In this blog post, i would show how violent video games prime both aggressive and positive cognitions.
Violent video games (also referred to as “digital” or “electronic” games) facilitate access to aggressive thoughts, motives, and behavior scripts (Anderson & Dill, 2000).
*An example of a violent shooting action game and a non-violent ball game.
These games influence differently on people. For example, if you let a child play a violent video game from young, chances of him growing up to have violent behavior is definitely higher than those who played the non-violent ball game. Children might grow up thinking it is okay to imitate the characters in the video games, which ultimately would lead to violent actions.
*Above picture shows how media thinks people who played violent games are like.
Is this really how these players are like?
On the other hand, there is also evidence that aggressive behavior can be virtual, can be played, can be enjoyed, and can be clearly distinguished from aggressive behavior aimed at hurting a counterpart. For instance, juveniles of mammals like to engage in play fighting (or rough-and-tumble-play, or mock aggression) that is explicitly not aimed at hurting the opponent. This behavior might even be considered to be crucial for the development of social and other competencies (Pellis & Pellis, 2007).
Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78, 772–790.
Pellis, S.M., & Pellis, V.C. (2007). Rough-and-tumble play and development of the social brain. Current Directions in Psychological Science ,16, 95-98.