(Sheese and Graziano 356) This study is consistent with other previous studies and all of these studies have reached the same conclusion, that playing violent video games do have some negative effect on social behavior. However, this study goes further in showing that playing violent video games affects decisions to cooperate or compete. .
The primary argument that is used to stop the video gaming industry from developing these realistic vehement video games is that aggression is more prevalent in children who play violent video games. In the article, Young Children's Video/Computer Game Use: Relations with School Performance and Behavior, it shows the results of the study in this article found that playing violent video games did show signs of increased aggression. Furthermore, there was a negative effect on performance in the classroom demonstrated by those who played violent video games. (Hastings 638) This article specifically states that aggression is increased when children play violent video games, but does this aggression lead to acts of violence or is the kind of aggression that is demonstrated when an individual is involved in playing a sport or trying to get a head in life? .
Experts cannot agree on the basic levels of emotion that will be tested. Experts cannot tell whether the aggression that is shown is good or bad, or if there is such a distinction. In the article, M-Rated Video Games and Aggressive or Problem Behavior Among Young Adolescents, the definition of aggression is in and of itself inconsistent. The term aggression covers a very large area of emotion such as thoughts, feelings and behaviors. Also, playful appropriate aggression, like the kind used to play a sport, is not discernible from the aggressive acts intended to cause harm. (Olsen, et al. 189) This proves there is no discernible link between violent acts of crime and playing violent video games, because aggression can manifest itself in a variety of ways.