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The first video game arrived on the scene in the 1950’s. It began as a rather simplistic form of entertainment including games like “Tennis for Two” and “Ping Pong”. Fast forward 50 years later and current games advanced extremely beyond the basic oscilloscope. Developed animations have lifelike characteristics; some even mimic the movement of the player’s body. Video games have evolved and with evolution come many concerns about its sometimes violent and immoral contents. This presentation serves to educate whether video games have a negative effect on the behavior of youth. We will highlight both negative and positive aspects of the practice and use statistics to help you make an inform decisions when selecting games for loved ones.
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The more kills, wounds, hit & runs or attacks the player accomplishes in the game the higher the score and more reward. This action is consistent in most games with a high violent content. Research studies have shown that the exposure of violence in video games does not “turn off” because the game is turned off, but rather the violent behavior displayed in the video game then reenacts and manifests itself in the behavior of the child (Anderson & Dill, 2000; Ballad & West, 1996; Bushman & Anderson, 2002). In study presented by Professor Jeanne Funk in 2004 review 150 fourth and fifth graders and how violent video games lowered the amounts of empathy, a person’s ability to understand another’s feelings, in the player.
One of the more famous incidents where video game violence impacted the lives of youth and their environment is the case of the Columbine massacre. The incident preceded several studies linking media violence to violence in young men. In an effort to dismiss the claims of video game violence association to childhood aggressive behavior a number of myths became associated with the connection of video games violence and its effects the players, particularly the
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 ...
Children today are exposed to more graphic violence in video games compared to any past generations. This is because the media finds that making a profit, surpasses the lives of the adolescents that play these games. However, over time two set of views formed from the violence in video games. James D. Sauer, is a graduate of the School of Phycology. In his article, “Violent Video Games: The Effects of Narrative Context and Reward Structure On In-Game and Postgame Aggression,” Sauer, describes that adolescents gain forms of aggression and violence after playing certain games. Not every video game causes post game aggression, but documented in his article, “Players who enacted in-game violence through a heroic character exhibited less postgame
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.
The shooting at Columbine High School in Littleton, Colorado killing thirteen students and teachers shocked the world. “They were video gamers who seemed to be acting out some dark digital fantasy. It was as if all that exposure to computerized violence gave them the idea to go on a rampage – or at least fueled their urges” (Carey 1). The shooters of this incident learned their deadly skills from video games. Seventy percent of children ages eight to eighteen have access to violent video games at their home. “Boys who play Teen or Mature-rated games for a minimum of 40 minutes a day may witness over 180 incidents of aggression per day, or 5,400 incidents per month”(Smith, S.L., Lachlan, K.A., & Tamborini, R). Children that play violent video games at such a young age and experiencing such violent actions will start to increase in aggressive thoughts, feelings, and aggressive behavior.
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.
“Contrary to the claims that violent video games are linked to aggressive assaults and homicides, no evidence was found to suggest that this medium was a major (or minor) contributing cause of violence in the United States.” (Markey, 290)
video games often warp their sense of reality. The kids think that if they shoot a person in a game and nothing really happens then nothing will really happen if they shoot a person in real life. When video games first became popular, people may not have seen this as much of a problem because games were not very realistic. With the advancement of technology, however, video games are becoming more and more realistic. If video games become more realistic, children will forget what is real and what is simulated; a child seeing somebody violently murder another human being in a video game will have the same effects as seeing somebody murder another human being in real life. Witnessing these brutal acts of violence either will traumatize or desensitize them to violence. However, this is contradictory to the “Play is labile” theory (Schroeder 4), which will be discussed, in further detail.
Although violent video games are thought to encourage real world violence, they actually help to prevent it. I am focusing on violent video games and how they affect juveniles because I feel that this issue needs to be looked at in the criminal justice community. It is an unnecessary distraction to blame the actions of a disturbed youth on a form of entertainment that has been used by millions of people without incident. A review article published in The Psychiatric Quarterly found that many studies which claim to indicate an increase in aggression due to video games are, in fact, biased! Once the bias is taken into account, the studies no longer find any correlation between youths who play violent video games and youths who demonstrate aggression and violent behavior.
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...
Video games are electronic sports which involves user interface and user interactivity. They generate a visual response which helps to provide excitement and entertainment. Video games are played on computers, televisions, or any kind of device with a display screen. People play video games for fun and also because some games are more productive and useful. With growth in technology video games have become very popular in children. Those games can be informative and a brain-builder for children but at the same time it may be so violent that they not only become the reason for the children to be destructive but also vigorously increase anti-social behavior.
Over the past years, video games have been a way to escape reality for some people. Video games vary from fantasy, romance, and role playing games to violent games. However, vicious video games have been blamed for school shootings, growths in bullying, and violence concerning women. Various people argue that these games numb players to violence, recompense players for imitating violence, and educate children that violence is a suitable way to resolve conflicts.
In recent years, technology has developed very rapidly. This has led to many arguably both positive and negative changes in our everyday lives. One such change was the increased accessibility of personal computers and gaming consoles as well as the introduction of numerous video games. Due to their entertainment value, these games gained popularity among children and teenagers. Although many concerns have been voiced related to playing video games, especially those that are violent, [e.g., increases in aggressive behavior in children (Anderson & Bushman, 2001)], this paper will argue that certain video games also have beneficial effects. They should thus be played by children, teenagers and adults alike albeit with caution.
Violent video games, aggressive attitudes or behaviors, and societal violence can all be interrelated based on studies and research. The only issue is, there’s not enough evidence to directly link movie and video game violence to societal violence. Several studies in the “Movie Game Violence& Societal Violence” research paper required estimation procedures for data. This can increase the risk of over or underestimating numbers. Due to several other contributing factors, it is unknown whether or not there is a correlation. Numerous factors impact societal violence and cultural influences could also add to the cause. In five to ten years, there potentially could be more evidence to support these claims. Videogame consumption data is only available from 1996 and beyond so over the next few years more and more data will be collected. Looking at the completed historical record, there are not many connections between movie and societal violence. Overall, this is a highly debated topic among criminologists. The important part to take away from this article is the negative affects of early violence viewing in children. Starting at a very young age, children
Are video games a negative or positive influence on children’s behavior and actions? Several studies have been pointing out that exposure to violence on television, movies, video games, cell phones and the Internet increases the risk of violent behavior in the viewer, like to grow in an environment filled with real violence increases the risk of violent behavior. Plentiful of the research on current media have focused on the violence spread by TV for experts in developmental psychology and John Murray of Kansas State University, United States, it is difficult to conclude otherwise than that violence on television has increased levels of violence and aggression in the society, and that video games have an effect even more powerful. Violent video games are more distress, than the films of the same sign and that the images of violence shown on television because they are interactive, because they use a technology environment that allows the user total immersion in the situation, while producing new objects cultural. The reason is that video games are not limited to violence to show a passive spectator, but require the person to connect with the character and act for him, while violence in film and television images whose exposure is limited only to visual perception. The video game violence has long-term real effects. Children exposed to high levels of violent entertainment can become more aggressive and develop a tremendous face the suffering of others, also increases the likelihood they interact and respond to violence in their social environment. In violent video games as success is clearly defined as killing or take, and failure as die or loses the good and evil as the wicked: they, different from us, it is just revenged, I mate,...