

All these new capabilities meant developers could focus more on details also.

One example is the game Soldier of Fortune, released in 2000 for the personal computer.

The video game industry has grown by leaps and bounds since it's inception in the 1970s.

One of the industry's giants, Nintendo, sold an average of three games every second from 1983 to 1995. That is equal to one game for every teenager on earth, or enough games that, laid end to end, scan the entire equator two and a half times ("Nintendo sells one billionth game," 1995).

They are so realistic that the United States government has even released a game, entitled America's Army, to help train the next generation of military specialists.

In the late 1990's a large number of high-school shootings were blamed on violent video games, the most devastating being the shooting at Columbine High School in Colorado in 1999.

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.

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