Videojuegos violentos y agresividad

  1. Etxeberria Balerdi, Félix
Journal:
Pedagogía social: revista interuniversitaria

ISSN: 1139-1723

Year of publication: 2011

Issue Title: Infocomunicación y Educación Social

Issue: 18

Pages: 31-39

Type: Article

DOI: 10.7179/PSRI_2011.18.03 DIALNET GOOGLE SCHOLAR lock_openDialnet editor

More publications in: Pedagogía social: revista interuniversitaria

Sustainable development goals

Abstract

The fact that video games constitute the largest part of audiovisual consumption in our society, more than cinema, video and recorded music combined, is now unquestionable. Also evident is the presence of a great deal of ever more intense violence in the best-selling video games, or those played by minors and young people. It has likewise been demonstrated that minors have easy access to violent and other types o videogames that in theory are not suitable for their age group. The debate regarding the influence of violent video games (VVG) on the behaviour of those who play them has been going on for many years now, ending up in an apparent dialectic stalemate between those raising the alarm about the negative effects of these VVG and those who maintain that their influence is no greater than that of cinema, television or literature. In this article we wish to draw attention to the real dangers involved in the use of VVG based on several facts that point to the need to exert control over the games played by minors in our society. Several different arguments are brought to bear in this vein: 1) The constant alarm raised by international associations in the fields of Paediatrics, Psychiatry, Medicine, Psychology and other agencies concerned with health. 2) The alerts made by consumer and user associations. 3) The institutional response of countries on both sides of the Atlantic in this respect; the European Parliament has also made a pronouncement to this effect. 4) The creation of an international code for user protection, the self-regulating Pan-European Game Information (PEGI) code. 5) Decades of research and the most recent studies by Anderson. The results of these reports and studies shows that exposure to violent video games is directly related to aggressive behaviours, thoughts and attitudes, and at the same time to a decrease in pro-social behaviour and empathy for victims. The consequences for education are immediate, because it seems evident that the debate about the dangers of VVG should give way to how we can implement prevention and prepare our children for the existence of these games that are easily accessed in their immediate surroundings.

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