People’s Cognition of the Influence of Violence in Video Games
- DOI
- 10.2991/assehr.k.220704.137How to use a DOI?
- Keywords
- violent game; recognition; education; violence; entertainment
- Abstract
As a highly popular form of entertainment, the impact of games on the whole human group is a topic worthy of exploration. The frequency of violent elements is not low in the initial games, later video games, and even today’s virtual reality games. In addition, the audience of many games is all ages. The games have a particularly objective impact on children and adolescents. Therefore, in a fairly long time span, many psychologists have conducted various studies on the impact of violent games on people. However, the issue of the influence of violent elements on people generally exists as an additional item of the overall study, which is only an additional condition, and a separate and more detailed study is rarely carried out on this aspect. This article is to discuss people’s cognition of the influence of violent factors in games. It mainly uses a way of questionnaires, and discusses the simple distinction of the overall population. The results show that people who are exposed to games generally do not think that the violent elements of the game itself will have a great impact, but people who do not play games have a cognition that is consistent with the research on the impact of violent elements in games.
- Copyright
- © 2022 The Authors. Published by Atlantis Press SARL.
- Open Access
- This is an open access article distributed under the CC BY-NC 4.0 license.
Cite this article
TY - CONF AU - Ruijie Wang PY - 2022 DA - 2022/07/11 TI - People’s Cognition of the Influence of Violence in Video Games BT - Proceedings of the 2022 3rd International Conference on Mental Health, Education and Human Development (MHEHD 2022) PB - Atlantis Press SP - 762 EP - 765 SN - 2352-5398 UR - https://doi.org/10.2991/assehr.k.220704.137 DO - 10.2991/assehr.k.220704.137 ID - Wang2022 ER -