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Effects of video games on social behaviours
Effects of video games on social behaviours
Effects of video games on social behaviours
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Approximately one hundred and sixteen million homes in the United States own at least one television and the average household has about three TVs. Television, movies, and videogames are major sources of entertainment in America. According to Nielsen, a global information, data and measurement company, the average American watches an astonishing four point three hours of television a day. By the time a child is eighteen years old, he or she would have seen 150,000 acts of violence on TV. Also, numerous children play video games today. According to the National Purchase Dairy, which is a market research group, ninety-one percent (sixty-four million) of U.S. children ages two to seventeen play video games. When it comes to the topic of video …show more content…
Higinbotham created this game to help add excitement to his lab. Hundreds of visitors lined up to play Higinbotham's electronic tennis game. People who played his video game saw a two-dimensional, side view of a tennis court on the oscilloscope screen, a device used to view movements back and forth, which used a cathode ray tube similar to a black and white television tube. The ball was a brightly lit moving dot, which left trails as in bounced to altering sides of the net; players served and volleyed using controllers with buttons and rotating dials (First). Higinbotham’s creation inspired others to start creating video games. Video games have evolved in tremendous ways. There have been millions of games created in the last fifty years. For example, Grand Theft Auto, created by David Jones and Mike Daily in 1997, is one of the most popular video game series among teenagers. The free-form structure of the game allows players to do anything they want in the city, but also rewards players for creating havoc such has running down pedestrians and completing missions (Graphics). Grand Theft Auto has increased the amount of sex, drugs, and violence contained throughout the game. Now, not only are there fun and peaceful video games such as sports games like Madden, Fifia, and many others, but there are also games that promote the player to cause extreme violent …show more content…
These shows and events were aired in black and white until later advancements came into play. Also the first TV’s graphics were not as cutting-edge as today’s. Each passing year, technology began to become more advanced. Thus, becoming a large part of media and tv. This allows producers to have the ability to make realistic, graphic, and gory images for films. For instance, the show Arrow is about a man protecting his city by acting with violence towards the criminals. This creates a false assumption that acting violently is the right way to handle situations and create safety. As televisions progressed the number of shows began to escalate. Rowell Huesmann, psychology and research professor in the Institute for Social Research of the University of Michigan, states that “more than sixty percent of television programs contain some violence and about forty percent of those contain heavy violence.” With the average American watching four point three hours of tv a day, the likelihood of being exposed to violence on a television is
An examination of videogames in popular culture is a complicated one. There is a large debate as to what is the very first video game. The supposed earliest known video game was created by Thomas T. Goldsmith Jr. and Estle Ray Mann on a cathode ray tube in 1947. The game was a missile simulator similar to radar displays from World War II, and overlaid sheets of paper were used for targets since graphics were unknown at this time. On May 5, 1951, the NIMROD computer was presented in Britain. It used a panel of lights for its display and was used to play a game called “NIM”. Later, in 1952, Alexander S. Douglas made the first compu...
Eron, L.D., Huesmann, L.R., Lefkowitz, M.M. & Walder, L.O. (1972). Does television violence cause aggression? American Psychologist, 27, 253-263.
The average person who plays video games regularly is thirty-three years old (Issitt). This topic is important because video games have been given an unfair stereotype. Video games have the stereotype of taking over the lives of teenagers and making them violent. However, the benefits of video games outweigh the negatives.
addition the average American child will witness over 200,000 acts of violence on television including 16,000 murders before the age of 18 (DuRant, 445). Polls show that three-quarters of the public find television entertainment too violent. When asked to select measures that would reduce violent crime “a lot”, Americans chose restrictions on television violence more often than gun control. Media shows too much violence that is corrupting the minds children, future leaders of our society. In a study of population data for various countries sh...
Longitudinal, cross-sectional, and experimental studies have all confirmed this correlation. Televised violence and the presence of television in American households have increased steadily over the years. In 1950, only 10% of American homes had a television. Today 99% of homes have televisions. In fact, more families have televisions than telephones. Over half of all children have a television set in their bedrooms. This gives a greater opportunity for children to view programs without parental supervision. Studies reveal that children watch approximately 28 hours of television a week, more time than they spend in school. The typical American child will view more than 200,000 acts of violence, including more than 16,000 murders before age 18. Television programs display 812 violent acts per hour; children's programming, particularly cartoons, displays up to 20 violent acts
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.
Television with its far reaching influence spreads across the globe. Its most important role is that of reporting the news and maintaining communication between people around the world. Television's most influential, yet most serious aspect is its shows for entertainment. Violent children's shows like Mighty Morphing Power Rangers and adult shows like NYPD Blue and Homicide almost always fail to show human beings being able to resolve their differences in a non-violent manner; instead they show a reckless attitude that promotes violent action first with reflection on the consequences later. Contemporary television creates a seemingly insatiable appetite for amusement of all kinds without regard for social or moral benefits (Schultze 41). Findings over the past twenty years by three Surgeon Generals, the Attorney General's Task Force on Family Violence, the American Medical Association, the National Institute of Mental Health, the American Psychiatric Association, the American Psychological Association, the American Academy of Pediatrics, and other medical authorities indicate that televised violence is harmful to all of us, but particularly to the mental health of children (Medved 70-71).
Video games have been around since 1958, and ever since then video games have developed more. With video games becoming a bigger industry, there have been more people purchasing and buying more and more video games. For examples, up to 2001, “roughly 79 percent of America's youth played video games, many of them for at least eight hours a week” (Layton). Furthermore, in 2008, “97% of 12-17 year olds in the US played video games” (“Video Games”). With a growing industry, there has been more competition between video game companies. The companies that make these video games try to make a huge profit by appealing to people’s likes. In 2008, “10 of the top 20 best-selling video games in the US contained violence” (“Video Games”)
"Today, in the United States, 91% of children between the ages of 2 and 17 play videogames, and a nationally representative study of U.S. teenagers found that up to 99% of boys and 94% of girls play these games" (Granic, Label and Engels 1). Video games have become virtually ubiquitous, belonging to almost every single modern day family. The market’s popularity, as well as its disapproval, has increased dramatically ever since they were invented. Many critics have been arguing for the past couple decades or so that these electronic games have destroyed the lives of children by making them sedentary and obese. However, recent studies support that video games are not harming children, but in fact are providing them with several benefits that they can incorporate in their everyday lives. Improvements have been found in cognition, social behaviors, emotional well-being, and many other areas that are necessary for a child’s growth and success. All children should use video games as an essential tool to make their worlds easier and more understandable.
By the age of 18, the average American has seen 200,000 acts of violence on TV, including 40,000 murders. There are a few potential explanations why people are compelled to watch TV brutality. One of the justifications is the normality or familiarity of disorder. With real life rampage going on close and far from home, TV aggression is a way to cope. If the world was not as cruel as it is today, TV destructiveness would not be as prevalent because it would seem odd to viewers. In other words, the vicious tendencies humankind have lead to the prevalence of TV bloodshed.
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. According to a report in Archives of Pediatrics & Adolescent Medicine, "Female gamers spent an average of 44 minutes playing on the weekdays and one hour and four minutes playing on the weekends, and male gamers spent an average of 58 minutes playing on the weekdays and one hour and 37 minutes playing on the weekends" ("Video Game Play Among Adolescents"). What can we understand from this evidence? The fact is that adolescents, male or female, are spending tremendous amounts of time each day sitting in front of a screen with a controller in hand.
Video games have come to be such a high demand for kids that it is very common for every household to have at least one type of gaming system. In Peggy J. Parks’ book, Video Games, it is mentioned that 69 percent of American homes have some sort of gaming device. Kids as young as three years old are becoming more and more familiar in how to use these gaming systems as well. Therefore, exposure to violence is beginning to
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.
Even though violence is apart of our lives, I think society can limit the amount of violent programs that they watch. If people limit watching violence on television maybe the world wouldn’t be as involved with violence as it is now. Based on this data, I have concluded that Marie Winn is correct about television being a serious addiction.
Social Scientists say that the average American watches too much television and plays too many video games. I would agree with this, because in high school that is all I did, but not so much for me anymore. Back when I was in high school that is all I did. Watch television, play Nintendo, hang out with my friends. However, now that I am in college, I have had to change my ways. It helps a lot that I don't have either one of those in my dorms.