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You will prepare and submit a term paper on Behaviors in Adolescents after Playing Violent Video Games. Your paper should be a minimum of 1750 words in length.
You will prepare and submit a term paper on Behaviors in Adolescents after Playing Violent Video Games. Your paper should be a minimum of 1750 words in length. Among those video games being played, Wei (2007) cites a statistics that 64% of games rated “E” for “everyone” contain some kind of intentional violence, either an act causing injury or death to another character, and games rated in more violent categories obviously contain even more graphic or problematic images.  .In light of these developments, Wei (2007) set out to systematically study the attitudinal and behavioral effects of playing violent video games among China’s 200 million adolescents, and whether gender plays a moderating role in these effects. Ultimately, the author detects negative effects of exposure to violence in video games, including greater tolerance of violence, lower empathetic attitudes, and higher levels of aggression.
Wei (2007) puts forward four hypotheses, the first (H1) being that Chinese adolescents who have a higher exposure to violence in video games will be more attitudinally supportive of violence and, in the second hypothesis (H2), those same adolescents who have a higher exposure will be less attitudinally concerned with others. Behaviorally, according to the third hypothesis (H3), those adolescents with higher exposure to violent video games will exhibit higher levels of aggressive behavior. Fourth (H4), with respect to measuring gender differences, male adolescents will spend more time playing video games, and fifth (H5), generally have a higher level of exposure to video game violence than female adolescents. The author of the study sought to evaluate the validity of these hypotheses using a purposive sample and a scaled measure of attitudes and behaviors.
Wei (2007) studies the effects of video games in China because systematic studies of this kind had not been conducted in Asian cultures and because it adds to the growing global literature on the subject by generalizing the effects of video games to other cultures, rather than looking exclusively within the United States.