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The effects of media violence on society summary
The effects of media violence on society summary
Negative effects of violent media
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Carmen Tieu is a student who wrote an article showing her support for violent video games benefitting girls. Tieu grabs your attention by describing what a usual Saturday night for her is like, playing a first-person-shooter game. Continuing her article, she states that violent games help girls to be freed from certain “girly” stereotypes. She claims girls who play ‘FPS’ games will gain confidence around guys by beating them at their own game. Tieu also argues that playing these violent games help women to bond with males on different grounds. “First, playing FPS games gives girls the chance to beat guys at their own game.” (83) Tieu explains that playing a video game is predominantly considered a male activity, and describes her experiences of a pre-game lobby with her aggressive male peers. She claims that many of her opponents often assume that she is a gay male instead of a female. Tieu believes that first-person-shooter games eliminate biological advantages …show more content…
“Since female video gamers are so rare, playing shooter games allows girls to be freed from feminine stereotypes and increases their confidence.” (83) The author illustrates how society thinks that women should not play video games by claiming that most girls are disgusted by violent first-person shooter games and tend to gravitate toward softer more ladylike activities. By playing these violent games, Tieu believes that girls will be able to step out of their socialized gender roles. She elaborates on how women can be made more confident in other aspects of life by playing violent video games, by giving the example that she has excelled in mathematics and science which are mostly dominated by males. “Another reason for girls to play FPS games is that it gives us a different way of bonding with
In Pia Orrenius and Madeline Zavodny’s article, “The Economics of U.S Immigration Policy,” Orrenius and Zavodny state that Americans’ are split between those who believe immigrants (legal and illegal) positively impact the economy and those who believe immigrants negatively impact the economy. Pia Orrenius and Madeline Zavodny’s argue that the United States needs to implement an “immigration policy that addresses the concerns” about low-skill, unauthorized “immigration’s labor market and fiscal impacts” (954). The article may appeal to experts or those who have a higher interest in immigration due to the academic diction and the genre of the article, while discussing the public concerns with immigration, how immigration impacts the economy,
... never concretely relates to video games it is only normally assumed. many believe that video games only impact male players through these violent outburst yet a lot of research suggest that the misconceptions regarding video games such as decrease in academics, increased aggression, and a decrease in respect for women is often situation based and rare at that. it has been shown however the video games increase an individual's spatial performance. As is said in the article Gender Disparity in Video Game Usage: A Third-Person Perception-Based Explanation,
In the article “Why we need violent video games,” Gilsdorf draws attention to the fact that violent video games are not the reason for aggressive behavior amongst youths; rather he suggests that they are an outlet for people’s aggression (Gilsdorf, 2013). Ethan Gilsdorf started out in journalism as a Paris-based travel writer and he is the author of the travel memoir investigation Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms. He is known to be a writer, journalist and a critic (“About Ethan Gilsdorf”, n.d.). The author’s purpose in this article is to inform the readers that violent video games are not always related to the violence in reality. This is a timely argument as the article assesses the relation between violence and video games
The history of video games began in early 1950s, and it continued in development until today. video games gained popularity as movies and T.V shows, and like movies which producers focus on the story plot, each character role, and the way they are being represented, videogames have the same concerns, especially character 's role and, representation, because most of players will not care about the game’s story, they just want to have fun playing the game, but the player will play as a character, or meet other characters from various gender, and that what make game designers care about the gender and, characters representation. and by the way of presenting gender, it will control the number of players of both genders, because it could connect to their life. games industry made researches about what both genders want in their game,
Since the humble origins of the video gaming industry, individuals used it as a challenge of their abilities. In modern day, this industry is just a popular as any other media which exists in the mainstream world. Video games reflect society’s changing views of the normalities of which individuals and/or groups must abide to. This is exemplified in the evolving representation of the queer individuals within the virtual world. As the video game industry came into focus, so did the LGBT rights movement. This illustrates that society’s views on the LGBT community were reflected in the video games made, however, it was rare that such characters existed as protagonists until the twenty first century. Due to the extreme lack of asexual and non-binary
Video games have gotten a lot of negative attention in the media as a scapegoat for what is wrong with children. Are video games really as bad as they are made out to be? Alice Park, writer of “Little By Little, Violent Video Games Make Us More Aggressive” published on time.com, believes that video games are making people more aggressive. But within her article there are many flaws with her arguments; it makes a poor attempt to blame video games for events like the columbine shooting, racism, and hostile behavior. Park makes poor unsupported claims about the quantity and quality of games being played by children and the effects these games are having on them.
This journal article is entirely credible and written by two women who know what they’re talking about. This article discusses how video games form stereotypes about both genders and that they impact both gamers and non-gamers. Men are portrayed as aggressive and women are unsurprisingly portrayed as sex objects. A main issue with this is that video games are mostly played by the younger generation meaning these are the ideas being imbedded into the youth of the world. The...
A feminist movement in its own right has begun in the gaming community. Women are generally believed to be understand by members in many geeky, gamer or nerdy parts of today’s society. In the gaming industry women are statistical and cultural outliers. Gender stereotypes about girl gamers or ‘Gamer Girls’, the latter of which has begun to receive a negative meaning, keep many women from fully participating in the rich game industry culture. Female workers in the gaming industry get mixed signals from an industry that on the outside appears to desire gender diversity in order to attract the growing ranks of female gamers but on the inside it is resistant to change its sexist and discriminatory practices that make women feel singled out and alone. Females of the gaming community not only receive sexist and vulgar remarks from their male counterparts of the community but the very companies, making the games they love to play, single them out more than anyone else. Being that game development is a very male dominated job in the gaming industry it is understandable that women would feel a little advised not to pursue a career in gaming but the few women that do brave the doubts are met with criticism and dominating remarks. They are paid less than their male counterparts and are given less chances at promotions.
Ever since I was little I remember playing games where I would fight the bad guy and win the girl in the end. This never seem to affect me or make me wonder what small effect it had on my thought process. In games such as Zelda, call of duty, assassin creed, gears of war, Mario, and even halo you play as a white heterosexual male. The idea of playing this way never seemed to phase me as a young child. As I grew up and became more aware of the difference of people and the need for other as well as myself a need to be able to connect and find one 's self in different place such as games, movies, and TV shows. I became aware of the one sided views that video games seem to have. Then I realized that it was seen as acceptable to only have the one sided displayed due to the lack of speaking out on the need for change.
Many video games portray women as objectified beings, purely used for sex appeal and to attract the larger male gamer population. We also see men idealised in a similar way as well – the males in video games are portrayed as muscly, brawny men. However, we rarely see a scantily clad man in a game, but there is a vast abundance of games which feature women wearing ‘sexy armour’, or a noticeable lack of substantial amount of clothing. This isn’t female-friendly as these games are made for men, causing women to feel alienated and uncomfortable.
From this, it concludes that the media and online gaming can create and reinforce gendered behaviors. These video games affect the child's identity and their perception of others. In conclusion, the video games that contain sexual themes become more graphically portrayed. And the video games that use Damsel and Distress plots reduce women to a state of victimhood. The way female characters’ dress in the videogame reinforced gender-role stereotypes.
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.
Gaming has long been considered a male-dominated activity. There have been numerous scientific studies conducted to analyze the impact video games have on an individual and vice versa, however one of the most common discussions concerning the gaming community is sexism. With today’s growing audience and the popularity of smart phone gaming, it is a mystery as to why gaming has managed to keep its male-minded stereotypes. Most games reflect the sexist gender roles imposed upon gamers by society, however today’s response is a heated protest, some more dramatic than others. Most gamers are demanding more female protagonists, and developers are listening, but it’s a slow climb to equality in the world of pixels and fantasy. Let us discuss the surrounding influences of the video game community, some setbacks and remarkable breakthroughs in diversifying, and the ways gamers shape the games they play.
In a society driven by technology, video games are becoming more popular each and everyday. People of all ages enjoy video games in their free time; these games allow the player to become an athlete, a soldier, or a professional fighter at the tip of their fingers. The biggest problem with these video games is that they are becoming too violent. In today’s society, children often brag about the new video game they bought, and the number of people they have managed to kill while playing these games. Video games have become realistic, causing them to intrigue a larger amount of children. Many of these violent video games encourage killing and fighting of enemies, or strangers in the game. Each year a new game system, and hundreds of video games are released, and millions of kids go out and buy them and spend hours playing. Video games have a large effect on school performance and time spent with family. Children would prefer to play their games than sit down and talk with their parents (Saleem, 2012).
In the 2013 editorial The Impact of Video Games Adrea Norcia exposes the negative effects of violent video games on adolescents. Norcia writes to an audience interested in the effects of violent video games, while including both sides of the argument. The argument contains sufficient pathos creating a stir of emotions.