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Electronic reprint of 2 studies conducted at Rice University about the short-term effects violent video games.  Concludes that violent video games increase aggression in the short-term.  The more violent the video game the more detrimental the impact of the video game is. 
Provides a brief overview of existing research on the effects of violent video games.  Reveals that exposure to viuolent games is linked to an increase in aggressive behavior, aggressive cognition, aggressive affect, and cardiovacular arousal.  Also linked to a decrease in "helping" behavior.
Provides a brief history of violent video games and discusses potential negative effects of violent video games.  Also provides models and theories relating to the effects of Media Violence.
This article discusses Illinois's Governor Blagojevich's desire to ban the sale of violent video games to minors because he believes that they desensitize and contribute to kids becoming more violent.

A meta-analytic review of literature that examines the physiological and psychological effects of violent video games. Concludes that violent video games increase aggressive behavior in children and young adults.  Specifically, violent video games increase physiological arousal and aggressive cognitions, while leading to decreases in prosocial behavior.

One-hour tv special that was originally aired on the G4 network.  The program discusses the history of violence in video games ranging from "Death Race" (1976) to "Grand Theft Auto: San Andreas" (2005). The special examines both sides of the controversy regarding the effects of these games. 

doom

 

tagged video_games violence violent_video_games by jgale ...on 17-NOV-05
Discusses the controversy surrounding the 1976 video game "Death Race"
Describes the product, Marine Doom, a video game-like military simulator that was adapted from the popular video game, Doom II.  This simulator "teaches concepts such as mutual fire team support, protection of the automatic rifleman, proper sequencing of an attack, ammunition discipline and succession of command."

Professes that contrary to what the media may like you to believe, there is no substantial link between violent video games anf and real-life violence or crime.  Also explains that further research is needed to support any conclusion

Chapter 4, "It's Important to Feel Something When You Kill", discusses the evolution in violence in video games.  It explains why violent video games are popular, addictive, and dangerous.  Includes a very interesting section on video games as desensitizing killing simulators and military/law enforcement usage of them. 
Explanation of Albert Bandura's social learning theory which essentially states that children learn what behaviors are appropriate and rewarding in a given situation through observation and reinforcement.
A comprehensive meta-analysis and statistical research project of all prior studies conducted about the effects of violent video games on aggression.  Sherry is skeptical that violence in video games causes aggression and believes that more research is needed.
The statement of the American Medical Association discusses the effects of violence in various media types on youths.  In video games, they focus on the problem of "role-modeling" and video games' capacity to potentially promote "real world" violence.
Thoughtful discussion of violence in video games.  Also offers a comparison to violence in other forms of media.  In particular, there is a rich discussion on why violent video games may have less of an impact on youths than other forms of media, and why video games may have a more ruinous impact than other media.