--when it came to young people, we were so worried, they were so aggressive, so violent, they didn't learn. However, unlike popular opinion, Dr. Christopher Ferguson of the A&m International University in Texas has found that this behavior is not related to the violence of video games and television programs. The potential negative impact of video games containing adolescent antisocial behaviour, especially youth violence, is a hot topic. Both academia and the public and policymakers are arguing. So far, however, the research remains uncertain because of methodological problems. Ferguson from the Mexican border, a predominantly Latino population of a small city, selected 302 young people 10-14 years old, mainly Latinos, which is a larger part of the study on adolescent violence. The teens interviewed two times, the first time at the beginning of the study and one year later. Ferguson's research not only observes the influence of the violent content of video games and TV programs on them, but also involves other negative factors in life, including: neighbourhood disputes, unpleasant relationships with adults, antisocial character, family sense of belonging, peer crime, etc. He also assesses the ways in which family members interact, adolescents ' manifestations of domestic violence, depressive symptoms, serious violations, bullying and youth crime. Games and violence are often linked, but there is no real evidence. His survey showed that 75% of respondents in the past one months had played games on computers or other platforms, 40% had violent content and boys played more violent games than girls. A year later, the report said that 7% of respondents in a year had committed at least 1 cases of criminal violence, most of which were attacks on other people's bodies or the use of physical force to rob them of their belongings. During the same period, 19% of respondents engaged in at least 1 nonviolent criminal activities, shoplifting and stealing school property were common charges. Also, Ferguson found that depression was an important factor in the aggressiveness and irregularities of young people, especially for those who had formed antisocial personalities. However, the violence of video games and television shows at the start of the study has not been a harbinger of the excesses or misdeeds of these young people during the year. Ferguson concludes: "Depression is an important precursor to adolescent violence and extreme behavior, so the current classification of depression can become an important grading reference for the prevention of severe extreme behavior in adolescents." Current research does not prove a long-term relationship between violent gaming and extreme behavior. Although the debate will continue, there should be some restrictions. "(Edit/Xu Mingming)
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