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How does video game violence affect children? By Tristan Nunnally and Jeff Gascot Procedure • 4 children between the ages of 7-10 • Interact with each other in a “greeting room” • Then separate into groups one violent and one non-violent video game group Procedure Continued… • Groups played 2 games, each for 30 minutes • Group A played MK “Deadly Alliance” and Max Payne on Xbox • Group B played Shrek 2 and Midnight Club 2 on Playstation 2 Participants • 2 males and 2 females • 2 siblings were from Hispanic middle class household • 2 siblings were from African American middle class household Group A Observations • Male became excited by “bullet time” feature of Max Payne • Female would sway controller as if her movement would control character Group B Observations • Female became frustrated with difficulty of Shrek 2 • Both infatuated with sounds and fast action of Midnight Club 2 Post Game Play Observations (Back 2 The Greeting Room) Males Females • Talked excitedly about • Spoke about the games MK, Max Payne, and Midnight Club 2 • Both started racing around the room making car sounds from MC2 they played for a small time • Began watching Nick while the boys were racing around room Our Results • Mimics of movements • Mimics of sounds • Mimics of sayings: Scorpion “Get over here” Conclusion • We failed to see any positive correlation with violent video games and extreme aggressive behavior, the actual numbers of aggressive occurrences linked to these “violent” video games are still substantially disproportionate.