
<oai_dc:dc xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/">
  <dc:title xml:lang="eng">Possible effects of playing video games with explicit violence on player aggression</dc:title>
  <dc:type>info:eu-repo/semantics/review</dc:type>
  <dc:rights>http://creativecommons.org/licenses/by/4.0/legalcode</dc:rights>
  <dc:date>2024</dc:date>
  <dc:source>Kultura polisa</dc:source>
  <dc:source>volume: 21</dc:source>
  <dc:source>number: 2</dc:source>
  <dc:source>startpage: 76</dc:source>
  <dc:source>endpage: 97</dc:source>
  <dc:creator id="https://orcid.org/0000-0002-1268-6826">Rapajić, Milan</dc:creator>
  <dc:creator id="https://orcid.org/0000-0001-9782-9277">Logarušić, Dejan</dc:creator>
  <dc:language>eng</dc:language>
  <dc:identifier>https://unilib.phaidrabg.rs/o:7051</dc:identifier>
  <dc:identifier>doi:10.51738/Kpolisa2023.20.2r.61f</dc:identifier>
  <dc:identifier>ISSN:  1820-4589</dc:identifier>
  <dc:subject xml:lang="eng">Keywords: video games, violence, aggression, stereotypes, culture, behavior</dc:subject>
  <dc:subject xml:lang="srp">Ključne reči: video igre, nasilje, agresivnost, stereotipi, kultura, ponašanje</dc:subject>
  <dc:description xml:lang="eng">Abstract: Video games have become the most significant phenomenon of popular culture, and one of the most widespread forms of entertainment in society of the Industrial Revolution 4.0. This prevalence corresponds with profitability, and the video game industry records the highest revenues in the cultural and entertainment industries. Simultaneously, the level of the scientific study of the phenomenon and its impact remains disproportionately small, while moral panic and the banalized and oversimplified accusation of video games for causing violence and evil in people are the dominant social attitude and reaction. That is why the influence of playing violent video games on the development of aggression and violent behavior in individuals has been thoroughly researched. While some studies indicate that gaming has no effect at all, or even a cathartic effect, others claim that playing violent video games is associated with increased aggression and antisocial behavior. The aim of this paper is to examine the effects of explicit violence in video games on the aggressiveness and violence of players of such games. Using various analytical methods, by exploring stereotypes, cultural factors, and the potential negative effects of playing violent video games, this comprehensive analysis challenges the incorrect preconception that video games inherently encourage real-world violence. While acknowledging certain negative effects like the promotion of a culture of competitive militarism and desensitization to violence in the real world, this paper recommends responsible gaming, parental control and guidance, and positive social influence as crucial factor in shaping moral attitudes and behavior.</dc:description>
  <dc:description xml:lang="srp">Sažetak: Video igre su postale najznačajniji fenomen popularne kulture, i jedan od najrasprostranjenijih vidova zabave u društvu u trenutku kada ono prolazi kroz Industrijsku revoluciju 4.0.Ta rasprostranjenost korespondira salukrativnošću, i industrija video igara beleži najveće prihode u sektorukulturnih industrija i industrija zabave, približivši se i prihodima najvećih tradicionalnih industrija. Istovremeno, stepen naučne izučenosti fenomenavideo igre i njegovog uticaja na različita polja ostaje neproporcionalno mali, dok su moralna panika i banalizovano i presimplifikovano optuživanje videoigara  za  izazivanje nasilja i zla u ljudima, naročito  mladim,  dominantni društveni stavi reakcija.  Upravo zato, uticaj igranja nasilnih video igara na razvoj agresije i nasilnog ponašanja kod pojedinaca je temeljnoistraživan. Dok neke studije ukazuju da igranje igara nema nikakav efekat ili čak ima katarzičan efekat, druge tvrde da je igranje nasilnih video igara povezano sa povećanom agresijom i antisocijalnim ponašanjem. Cilj ovog rada je da ispita efekte eksplicitnog nasilja u video igrama na agresivnost inasilnost igrača takvih igara. Koristeći različite analitičke metode, istraživanjemstereotipa,  kulturnih  faktora  i  potencijalnih  negativnih  efekata  igranja nasilnih video igara, ova sveobuhvatna analiza dovodi u pitanje netačnu prekoncepciju da video igre inherentnopodstiču nasilje u stvarnom svetu. Uz uvažavanje određenih negativnihefekatakao što je promocija kulture kompetitivnog militarizma i desenzibilacije nasilja u stvarnom svetu, ovaj rad  daje  preporuke  ka  odgovornom  igranju  igara,  roditeljskoj  kontroli  i usmeravanju i pozitivnom društvenomuticaju  kao  krucijalnom  faktoru  u oblikovanju moralnih stavova i ponašanja.</dc:description>
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