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Violent Video Games: Do They Lead to Aggressive Behavior or Not?

Video games for children, teens andAuto series, one of the most
young adults bring in $10 billion apopular and also most violent and
year in the United States. Certainlycontroversial of the games, a
some of the games offer harmlessplayer is rewarded if he has sex with a
entertainment and maybe even someprostitute and then murders her
educational value. But the games(the most recent of the series, Grand
that seem to be the most eagerlyTheft Auto: San Andreas, was the
anticipated, the games that majorbest-selling title in 2004).
retailer Zany Brainy says "theWhether or not these games contribute to
industry is focusing on," and the gamesviolent "real-life" behavior among
that fly off the shelves as soon astheir primary users (pre-teen and teen
they're released are those ratedboys) has spurred major
"M" for mature and "AO" for adultscontroversy. And, as with most
only.hot-button issues, there are strong
To garner an "M"proponents and opponents on either
rating, the content is intended forside. Yes, Video Games Cause
people aged 17 and older, and mayViolence Much attention was brought
contain sexual themes and intenseto video game violence after it was
violence or language. An "AO"-ratedrealized that the two teenagers behind
game is suitable only for adults 18the Columbine High School shootings
and over, and may include graphicplayed (and even created their own
depictions of sex and/or violence.levels of) DOOM, one of the first
The popularity of the games is"first-person shooter" video games
astounding. According to a 2004(attesting to its popularity, a movie
report by the National Youth Violenceversion of DOOM was just released
Prevention Resource Center, a 2001on October 21). The most recent
review found that 49 percent of the 70study on the topic, to be published in
top-selling video games containedthe January 2006 edition of Media
serious violence. Out of all games,Psychology, found that playing
41 percent required violence forviolent video games does indeed
the protagonists to achieve theircause violent thought patterns in
goals. And in 17 percent of the games,the brain. A team of international
violence was the primary focus ofresearchers observed 13 males, aged
the game itself. The violence is18 to 26, for the study. It was
often brutal and degrading to women. Infound that, after playing a
the game "Duke Nukem," formature-rated game, 11 out of the 13
instance, a player can enter a roomparticipants showed significant
with naked women saying "Kill me," whileeffects from the games.
tied to posts. In the Grand Theft



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