வீடியோ கேம்ஸ்" பார்ப்பதால் குழந்தைகளின் மனதில் வன்முறை வளரும்:
  • வீடியோ கேம்ஸ்

    வீடியோ கேம்ஸ்" பார்ப்பதால் குழந்தைகளின் மனதில் வன்முறை வளரும்: ஆய்வில் தகவல்

    வீடியோ விளையாட்டுக்களின் மூலம் குழந்தைகள் வன்முறையை கற்றுக்கொள்வதாக ஆய்வு ஒன்றில் தகவல் வெளியாகியுள்ளது.

    அமெரிக்காவின் ‘லோவா’ மாகாண பல்கலைக் கழகத்தின் உளவியல் துறை நிபுணர்கள் உலகளவில் நடைபெறும் வன்முறைக்கான காரணம் குறித்து ஆய்வு மேற்கொண்டனர்.

    அப்போது, வன்முறை சம்பவங்கள் குழந்தை பருவத்தில் இருந்தே மனதில் ஊறி விடுவது தெரியவந்தது. அதில் முக்கிய பங்கு வகிப்பது ‘வீடியோ கேம்ஸ்’ என்றும் கண்டறியப்பட்டுள்ளது.

    அவர்கள் மிகவும் வன்முறை சம்பவங்கள் நிறைந்த ‘வீடியோ கேம்ஸ்’களையே விரும்பி பார்க்கின்றனர். அதுவே அவர்களின் மனிதல் வன்முறையை வளரச் செய்கிறது.

    எனவே, அது போன்ற ‘வீடியோ கேம்ஸ்’களை குழந்தைகள் பார்க்க பெற்றோர் அமைதிக்க கூடாது என்று ஆய்வில் ஈடுபட்ட உளவியில் பேராசிரியர் டக்லிஸ் ஜென்டைல் அறிவுறுத்தியுள்ளார்.

    English Version

    Violent video games makes children grow up into aggressive adults, study claims

    Violent video games fuel aggressive behaviour as children grow up, a new report has warned.

    Children who repeatedly play brutal video games are learning thought patterns that will stick with them and influence their behaviour as they grow older, the study has claimed.

    The effect was found to be the same regardless of age, gender or culture.

    Douglas Gentile, an associate professor of psychology at Iowa State University and lead author of the study, said that the brain process is really no different than learning maths or to play the piano.

    'If you practice over and over, you have that knowledge in your head. The fact that you haven't played the piano in years doesn't mean you can't still sit down and play something,' Professor Gentile said.

    'It's the same with violent games - you practice being vigilant for enemies, practice thinking that it's acceptable to respond aggressively to provocation, and practice becoming desensitised to the consequences of violence.'

    Researchers found that over time children start to think more aggressively. And when provoked at home, school or in other situations, children will react much like they do when playing a violent video game.

    Repeated practice of aggressive ways of thinking appears to drive the long-term effect of violent games on aggression.

    'Violent video games model physical aggression,' said Craig Anderson, Distinguished Professor of psychology and director of the Center for the Study of Violence at Iowa State and co-author of the report.

    'They also reward players for being alert to hostile intentions and for using aggressive behaviour to solve conflicts.

    'Practicing such aggressive thinking in these games improves the ability of the players to think aggressively. In turn, this habitual aggressive thinking increases their aggressiveness in real life.'

    The study followed more than 3,000 children in third, fourth, seventh and eighth grades (the UK equivalent of years four, five, eight and nine) for three years.

    Researchers collected data each year to track the amount of time spent playing video games, the violent content of the game and changes in a child's behaviour.

    The length and size of the study made it possible for researchers to detect and test even small effects.

    Boys reported being more physically aggressive and spending more time playing violent games than girls. However, even when researchers controlled for gender, the violent video game effects on behaviour were the same for girls and boys.

    To test whether violent games had a greater effect on children who were more aggressive, researchers compared children with high and low levels of aggression. Much like gender, they did not find a significant difference in terms of the effect from violent games.

    'The results make a pretty strong argument that gender and age really don't affect this relationship between video game play, aggressive thinking and aggressive behavior,' said Sara Prot, a graduate student in psychology at Iowa State.

    'There are lasting effects on thinking and behaviour. You can't say one group, because of their gender, age or culture, is protected from the effects in some special way.'

    More than 90 per cent of children and teens play video games, and researchers say the majority of those games contain some type of violent content. However, that does not mean all games are bad and that children will only develop bad habits.

    These latest results build upon a previous study, published in Psychological Science, that analysed the influence of prosocial media.

    The earlier cross-cultural study, led by Professor Gentile and Anderson, found that 'prosocial media' - video games, movies or TV shows that portray helpful, caring and cooperative behaviours - positively influence behaviour regardless of culture.

    The study, the first of its kind, tested levels of empathy and helpfulness of thousands of children and adolescents in seven countries. In combination, these studies show that the content of the video games youth play - prosocial or antisocial - determines their impact on real world behavior.

    The study was published in JAMA Pediatrics.

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