These games usually involve violent tactics that the player has to think of to advance through the story line and it is often portrayed as fun and rewarding. Researches from late 20th century insist that disclosure to brutality in several sources of entertainment, including video games, may cause aggressive behaviour (Huesmann, 2007). Likewise, Bandura social learning theory (as cited in Kirsh 2003) suggests that habit imitation may arise from experiencing video game ferocity and not only encourage aggressiveness but also increase it if it was trivial. In other words, exposure to violence in video games might cause the duplication of any action or personality the protagonist manifests. Furthermore, development from negligible aggressiveness to a very high aggressive behaviour could be accomplished due to replicating game events. As an example, playing a game such as Mortal Kombat, which includes fighting and gory scenes, an increase in the violent behaviour could be experienced due to the aggressive nature of the game characters and the actions included in the storyline. Similar to Huesmann, Buckingham (2007) cites a study by Anderson, and it suggests that experiencing brutal games is strongly related to the increase in hostile behaviour. Therefore, exposure to violent games often builds up aggressive behaviour, mainly due to imitating the actions …show more content…
As technology develops, a point where the developers are reaching a point where stimulated reality seems real is not so difficult to reach. Consequently, real world associated emotions might be experienced. Jansz (2005) cites many studies which mention that exposure to any source of entertainment media, including video games, can generate strong emotions even though it is being caused by a virtual environment. Thus, even in virtual games many emotions are passing through the brain; One of the many emotions is joy, indeed, in violent video games the conditions to complete a mission is often be getting rid of a specific enemy or a target building by any means necessary, after finishing the mission, a sense of accomplishment and happiness is inevitable, this may develop to link getting rid of obstacles violently to pleasure. Also, in a 1997 Study that investigated game preference, self-confidence and empathy by Barnett et al (Cited by Funk, Baldacci, Pasold, and Baumgardner 2004) the results showed that teenagers whose favourite genre was violence had lower empathy scores. This means that adolescents who are more exposed to violent video games have less ability to share or understand the feelings of others. As an example, playing Call of Duty, which is a game that revolves around shooting, would decrease reactions to less intense stimuli like being