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RSS Jeannie

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I would like to respectfully disagree with NGOjunyi of the opposition team. I would like to ask you for your definition of a good equipment. You mentioned that the brand new equipment used to look at brain activity cost about $50 000. May I ask if you are trying to say that a good equipment should be one that is expensive and costly? Also, not having much emotional response during the game, does not show or prove that you will not have any emotional response or develop any aggressiveness after the game. To add on, I would like to clarify that in soccer video game when you tackle an opponent, your main aim is to get the ball, however when you play a violent game, when you fire a shot, your main aim is to kill. Which one is more aggressive? Obviously, the violent game. Thus I would like to reaffirm that violent computer games are indeed responsible for aggressive behaviour in teenagers.

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I agree that violent computer games are indeed responsible for the aggressive behaviour in teenagers.

After a study done by the University of Missouri (MU), they have proven that violent computer games are indeed responsible for aggressive behaviour in teenagers. The study provides one explanation for why this occurs: the brains of violent video game players become less responsive to violence, and this diminished brain response predicts an increase in aggression. During the study, 70 teenager participants were randomly assigned to play either a nonviolent or a violent video game for 25 minutes. Immediately afterwards, the researchers measured brain responses as participants viewed a series of neutral photos, such as a man on a bike, and violent photos, such as a man holding a gun in another man's mouth. Finally, participants competed against an opponent in a task that allowed them to give their opponent a controllable blast of loud noise. The level of noise blast the participants set for their opponent was the measure of aggression. The researchers found that participants who played one of several popular violent games, such as "Call of Duty," "Hitman," "Killzone" and "Grand Theft Auto," set louder noise blasts for their opponents during the competitive task -- that is, they were more aggressive -- than participants who played a nonviolent game. In addition, for participants that had not played many violent video games before completing the study, playing a violent game in the lab caused a reduced brain response to the photos of violence -- an indicator of desensitization. Moreover, this reduced brain response predicted participants' aggression levels: the smaller the brain response to violent photos, the more aggressive participants were. Participants who had already spent a lot of time playing violent video games before the study showed small brain response to the violent photos, regardless of which type of game they played in the lab. Bruce Bartholow, associate professor of psychology in the MU College of Arts and Science, said "More than any other media, these video games encourage active participation in violence," "From a psychological perspective, video games are excellent teaching tools because they reward players for engaging in certain types of behavior. Unfortunately, in many popular video games, the behavior is violence."

From the above evidence, you can tell that violent computer games are responsible for aggressive behaviour in teenagers as those who played violent games set louder noise blast for their opponent in the competitive round compared to those who played non-violent games. Also, participants who had not played many violent video games before, had a reduced brain response to the photos of violence as the smaller the brain response, the more violent participants were.

Therefore, violent computer games are responsible for aggressive behaviour in teenagers.

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