Violent video games also create a warped sense of reality in the player’s mind. It makes them believe things that are not happening. Research has shown that violent video games cause “pseudo hallucinatory-like experiences”. These experiences are when a gamer will her explosions or zombie moans when trying …show more content…
“They can experience these episodes even a few days after playing the violent game.” says a team of psychologists from Nottingham Trent University. They also found that 12 percent of people who play these types of games had at one point or another experienced hearing echoes of the games they played (Clark). The players of the violent video games usually hear these sounds during their daily routine and are not dreamlike. Sometimes, hearing these sounds evoked the people to start doing actions like they would in the game. Another example of how violent video games creates a warped reality is through the Game Transfer Phenomena. The Game Transfer Phenomena is a theory being researched by the International Gaming Research Unit. The theory suggests that after playing a violent video game for so long, the brain will start to transfer data from the game and apply it to real life. They found that one person in particular experienced an odd case of this. "We had the example of a teacher who dropped his pen and immediately reached for a joypad button to retrieve it, as though he were in a game" says …show more content…
Studies have shown that the players of games with simulated violence have more aggressive thoughts. These same aggressive thoughts are the cause of many shootings. Shootings such as Sandy Hook, the Tuscon shooting, and numerous more. On December 14th 2012, Adam Lanza perpetrated Sandy Hook Elementary School and fatally shot twenty students. Lanza played violent video all throughout his childhood, this made him later interested in shooting guns. The interest fueled by the games took him to shooting ranges with his mother, soon Lanza became a good shot. So, because of Lanza playing games with simulated violence his whole life, it lead him onto a darker and violent path in life (Breslow). Some argue that there is no scientific proof in this argument, but one experiment that shows the effects used hot sauce and a fellow student who hates spicy foods. Children who played the game for fifteen minutes, gave the student more hot sauce than the kids who did not play the game (Keim). This shows that the violent gameplay affected the player’s mind and made the more aggressive and mean than the students who did not play the game at