A Positive Side of Violent Video Game Play

S. Batty
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Abstract

The exploration of the potential link between aggression and violent video game play has been extended to violent video game play as a precursor to violent crime. If violent video game play does increase aggression in players, that does not translate into real-world violence or violent crime. There is no single criminogenic risk factor that causes someone to commit violent criminal acts, so the idea that violent video game play causes players to commit a crime, through desensitization or otherwise, is not plausible. Therefore, this paper discusses if violent video game play is a contributing factor for an individual to participate in violent crime. The conclusion is that violent video game play and violent crime exist in a negative correlation to one another. Crime data compared to video game sales, implying higher video game play rates, shows a decrease in property and violent crime in areas where violent video game play is increased. This outcome may be explained by more time spent in the home playing video games via Routine Activities Theory as well as the presence of a catharsis effect. Since violent video game play contributes to lower crime rates, this may produce lower social costs for society as well as a heightened feeling of safety in impacted areas. Future research in this area includes violent video game play and violent crime studies conducted with a broader range of participants with various demographics, as well as the long-term effects of violent video game play on players.
暴力电子游戏的积极一面
对攻击性和暴力电子游戏之间潜在联系的探索已经扩展到暴力电子游戏是暴力犯罪的前兆。如果玩暴力电子游戏确实会增加玩家的攻击性,那就不会转化为现实世界的暴力或暴力犯罪。没有单一的犯罪风险因素会导致一个人做出暴力犯罪行为,所以暴力电子游戏会导致玩家通过麻木或其他方式犯罪的想法是不合理的。因此,本文讨论了暴力电子游戏是否是个体参与暴力犯罪的促成因素。结论是,玩暴力电子游戏与暴力犯罪呈负相关关系。与电子游戏销量相比,犯罪数据表明,在暴力电子游戏增加的地区,财产和暴力犯罪减少。这意味着电子游戏的玩率更高。根据日常活动理论,这一结果可以解释为在家里玩电子游戏的时间更长,以及宣泄作用的存在。由于暴力视频游戏有助于降低犯罪率,这可能会降低社会成本,并提高受影响地区的安全感。这一领域的未来研究包括暴力电子游戏和暴力犯罪研究,研究对象包括更广泛的不同人口统计数据的参与者,以及暴力电子游戏对玩家的长期影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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