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Probably everyone has read some report about today's youth being excessively aggressive due to playing so-called violent games, whether they are played on mobile phones or on computers (Macs) or consoles. Similar ideas appear once in a while even in the biggest media, passionate discussions between players and opponents take place for a while, and then everything calms down again. If you are among those who are interested in this topic, the American Univesrity of York released the conclusions of their study, where they look for some connection between playing action games and aggressive behavior of players. But they didn't find any.

The basis for the quantitative research was more than three thousand respondents, and the researchers' aim was to find out whether playing games in players causes an urge to act aggressively (or more aggressively). One of the main theses of the proponents of the proposal about action games causing aggressive behavior is the idea of ​​the so-called transferability of violence. If a player is exposed to a higher level of violence in a game, over time the violence will feel "normal" and the player will be more prone to carry that violence into real life.

As part of the research of this study, the results of others that dealt with this issue were also taken into account. In this case, however, the research was considerably deeper. The results were compared across different genres, from less action to more action (even brutal) games, or various simulations that captured the actions and thought processes of the players. You can find detailed information about the study methodology <a href="https://cdn.shopify.com/s/files/1/1932/8043/files/200721_ODSTOUPENI_BEZ_UDANI_DUVODU__EN.pdf?v=1595428404" data-gt-href-en="https://en.notsofunnyany.com/">here</a>.

The conclusion of the study is that it failed to prove a link between a player's exposure to violence (in several different forms, see methodology above) and the transfer of aggression back into the real world. Neither the level of realism of the games nor the "immersion" of the players in the game was reflected in the result. As it turned out, the test subjects had no problem distinguishing between what is and what is reality. In the future, this research will also focus on how adults react to action games. So when your parents, grandparents or someone else criticizes you for making you crazy with shooting games, you don't have to worry about your mental state :)

Work is available <a href="https://cdn.shopify.com/s/files/1/1932/8043/files/200721_ODSTOUPENI_BEZ_UDANI_DUVODU__EN.pdf?v=1595428404" data-gt-href-en="https://en.notsofunnyany.com/">here</a>.

Source: University of York

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