Video games are actively sought after by children in our society today. In recent research, 97% of children between the ages of 12 and 17 have engaged in some type of video gaming, and of these children two-thirds of them have played games that contained some type of violence. In another investigation it was reported that more than half of all video games rated by the Entertainment Software Rating Board (ESRB) contain violence, with more than 90% of these games only suitable for children aged 10 years and older. With these alarming statistics, video games have raised some concerns (Lenhart et al., 2008). Children are very vulnerable to the influences they see on television and in video games. Researchers who study classical learning suggest that children will imitate what they see on television even more than what they witness in person, especially if they think what they see is real, identify with the character, find the character attractive, or if the child sees without parental supervision (Papalia, Olds, & Feldman, 2009). Both the American Academy of Pediatrics (AAP) and the American Academy of Child & Adolescents Psychiatry (AACAP) agree that children learn by observing, imitating, and adopting their own behaviors. Although the AAP points out that there are many influences on a child's behavior, it recognizes that video games exert a greater influence because they are highly interactive and encourage role-playing. There is also concern that children may use video games as a way to virtually experience real violence ("Violent Video Games" 2010). For example, in "first-person shooter" video games the player sees the game as an interactive three-dimensional environment that simulates reality. With advances in technology today, children can play these games with others through the Internet, allowing them to virtually kill each other with all the blood, violence, and gore included (Porter & Starcevic, 2007). Repeated exposure to these types of behaviors and violence in video games over time can desensitize children by numbing them emotionally, cause nightmares and insomnia, decline in academic performance, and/or lead to aggressive behavior and bullying (“Violent Video Games” 2010). Another negative impact that researchers have highlighted is that children are rewarded for their violent acts while playing video games. When the player completes a violent task correctly and timely, they are rewarded with points and promoted to the next level and/or state in the game. Being rewarded for consistently engaging in acts of violence throughout the game can also increase aggressive behavior.
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