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Violent video games and violent behaviour essay
Summary about violent video games
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Do you enjoy finding ways to escape reality? Escaping reality could include daydreaming, playing video games, or reading etc. A wide range of people could plead guilty to not living in the moment. When things get rough, people often want to run away from realism and might use video games as the outlet. Video game creators have been exploring multiple ways for people at home to grasp the concept of not dwelling in the present, but exploring reality without consequences. The games Grand Theft Auto (GTA) and Saints Row have opened that gate by allowing the following: driving on sidewalks, running over pedestrians, shooting at policeman, and getting killed in an explosion then coming back to life. All those actions are available for people to partake in, in the video games. Over a ten year span games become targeted towards the authentic world by adding new characters and situations, along with personalization of your character(s). Grand Theft Auto and Saint’s Row are primarily marketed to an age group of 17 and over. However, it’s not surprising kids at ten are playing similar games. Why are kids so into games like GTA and Saints Row? They too are curious, which leads to their desire to want to experience an escape from reality, a place where you can mess up and there’s no …show more content…
Grand Theft Auto 5 was released in September 2013; the tedious details represented how much the game developers tried to reflect how society lives. This was a very big change as millions of people waited for the new generation of games to enter our world. Grand Theft Auto released GTA: Online in October 2013, which included more playing options than the offline play. In the online game, seasonal updates caught the interest of players because it offered the following: new missions, cars, clothes, and even new houses for your character to live in and invite friends
...While there are violent games out there, children could, with the help of their parents, play cleaner games such as The Legend of Zelda or any game in the Mario series, and in the end, be benefited from it. Whether their stress is relieved, their brains stronger, or their connections with their families made unbreakable, video games can truly be a good thing for kids.
Also, how the result of violent gaming affects the actions of the children shortly after the finish playing. Overviewing the work of physiological professor Helen Fisher, Sauer concludes that playing a mass variety of games can have different effects on a child. Documented by Sauer, “To the extent that this task is representative of real-world risk taking in a driving context, Fischer et al. found that racing games can have negative effects on traffic safety: increasing risk-taking behavior, risk-promoting cognitions, and positive attitudes toward reckless driving” (Sauer 206). A child does not have to shoot a gun in a game such as Call of Duty or rob a bank in GTA V, the end result is that the child would think these things are accepted in society.
Young Johnny Jensen was playing Murder Cars, a violent game he got for his thirteenth birthday. He was on level 33, and he was about to murder the most cars he ever had by this level. He used his bonus points for deadlier weapons, explosives, and boobie traps. Motor oil is spewing from his victims, it is splattering everywhere. There are tire tracks all over the screen from the carnage. Just as his level is cleared, his mom calls him down for dinner. He calmly replies, “Coming!”, and turns off the game. Not all children handle theses experiences so maturely. Some kids can fail to use maturity and let the games turn into real life. It can be proven that violent video games using research, tracking occurrences, and nothing more prominent contributing factors.
A major concern about violent video games comes from the innocence of a child. The media easily influences children and teenagers. Kids dream of becoming professional athletes from watching their favorite sports stars on TV. Ad agencies strengthen this desire with ads containing slogans such as, ?like Mike, if I could be like Mike,? referring of course to Michael Jordan. Yet there is no concern that they could get seriously hurt from having the dream to be an athlete. In fact, most youth are encouraged to go out and play, and practice to get what they want.
I happen to sympathize with the children, though, perhaps because they’re getting hooked on these games and some have aggressions problems because of them. Increased exposure to violent or “action packed” vide...
Humans have ruled planet Earth, as well as the animal kingdom for millions of years; in our wake we ravaged and have selfishly grasped the planet’s resources without remorse for the dwelling inhabitants. We have as well, turned on ourselves with our diversity and religious influences; this only led to more bloodshed and anguish among ourselves as well as anything and everyone in our path. The short stories “The Most Dangerous Game” by Richard Connell, and “The Sniper” by Liam O'Flaherty have both shown empirical evidence pertaining my perspective connecting the universal theme; good and evil. Therefore, I strongly believe that humans are primarily evil and contain the most devastating greed on the face of the Earth.
The important thing is repetition. I think any child can play Grand Theft Auto or a first-person shooter a few times, and
Many kids get angry at these games when they lose and can take it out on others. These games are promoting these kids to have more violent urges. Jill Adams, the author of “Effects of Violent Video Games”, states:
“As video games have become more violent and more sophisticated and the sales of video games has skyrocketed in the last few decades, youth violence has plummeted,” Ferguson says, citing evidence compiled by various federal agencies (Adams 3). Violence in video games is not a new issue. It has been debated and argued since the release of the first violent video game. As time has progressed, so has the evolution of violence and strong language within video games. Ratings have become more relaxed, and the lines between T (Teen) and M (Mature) rated games has gotten closer together. Violent games are becoming the normal and accepted of all games, and are being demanded by the gaming industry more heavily. Parents have always shied away from these games for their children, regardless of age. However, kids are getting these games whether they are the correct age (17+) or not. Young kids, less than ten years of age are playing horribly violent games and parents are fearing the repercussions. But video games are not to be blamed for child violence. Violence in video games does not cause children to become violent people later on in life.
My eyes shift down to the ground and notice a long, slimy, blue creature slithering into the depths of the sewers. I quickly snap my head to the side, only to see a pair of yellow slitted eyes sink away into the shadows. Quickly, I put up an invisible force field around my mom, two older brothers, and younger sister to protect them from the fiends of the streets. Ten years old is when I realized I had amazing powers, it was also the time when I became homeless and walked the streets of downtown Dallas with nothing but my family, and my imagination. I realize now that these “powers” helped me through my toughest ordeals.
The purpose of this report is to know both the good and bad influences of video games on children’s behavior and mind. Parents aren’t aware of what video games may led their children to, thus an informative report was required to give insights about this important topic.
Social scientists have been examining the effect that video games have on behavior. From the introduction of video games in the 1980s, there have been numerous research studies to this effect (Andersen & Taylor, 2008). The issue has become even more significant in the modern context because these video games have become bloodier and more realistic than ever before. Even though boys play these games more than girls in America, the consumption of video games has generally been high. Carey (2013) indicates that 32% of these gamers are below the age of 18. Therefore, it would be crucial to evaluate the effects that these video games have on the behavior of such children.
Video games first appeared in the early 1970's. It all started with a simple white ball bouncing back and fourth on the screen. In 1986, Nintendo introduced its first line of home video game consoles. With the Nintendo Entertainment System (NES) on the market, the home video gaming industry surged and immediately became popular among children. Since then, not only have video games increased in popularity, but there have been vast improvements in graphics, game play, and forms of gaming. Today, video games have become the preferred choice of entertainment among children and teenagers. Research done in 1998 has shown that kids who own video games spend an average of 90 minutes a day playing them. Clearly the video gaming industry is a profitable one. With the increasing competition between gaming companies, the advancement of technology and content of games began to change. One of the most significant and concerning changes in gaming is graphics. With the improvements in graphics the content of the game became more and more detailed and realistic. Visually violent actions can now be displayed on the screen. Images of blood, flying body parts, and gore have been integrated into every aspect of today's video games. Violence has always been a common factor in many games, but with the improvements in graphics and capabilities of gaming consoles, a growing number of people are becoming concerned about the effects on our children and society.
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).
Both mediums of mass entertainment, movies and video games, can severely impact the audience that is engaged in them. Video games require much more involvement of the player because the player of the game controls the avatars every move. Many games such as Call of Duty, Assassins Creed, or Grand Theft Auto involve extreme violence, in which the player is killing other players to achieve objectives or points. From a narrative role, videogames offer many different options in terms of gameplay and the overall outcome at the end of the game. According to Darren Franich, “Videogames have become more “filmlike,” with more realistic characters and complex plotting,” (Franich, 2011). Video games affect the younger generation immensely, which is important to recognize because the younger generations are the ones causing the most problems within society. There are kids as young a ten years old playing violent video games for excessive hours, daily. According to a recen...