Wait a second!
More handpicked essays just for you.
More handpicked essays just for you.
The effects of violent video games on adolescents
Compared with their nonplaying counterparts young adolescents who play a violent video game have been found
Do violent video games cause bad behavior
Don’t take our word for it - see why 10 million students trust us with their essay needs.
Recommended: The effects of violent video games on adolescents
Introduction Violent video games are becoming more popular among children and adolescents of all ages since its debut approximately 30 years ago. This growing popularity is generating an increasing concern that these sometimes very graphic videos and life like characters can have a negative influence on the younger generation. Although never proven, there has been speculation that some of the high school shootings across the country were committed by students who were habitual players of violent video games. Due to these concerns, a non-profit, self-regulatory organization was established in 1994 by the Entertainment Software Rating Board (ESRB) to appropriately rate all video games from EC (early childhood), E (everyone), E10+ (everyone 10 and over), T (teen), M (mature), and AO (adults only). While assessing the efficacy of violent video game ratings, it is unknown how effective these ratings are for the intended audience (Becker-Olsen & Norberg, 2010). 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. Measures Demonstrating Viole... ... middle of paper ... .... DOI: 10.1080/10888690903288748. Retrieved from EBSCOhost Research Database. Polman, H., Orobio De Castro, B. & Van Aken, M. A.G. (2008). Experimental Study of the Differential Effects of Playing Versus Watching Violent Video Games on Children’s Aggressive Behavior. Wiley-Liss Inc. Interscience. Doi: 10.1002/ab.20245. Retrieved from EBSCOhost Research Database. Saunderson, Matt (August 17th, 2005). The American Psychological Association says violence in Videogames is bad for children’s health. Kombo.com. Retrieved from http://ps3.kombo.com/ Article.php?artid=1760. Suhn Lee, M., & Barr, R. (August 2004,). Effects of Video Game Violence on Prosocial and Antisocial Behaviors. Journal of Young Investigators, 11(2). Retrieved from http://www.jyi.org/Volumes/volume11/issue2/articles/lee.html.
In today’s society, highly addicting video games involving strong violence and language, explicit sexuality and crime often lead to inappropriate behaviors. Role playing games or RPGs allow us to step into a virtual world, cutting ourselves off from worldly distractions. Nowadays, the age range for people who play these extremely graphic games are anywhere from six to eighteen and are surprisingly hazardous to young children’s health. A study gave a group of players playing a violent video game the chance to blast a painful sound into their opponent's ear in order to get the upper advantage. They also gave another group playing non violent games, the same opportunity. The study showed that overall the gamers playing violent video games were more prone to inflict more pain on their enemies, unlike the other group who inflicted considerably less pain. Kelly McGonigal, Ph.D who did this study agrees, “violent video games desensitize players to violence, and makes them more violent in real life" (McGonigal). Young adults are exposed to these terrifying images, harming their mental health. In recent events, a young eight year old boy shot his grandmother after playing Grand Theft Auto. This game is the epitome of why young people should not be playing these games. It is comprised of murder, drug and alcohol abuse, criminal behavior, violence and general disrespect for women, and foul language. In summary, young people should not be playing these games in order to save their mental health. Furthermore, television contributes to desensitizing society with it’s ...
Many People have put their attention directly on the influence violent video games have on the bad behavior of children. People believe videogames intensify aggression in children, while others say it can be a safe getaway for a child to express his aggression. Many opinions on this issue are stated still today, and they remain divided amongst the people who claim videogames to be a cause of aggression and those who claim otherwise. A child’s behavior can not be determined by violent video games, but instead is caused by a variety of environmental and domestic factors. It is easy to blame video games on violence, instead of looking at factors such as economic status, familial issues, and exposure to other entities such as television and media. This paper will bring forward the opinions of those who believe in no relationship between violent video games and bad behavior with one counter argument expressing the opinion of those who believe there is a relationship.
Adachi, P.J.C. & Willoughby, T. (2011). The Effect of Video Game Competition and Violence on Aggressive Behavior: Which Characteristic Has the greatest influence? Psychology of Violence 1(4), 259-274.
The problem in determining a cause(s) is further compounded by mixed experimental findings. Scott (1995) did not find a positive relationship between video game violence and aggressive feelings among youth. In fact, there seemed to be a decrease in aggressive attitudes after playing violent games. These result seems to run counter to related studies concerned with the re...
Up to this point, the majority of research based on video games was directed toward the two major concepts of gender and violence. The existence of violence in games is not up for debate; from Donkey Kong throwing barrels and Pac-Man eating ghosts during the birth of home gaming, to samurai Samanosuke slicing up demons in Playstation 2’s Onimusha series, violence has been prevalent in gaming. In fact, a study claims that, on average, 89% of video games include violent content (Children Now, 2001).The question is: how does the violence affect young players? There are two rival camps with opposing viewpoints on the matter of media violence. One, and arguably the more vocal of the two, states that violent content is likely to make the viewer/player act out in violent ways. The other claims that violence in games acts as a catharsis, thus preventing violence on the part of the user. Research on this aspect of video games, and in fact all media, has been conducted as long as the technology has been in existence (Dominick, J.R. (1984). Video games, television violence and aggression in teenagers.). As of yet, results have been inconclusive.
“It is clear that the causal relationship between televised violence and antisocial behavior is sufficient to warrant appropriate and immediate remedial action… There comes a time when the data are sufficient to justify action. That time has come” (Berkowitz, Leonard). Approximately forty-two years ago, Surgeon General published a warning against violence in the media. While violence in television is still a big problem today, a new and worse problem has arisen: video game violence. Unlike in television, people are able to interact through the video games as if they were the ones hurting and/or killing the victims. This is a huge concern for society because youth are being taught that violence is accepted in this day and age. Although playing violent video games could arguably reduce violence in youth, violent video games should be further restricted because they increase bullying and produce violent tendencies in juveniles.
There is no doubt that the media can spin a story into a shocking and scary account produced solely with the intent to sell. This information, force-fed to the public, can cause fear and hatred to develop within our country and result in gun violence and bloodshed. One reason for the amount of youth violence in America is the violent content in many video games. The average adolescent spends a major part of the normal week watching or interacting with some form of the media’s products. Video games are one of these media-based mediums and have become increasingly popular since the 1980’s.
Video games have been a rapidly expanding industry since their inception in the 1970s. Along with their growth have come concerns about violent video games and their effects on aggression and violence in young people. The endless numbers of school shootings have pushed this issue to the forefront. These events brought about the question: do violent video games induce aggression in youth? That’s the question I set out to answer by looking at research. The research shows that there is a link between playing video games and increases in aggression in adolescents. What implications does this fact have ethically? It means that video game producers and distributors need to be held responsible for their releases and the way they end up in the hands of kids.
Saleem, M., Anderson, C. A. & Gentile, G. A. (2012). Effects of prosocial, neutral, and violent video games on children’s helpful and hurtful behaviors. Aggressive Behavior, 38, 281 – 287. doi: 10.1002/ab.21428
Some people believe that violent video games can cause behavioral problems. This is not true; it is only their opinion. They may say people that play violent video games start having behavioral problems, and what was that cause? It is only people and it has no effect on them, only their own action and their weak mental health issues. The violent video games for computers and consoles’ sale rate went up but violent crime offense went down. Video games are for players to have fun without causing any harm while they are playing. Why do they believe that behavior problems were caused by violent video games? They do not seem to realize that television and movies also have violent scenes. Some examples of popular violent movies include First Blood, Expendables, Dark Knight, Spiderman, and Superman. All action movies have shooting, explosions, and fighting. Horror movies are filled with violence as well, such as Halloween, Scream, and Saw. Horror shows and movie are showing stabbings and serious harm. Even Television shows, like the Three Stooges, Cops, wrestling and America's Funniest Videos! Children's cartoons have violence as well; Disney animated films, Looney Tunes, Tom and Jerry, Teenage Mutant Ninja Turtles, and Watership Down.
Video games are one of the main causes of violence in our society. Many video games are inhibited by mostly children and even young adults. Studies have shown that in 2008 97% of 12-17 year olds in the US played video games. This fueled an $11.7 b...
Children and adolescents that play violent video games undergo through aggressive behavior. The violent activity in the video games influence
Saleem, M., Anderson, C. A., & Gentile, D. A. (2012). Effects of prosocial, neutral, and violent video games on children's helpful and hurtful behaviors. aggressive behavior, 38(4), 281-287. doi:10.1002/ab.21428
the question, how do video games influence violent behavior? Based on the current literature, I
To begin with, violent video games make people aggressive and angry. Research demonstrates a consistent relationship between violent video games and increases in aggressive behaviour, aggressive cognitions, and anti - social behaviour and a decrease in empathy and sensitivity towards others. I surveyed all of the Year 8 students at St Luke's about video games they play and how these impact their behaviour. One in five of the students said they were more aggressive towards their peers and siblings after playing violent games.