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Impact violent video games have on society
Video games and human behavior essay
Impact violent video games have on society
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In 2008, 97% of twelve to seventeen year olds in America played video games, thus fueling the domestic video games by $11.7 million. Ten out of the top twenty best-selling video games contain violence. Many of these violent video games have been accused of incidents that include crime, bullying, and behavior problems. As the popularity of violent video games increase, more people become victims of behavior problems such as depression, aggressiveness, and addiction. Although video games were intentionally created for entertainment purposes, through studies and experiments it has been established that they are factors of behavior problems because of the active interaction people demonstrate while playing video games.
Gaming supporters have made claims about the benefits of video games. It has been said that video games are used for therapeutic and educational purposes (Nakaya). It has been suggested that video games require discipline, problem solving and decision making skills (Sullenthrop). These things can be achieved, yet when people play videogames they use it therapeutically to relieve stress in their lives and learn to apply violence on things that give them stress, thus, solving their problems. When a person plays a violent video game, they continue to repeat acts of violence in order to reach the goal of the game. According to psychiatrist Adolph Casal, “gamers are not only releasing aggression while playing the game, they are practicing aggression and when we practice something, we become skilled at it" (Nakaya). Gaming supporters perhaps do not realize the dangers of violent video games shown from studies by relating violent video games to aggressiveness and shootings.
There have been studi...
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...y 21, 2011. Web. 12 Nov 2013.
Hull, Jay G. , Ana M. Draghici, James D. Sargent, Dartmouth College; “A Longitudinal Study of Risk-Glorifying Video Games and Reckless Driving;”, Dartmouth Medical School, Psychology of Popular Media Culture, Vol. 1, No. 4. Web. 12 Nov 2013.
Nakaya, Andrea C. "Current Issues: Media Violence." Current Issues: Media Violence. 2008: n.p. SIRS Issues Researcher. Web. 12 Nov 2013.
Piotrowski, Nancy A. "Games and mental health." Psychology and Mental Health. Ed. Nancy A. Piotrowski, 3d ed. 5 vols. Pasadena, Calif.: Salem Press, 2009. Salem Health Web. 13 Nov. 2013.
ProQuest Staff. "Violence in Mass Media Timeline." Leading Issues Timelines. 2013: n.p. SIRS Issues Researcher. Web. 12 Nov 2013.
Suellentrop, Chris. "Playing with Our Minds." Wilson Quarterly Vol. XXX, No. 3. Summer 2006: 14-21. SIRS Issues Researcher. Web. 12 Nov 2013.
This study occurred in the University of Oxford and the University of Rochester with the purpose of examining the effects of video games by having volunteers play a range of different video games while the researchers altered the difficulty of the games. The objective of this experiment was to prove whether or not difficult, but not necessarily violent, video games can lead to spikes in one’s aggression. The result? When a participant in the study could not master the games control in about twenty minutes, increased levels of aggression would often follow, no matter if the participant partook in a violent game or not. In hopes of shedding light on this new hypothesis, scientists conducted an experiment where volunteers played a game known as Half Life 2; however, the game was modified into several different versions. One, being violent, had the participants shoot at monster-like creatures, while the other, instead of shooting, had players tag the creatures causing them to “gently” evaporate (Vincent). Whether or not the player participated in the violent version of Half Life 2 was irrelevant, yet whether or not the contributor got to see the tutorial effected their aggression. The co-author of this study, Richard M. Ryan, came to the conclusion that “aggression stems from feeling not in control or incompetent while playing. If the structure of a game or the design of the controls thwarts enjoyment, it is this, not the violent content, that seems to drive feelings of aggression” (Vincent). This theory easily explains why people tend to feel aggressive after losing something as low-tech as a game of
As a graduate of Radboud University, Isabela Granic brings to light the reasons why the youth actually benefits from playing violent video games. For example, in her article, “The Benefits of Playing Video Games,” Granic illustrates the fact that children gain social skills, highly more efficient motor skills, and the understanding of the humans as a whole. Noted by the author, “Whereas adolescents and adults often use self-disclosure and direct discussion with close friends to resolve emotional issues, children use play to work them out through pretend-based narratives enacted either alone or with others” (Granic 67). What the author means is that children use a different form of actions to get across their feelings. While both Sauer’s cause and effect approach of adolescent gaming and Granic’s physiological approach and their conclusions about the effects on children have led me to observe to a new approach to understand the complexity of the minds of the young players. However, what is the causes of violent video gaming and do they truly result in a negative or positive effect upon the
The allegation that videogames cause violent behavior in children has been present as long as videogames themselves. Some researchers said that the Sandy Hook shooter, Adam Lanza, was one intense gamer. “Seung-Hui Cho, the Virginia Tech Shooter was seen by his roomates as odd because he never joined them in video games.”(Beresin) This debate will continue to go on in this country as long as there are horrific crimes that occur. There is much written in the research regarding this issue, and many differing views. The research that is presented in the next few paragraphs supports the theory that it is not the graphic video games that produce aggressive behavior, but other factors in a child’s life that create violent actions.
For many years, many people have linked the increased violent and aggressive behavior in teenagers and children to violent video games for two main reasons. Video games are very addictive and gamers can become very violent and aggressive when someone tells them to stop playing and can spark the violence in people who already have aggressive behavior. Such examples of violence addictions were in the cases of Daniel Petric and a thirteen-year old that were very addictive to video games and had already aggressive behavior. Seventeen year old Daniel murdered his mother, Susan Petric, “after she being denied him access to Halo 3” (Massoud). If that didn’t sound horrifying, a “13-year-old boy murdered an 81-year-old for money to fund his online gaming addiction” (Massoud). We can’t deny the fact that these two cases of game addiction prove the argument, but everyone should ask themselves these questions. If parents did know about the viole...
Children that play violent video games at such a young age will have a bad effect on them. “Not everybody who plays these games will become murderers, just as not everybody who smoke gets cancer” (Quittner, J). Every day people play with these games will have an effect on the way they look at things, they will begin to have aggressive thoughts, and they will begin to have a change in behavior. On average boys spend thirteen hours per week and girls spend five hours on video games. This amount of time a week will have a major effect of these children minds. “Violent video games effect people. They increase aggressive thoughts, angry feelings, and physical arousal symptoms.”(Rollins 1)
Liddle, H A., Rowe, C L., Dakof, G A., Henderson, C E., Greenbaum, P E.; (Feb, 2009). Journal of Consulting and Clinical Psychology; Vol 77(1); 12-25. Doi: 10.1177/0306624X10366960
At this day in age we bask in the luxury of having easy access to advanced technology at our disposal. From the World Wide Web, to cell phones, music, movies and video games the human race has thought of any and everything to keep us entertained. Over the years studies have shown reasonable concerns regarding the long-term effects of video games. These games can desensitize gamers to real life violence, which is usually seen in the younger crowd. The studies especially hit on the games containing player-on-player violence. Though these games are extremely entertaining and can get kids to settle down for a while, if not properly supervised, they can produce adverse effects. Other studies have shown that video games can be used as way to yield positive outcomes such as, good problem solving skills, cooperation in a group and the ability to flow. Although there has been psychological research on children learning through the actions of others some believe that children are automatically able to distinguish between what is just a game and what is reality. The longer they are allowed on their game system the more they become convinced that their games are real. Some researchers believe violent video games can channel the aggression of the child but the parents are to blame for what happens to the child after playing an excessive amount over a period of time. Children can become preoccupied with these violent video games which have been proven to be the cause of poor social skills, uncontrollable aggression and a false reality.
Video games are widely popular as a form of entertainment for young children and teenagers in the United States, and many of these games contain forms of violence. Because this causes exposure to such graphic images for many children, there has been a concern that these violent forms of entertainment affect these children. Numerous studies conducted by groups of psychologists have been directed on this particular issue, leading to evidence both for and against this claim. This is an issue which parents should acknowledge, as it greatly impacts their children. Therefore, parents must become aware of the issue of violence in video games and monitor their children’s access to such games because history as well as numerous studies and statistics to have shown that they have negative effects on children, causing desensitization due to the exposure to such intense images.
The purpose of this paper is to present a literature review on existing articles relating to the possibility of violent video games promoting aggressive behavior. The hypothesis set forth was that people who played non-violent video games displayed more Prosocial behavior versus those who played violent video games displayed more antisocial and aggressive behavior. A search was conducted on regular search engines on the internet, and on EBSCOhost using the title “can violent video games promote aggressive behavior.” The research articles presented are obtained from five case studies each focusing on different measures that were obtained, methods used, the participants involved, the designs of the study, and the results of the studies.
Tommy scuffles through the front door, drops his book bag on the floor and plops down on the couch with a scowl across his face. As his PlayStation fires to life, he replays scenes from the day in his head of being shoved into the lockers by Billy, unable to form the words to impress Sussie, and sitting alone at lunch listening to the popular kids laugh and joke, ignoring him as if he did not exist. No one understands him. No one cares about him, because he is not strong, charming, or popular. All that is soon avoided as Tommy dives into a world where he controls everything and everyone either fears or loves him. If he fails, all he must do is reset. Here he can be anything he wants, and he can do and have it all.
One article points out that video games have a big impact on children’s lives and that many of the games played are violent. Researchers have found that “nearly all children spend time playing video games” and studies have found that “8th graders spent an average of 17 hours per week playing video games” (Tamborini 336). Moreover, 68% of the most popular video games contain violence (Tamborini 336). So it is clear that many children have access to violent video games and they have a big impact on their lives simply because of the amount of time spent playing them.
By far the largest concern of technology today is video games. There have been so many experiments and studies to try and figure out if video games have a negative or positive effect on our children. A growing body of research is linking violent video game play to aggressive cognitive, attitudes and behaviors (D.A. Gentile, 2004). Video games can obviously be dangerous for our children causing aggression, bad performances in school and obesity. Although we cant blame all of these problems on the use of video game...
Rosser, J, Lynch, P., Cuddihy, L., Gentile, D., Klonsky, J., & Merrel, R. (2007). The impact of
Violent video games are special games, which negatively influences to the attitude and behavior. These video games are popular between children and teenagers. Since 1980-s years violent games are in political discussion. Because when teenagers usually play violent video games, they are becoming aggressive and then they face with psychological problems. For this, some people claim that violent games are harmful for society and they affect to behavior and health.
“90% of pediatricians and 67% of parents agreed or strongly agreed that violent video games can increase aggressive behavior among children” ("Do Violent Video Games Contribute to Youth Violence?”). Pediatrics and parents are aware that kids that play violent video games see a change in their behavior. Many cases they see the kids with anger problems and causing them to do violent acts. Violent video games have been around for many years where some older titles, such as ‘Mortal Kombat’ and 'Grand Theft Auto’ both are some of the most controversial ones. The video game industry has been growing and with the large amounts of violent video games being produced. “Total US sales of video game hardware and software increased 204% from 1994 to