“Kill the Enemy”: Can Violence be Learned in Children by Activating Mirror Neurons Through Video Games?

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The impact of Violent Video Games (VVGs) on childhood development remains a subject of debate. While virtual reality has shown promise in enhancing social cognition through mirror neuron activation, concerns persist regarding the potential for video games to foster learned aggression, particularly in the absence of empathic or punitive feedback. Evidence regarding short-term desensitization effects is mixed, and long-term studies are scarce. Importantly, most existing research focuses on individuals exposed to video games after the age of eight, overlooking critical developmental periods marked by heightened neural plasticity. Early childhood exposure to violent content may be influenced by insecure attachment patterns, and this interaction may have consequences in socio-emotional learning. Factors, such as hyperactivity and parental absence, may further correlate with these effects. Despite these concerns, the presence of engaged caregivers has been shown to mitigate potential harm. There is an urgent need for longitudinal research and policies that promote responsible, adult-mediated video game use in early childhood.

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Childhood obesity is one of the biggest public health threats facing the UK, and video game use is considered a risk behavior for obesity among children. However, few studies have explored the prospective association between video game use and body mass index (BMI) or the potential mediators of this association. To investigate whether a longer-term association exists between video game use at a young age and BMI SD score in later years, independent of television use, and to ascertain whether this association is mediated by other energy-balance behaviors. This cohort study is a secondary analysis of data from the Millennium Cohort Study, a nationally representative sample of children who were born in the UK between September 1, 2000, and January 31, 2002, that focused on data collected when the children were aged 5, 7, 11, and 14 years. Data for all variables, except BMI, were provided by parental or caregiver reporting if the children were younger than 14 years of age. At age 14 years, the children self-reported their own behavior. Initial data analysis was conducted between September 18, 2018, and September 28, 2018, with supplementary analyses conducted from October 7, 2019, to November 22, 2019. The main outcome variable was BMI SD scores, with video game use as the exposure variable of interest. Physical activity, bedtime regularity, sugar-sweetened beverage consumption, and high-calorie food consumption were included as potential mediating behaviors. The full sample comprised 16 376 children and had a nearly equal number of boys (8393 [51.3%]) and girls (7983 [48.7%]). Every 1 SD increase in the number of hours of video game use at age 5 years was associated with a β = 0.018 higher BMI SD score at age 14 years (95% CI, 0.004-0.032). A small partial mediation of this association was found (direct association: β = 0.017 [95% CI, 0.003-0.031]; indirect association: β = 0.0011 [95% CI, 0.0003-0.0019]), suggesting that irregular bedtimes and higher consumption of sugar-sweetened beverages were mediators. The mediation model accounted for 36.7% (95% CI, 35.5-37.8) of the variance of the BMI SD score at age 14 years. Results of this study suggest a small (and not clinically meaningful) association between video game use in early childhood and higher BMI in later years, which may be mediated by irregular bedtimes and higher consumption of sugar-sweetened beverages. Future interventions to prevent childhood obesity should incorporate health promotion in mainstream video games to target children most at risk because of their high level of video game use.

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  • Book Chapter
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  • 10.1093/oxfordhb/9780195398809.013.0020
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  • Cite Count Icon 3
  • 10.47203/ijch.2019.v31i03.007
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  • Sep 30, 2019
  • Indian Journal of Community Health
  • Salman Khalil + 6 more

Introduction: Children who play violent video games can become violent and aggressive. An aggressive emotional change in their behavior and deviation in academic performance is usually noticed. Aim: To assess the impact of violent video games playing among school going adolescents. Materials and Methods: A cross-sectional study was conducted among a random sample of 400 adolescents recruited from four selected English medium schools of a City of Northern India by convenient sampling. Each student was interviewed by using a self-structured questionnaire which covered demographics, video gaming behaviors, and effects of video game playing on adolescents. Statistical Analysis: Collected data were entered in Microsoft Excel and subjected to suitable statistical tests. Results: 83.75% of the participants play video games while 1/3rd preferred to play violent games. 72.24% of the parents did not monitor the video game content of their children. Both boys (58.56%) and girls (17.12%) got aggressive during parent’s interference while playing violent video games. Most of the male (62.07%) were willing to apply actions of violent video games in real life. About 63.21% male violent video gamers showed poor academic performance as compared to girls (33.33%). Conclusion: Adolescents and their parents should be updated about the negative impact of excessive video game playing on health and psychosocial functioning.

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This study aims to identify the relationship of playing violent video game addiction and aggressive behavior of elementary school students. This research uses analytic survey design with cross sectional approach. The populations in this study were all elementary students in Unklab Elementary School Airmadidi amounted to 158 people. Sample selection using purposive sampling technique amounted to 87 people, with the criteria such as male and female, grade III and IV, love to play a violent video game, plays video games more than 2-3 hours every day from last one year. Data collection using a video game use behavior questionnaire and aggressive behavior questionnaire adapted from Siregar (2014). Univariate analysis uses frequency distribution and bivariate analysis using Spearmen Correlation and Partial Correlation. The results of the study showed that of 87 respondents, most of which were included in the category of high violent video game playing addiction that is 39 respondents (44.8%), mostly included in the category of aggressive behavior is very high that is 41 respondents (47.1%). The result of Spearman Correlation statistical test between violent video games use addiction and aggressive behavior obtained p value = 0.000 <0.05 it means H01 rejected. The results of Partial Correlation between the violent video games playing addiction and aggressive behavior by gender obtained p value = 0.000 <0.05 it means H02 rejected. Gender respondents who aggressively behaved with high category were male which amounted to 35 respondents (71.4%) and female were 6 respondents (15.8%), therefor men are more aggressive than women. For parents to be able to control and guide children to control and limit the use of electronic devices as entertainment that became one of the factors causing children to use the violent video games.

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Introduction to the Special Issue on Video Games
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Over time, there has been a significant increase in violent behaviors among youths, and the average age of crime has risen. Study objective was to find out how video games affected the behaviors of men and women in twin cities of Pakistan. Using quantitative research design, the data was collected from (n=204) respondents aged 15 to over 30 years old living in Rawalpindi and Pakistan. Selection of respondents was made using available and convenient sampling and questionnaire was used to gather the data. The data collection tool was consisted on three segments, 1) demographic information, 2) general questions related to the video games and 3) Buss-Perry Aggression Questionnaire (29 questions). The results showed significant positive relationship among the variables i.e., violent games and increase in aggression level. Findings showed that the respondents those play violent games more than 4 hours daily, the aggression level was higher in them. The study concluded that there is a connection between playing violent video games and aggressive as well as social behavior. Despite the rating of aggressiveness, the participant's attitude toward rage and hatred was more apparent. Video games are linked to teens' declining empathy levels in addition to their increased hostility. Frequently playing video games leads to lack of unsympathetic, and lacked a selfless mindset.

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The impact of violent video games (VVGs) on youth remains unclear given inconsistent results in past literature. Most previous experimental studies have been done with college students, not youth. The current study examined the impact of VVGs in an experimental study of teens (12-18). Participants were randomized to play either a violent or non-violent video game. Teens also reported their levels of stress and hostility both before and after video game play. Hostility levels neither decreased nor increased following violent game play, and Bayesian analyzes confirmed that results are supportive of the null hypothesis. By contrast, VVG exposure increased stress, but only for girls. The impact of VVGs on teen hostility is minimal. However, players unfamiliar with such games may find them unpleasant. These results are put into the context of Uses and Gratifications Theory with suggestions for how medical professionals should address the issue of VVG play with concerned parents.

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With the gradual development of the Internet, playing video games has become a new trend. More and more people are increasingly playing the violent video games, which often contain various bloody elements, including but not limited to killing other players with weapons, and there is often blood in the picture. And this topic has attracted many scholars attentions. This paper will use literature review to review the current studies about the impact of playing violent video game on anxiety disorder. It will also involve a branch of violent games, FPS games. While previous studies show mixed results, this literature review will specially focus on the negative effects that violent video games bring to the anxiety disorder. The database includes the PubMed and Google Scholar, but there are fewer studies about FPS game, and there is a considerable room for future specific studying in this topic. Although disagreements remain in the literature review, the overall evidence suggests that prolonged and intense engagement in violent video games may have negative impacts on anxiety disorder. Future research should use more longitudinal research to establish the causal relationship.

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