Bandura assumes that children learn which behaviors are appropriate and lead to obtaining rewards in a given situation through observation and strengthening

The theory of social learning A. For example, when children learn that aggressive behavior is appropriate and that it can entail a reward, it is more likely that they will choose aggressive reactions in response to conflict situations in their own lives. This means that a child playing an aggressive game can learn that hitting the second person and even shooting the other person is the right response in a conflict situation and that this type of aggression is likely to be strengthened.

The theory of social learning A

Lowering the level of empathy Playing games containing violence can lower the level of empathy for victims. Empathy levels are lower among aggressors than among non-aggressors. For example, in the studies of Rice, Chaplin, Harris and Coutts (after K. E. Dill, J.C.Dill, 1998) it turned out that the rapists were less empathic than non-rapists.

The theory of social learning A

If in a computer game containing violence victims are presented as persons deserving of aggression, and in addition these games show other people as being „targets” of this aggression, then the reduced level of empathy may be a consequence of playing, and the individual may also be more aggressive. Funk (after: KEDill, JCDill, 1998) note that playing video games containing violence can also strengthen the perception of the world as a dangerous place.

Being exposed to violence in the media causes an increase in the sense of anxiety that leads to the formation of a distorted picture of the world in which violence is considered more frequent than it is in reality. Even being exposed to violence in the media for a short period of time, as tested in laboratory conditions, creates a sense of anxiety and concern for personal safety.

Men make up the majority of players –

Katharsis Theory of the aggression of katarsis proclaims, which contradicts what has been said above, that playing violent games reduces the level of aggression. Katarsis boils down to the fact that involvement in aggressive behavior can actually lead to a reduction in the severity of subsequent aggressive behavior due to getting rid of or the release of aggressive energy or aggressive desires.

Men make up the majority of players -

Research on the essence of katarsis shows that aggressive behavior produces more or less aggressive behavior, although it may lead to a temporary reduction in physiological arousal. A person playing the game behaves aggressively and is rewarded for it (points, sound effects, access to new ones) , higher and higher levels of the game). This direct involvement in acts of violence can be used to increase the aggressive behavior.

Video computer games are created using a reinforcement system using penalties and rewards that offers goals that are very ambitious but achievable, thus maximizing the player’s motivation in the direct game. In computer games containing violence, aggression is often the main goal, and killing all enemies means winning the game and achieving tangible benefits.

When, in real life, murder is a crime, in a brutal computer game, or video is the most amplified and approved behavior. In addition, violent computer games can reinforce negative stereotypes, in particular the stereotype of a woman who is a helpless victim of violence. This is a particularly true view, when we recognize that: – Men make up the majority of players –

Playing a computer game as a symbol of aggression

Playing a computer game as a symbol of aggression

The vast majority of players are people of adolescent age in which the shaping process attitudes and views have not been completed – Research on violence in the media reveals various consequences of the use of violence against women. Playing a computer game as a symbol of aggression.

A player in a brutal computer game is an active aggressor, chooses anti-social behavior and uses violence as something justified and brings tangible benefits. The player’s repertoire of behavior is extended to include new and more diverse aggressive alternatives.

When playing the game, the player participates fully in the „life of the character, which he plays in the game”, and is not, as is the case with other media (eg cinema, television, radio), only passive observer or listener. In fact, playing a computer game is an active, hidden aggression with role playing, when watching violence on television or in a cinema is a different experience than playing.

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