Xbox Live Dehumanization

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For this week’s discussion I chose to use Xbox live as a situation that fosters dehumanization/ de-individuation that leads to online aggression. Xbox live is a service that is used for the Xbox 360 gaming platform that gives access to people all over the world to get together an as Xbox defines it” where your gaming life comes together with the games you love, the friends you play with, and the community that defines you”. Xbox live isn’t always as pleasant; the violent video games associated with the platform such as Grand Theft Auto and Call of Duty increases aggression as published by the American Psychological Association (2015) stating “The research demonstrates a consistent relation between violent video game use and increases in aggressive …show more content…

These findings reflect those of past research, demonstrating links between video game violence and increased aggression. demonstrating that engaging in the gratuitous violence of video games has implications for our own self-perceived humanity and that of our opponents (Jetten et al., (n.d.)).
Psychological Arousal:
Anderson et al.., (2008) suggests arousal promotes deindividuation; arousal can be emotional such as anger, joy, excitement and the feeling of fear. Violent video games, by their nature, require the activation of aggressive thoughts, whereas nonviolent games do not require it. Being the target of potential harm, even in the virtual world of video games, is likely to prime aggressive cognitions and emotions.
Two ways online aggression could be reduced for this scenario is for parents to be responsible and pay attention to their children by 1) Keeping violence out of the home; parents should have an active interest in and monitor the games played by their children 2) Educate them by helping them understand how painful it would be in real life and the serious consequences for violent …show more content…

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