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Critically evaluate extant research on videogames, aggression and violent behaviour.
- Words:
- 1376
- Submitted:
- Mon Mar 08 2004

... Critically evaluate extant research on videogames, aggression and violent behaviour The media of video and computer games is a phenomenon, which has developed rapidly since its first incarnations of simple graphical games, to today's 3D rendered worlds which players are able to inhabit and explore as they wish. The gaming culture which has followed plays an integral part in contemporary society not just for the youth market but also for many adults, as a gateway to escape their everyday lives and express themselves within a gaming environment. This is the new media format much like television and radio with their introduction into the mainstream, the need to study and explore the implications has attracted scholars, and business's to explore this new media, attempting to understand its effects on contemporary society. The amount of money and time spent by consumers on these game platforms and software has pushed them to the front of














