How ビデオ games blur real life 境界s and 誘発する thoughts of 'violent 解答s' to players' problems

Some ビデオ game players are transferring their 審査する experiences into the real world - 誘発するing thoughts of ‘violent 解答s’ to their problems, say 研究員s.

Fans of computers can become so immersed in their 事実上の 環境 they do things in the real world as if they were still playing.

The findings come after sailor Ryan Donovan was 宣告,判決d to 25 years in 刑務所,拘置所 for 狙撃 dead an officer on a 核の sub to copy the violent ビデオ game Grand 窃盗 自動車.

Immersed: Worrying research has found that some video game players are taking experiences from the virtual world into the real one

Immersed: Worrying 研究 has 設立する that some ビデオ game players are taking experiences from the 事実上の world into the real one

The gruesome game 伴う/関わるs 得点する/非難する/20ing points for kills and has been linked to a number of 多重の 殺人s, おもに in the US.

研究員s at Nottingham Trent University and Stockholm University have for the first time identified 証拠 of Game 移転 Phenomena (GTP), which results in some gamers 統合するing ビデオ experiences into their real lives.

The 熟考する/考慮する 伴う/関わるd 42 in -depth interviews with 関係者s 老年の between 15 and 21 years old, all of whom were たびたび(訪れる) ビデオ game players and had been 新採用するd from gaming 会議s.

Almost all the 関係者s had experienced some type of involuntary thoughts in relation to ビデオ games.

They thought in the same way as when they were gaming, with half of 関係者s often looking to use something from a ビデオ game to 解決する a real-life 問題/発行する.

In some 事例/患者s these thoughts were …を伴ってd by reflexes ? such as reaching to click a button on the 監査役 when it was n’t in their 手渡すs ? while on other occasions gamers visualised their thoughts in the form of game menus.

Violent: A still from a version of the Grand Theft Auto game. It has been linked to a number of murders in the U.S.

Violent: A still from a 見解/翻訳/版 of the Grand 窃盗 自動車 game. It has been linked to a number of 殺人s in the U.S.

Players also 報告(する)/憶測d using ビデオ games for interacting with others as a form of amusement, modelling or mimicking ビデオ game content, and daydreaming about ビデオ games, says the 熟考する/考慮する to be published in the next 問題/発行する of the International 定期刊行物 of Cyber Behaviour, Psychology and Learning.

‘Violent 解答s to real life 衝突s appeared to be used by few of the players, at least in their imaginations’ says the 熟考する/考慮する.

One 15-year-old gamer said: ‘There (in the ビデオ game) you can get guns. This I? want to do in real life, to get some guns, shoot 負かす/撃墜する people.

Obsessed: Seaman Ryan Donovan killed an o
fficer on a submarine after acting out scenes from violent game Grand Theft Auto

Obsessed: 船員 Ryan Donovan killed an officer on a 潜水艦 after 事実上の/代理 out scenes from violent game Grand 窃盗 自動車

‘This I want to do いつかs with irritating people.’

The 熟考する/考慮する 結論するd: ‘The の近くに resemblance to real life シナリオs in ビデオ games may have opened a ‘Pandora’s Box’ for some players.

‘The use of 積極的な, 犯罪の and/or violent fantasies for solving social problems was 報告(する)/憶測d by a few of the players.

‘その上に, some players also 報告(する)/憶測d intrusive thoughts and sensations 関係のある to 暴力/激しさ and some had even 行為/法令/行動するd ーするために 避ける possible danger.’

Professor 示す Griffiths, of Nottingham Trent University, one of the 報告(する)/憶測’s authors, said it was the first 熟考する/考慮する to 試みる/企てる to 調査する game 移転 phenomena.

‘Almost all the players 報告(する)/憶測d some type of GTP, but in different ways and with 変化させるing degrees of intensity. We are now に引き続いて this up with a その上の 熟考する/考慮する of 2,000 gamers.

‘A recurring 傾向 示唆するs that 集中的な gaming may lead to 消極的な psychological, emotional or behavioural consequences, with enormous 関わりあい/含蓄s for ソフトウェア developers, parents, 政策 製造者s and mental health professionals’ he 追加するd.

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