Wait a second!
More handpicked essays just for you.
More handpicked essays just for you.
Violent video games affecting young people's behavior
Violent video games affecting young people's behavior
Negative effects of video games on behavior
Don’t take our word for it - see why 10 million students trust us with their essay needs.
According to Henry Jenkins, an American Media Scholar and professor at MIT, “young people in general are more likely to be gamers —90 percent of boys and 40 percent of girls play.” That is an overwhelming amount of young people. In recent years, there have been incidents such as the Columbine school shooting which have shown young people committing terrible acts of violence. In the case of the Columbine shooting, the teenagers who committed the shooting were both found to be avid players of a violent computer video game known as Doom (Ferguson, 26). This has raised lawmakers and concerned parents to begin opposing violence in video games. These people believe that video games (and violent video games in particular) can cause young people to become extremely desensitized to violence, and in turn cause them to commit acts of violence that they would not have committed otherwise. However, these people fail to realize that our youths have been exposed to violence far longer than modern media has been around. For example, Wired.com writer Michael Venables points out that many of our classic fairy tales deal with violent conditions. He reminds people that “Cinderella’s evil stepsisters have their eyes pecked out by doves.” and “Hansel and Gretel kill their captor by baking her in an oven.” People who oppose video games pose a major threat to the development of youth in our modern society, because video games can have many positive effects on young people.
Many people believe that, when playing violent video games, players who commit violent acts morally write them off as being “just a game” or “not real.” However, according to a study performed by T. Hartmann, E. Toz, and M. Brandon, who are professors in the department of communica...
... middle of paper ...
...=1&hid=2&bdata=JnNpdGU9ZWhvc3QtbGl2ZQ%3d%3d#db=aph&AN=28602538
http://ehis.ebscohost.com/ehost/detail?sid=5ea26f9b-d564-4f65-b8e4-00d7ed51dcd8%40sessionmgr12&vid=1&hid=2&bdata=JnNpdGU9ZWhvc3QtbGl2ZQ%3d%3d#db=aph&AN=33902715
*** http://ehis.ebscohost.com/ehost/detail?sid=cc0c6798-db0f-4068-aea8-9db2dc80ed02%40sessionmgr12&vid=1&hid=2&bdata=JnNpdGU9ZWhvc3QtbGl2ZQ%3d%3d#db=aph&AN=49312814
*** http://www.wired.com/gamelife/2008/09/jack-thompson-d/
*** http://www.escapistmagazine.com/news/view/80969-Jack-Thompson-Releases-Grand-Theft-Auto-IV-Statement
*** http://www.fbi.gov/about-us/cjis/ucr/crime-in-the-u.s/2010/crime-in-the-u.s.-2010/violent-crime/violent-crime
*** http://www.pcworld.com/article/244084/modern_warfare_3_has_best_5day_sales_in_history_of_known_universe.html
*** http://news.nationalgeographic.com/news/2003/05/0528_030528_videogames.html
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.
Since the 1970 video games have become more popular than ever before. Generating 11.7 billions of dollars of sells every year or more, the video game industry is considered one of the largest industries in this century. However, video games have been a topic of controversy. With the sales of violent video games going up and the increased violence in schools and teenagers, video games are always to blame. Many people speculate that video games are the cause on why many teenagers have developed aggressive and violent behavior, are desensitize to violence, and the increase violence in schools and public places. In contradiction, video games have little or no fault in teenagers’ violent behavior and shouldn’t always be blamed.
In this paper, Tobias Greitemeyer recalls previous articles showing thatplayingvideogamesareassociatedwithanincreaseinplayer’s aggressivebehavior. Greitemeyeralsostatesthateventhoughthere is proof of these correlations, if one would casually ask an avid gamer, they would deny these claims. Greitmeyer argues that the player’s behavior in a video game compared to their actions in real life creates a discrepancy in the violent video game debate. Furthermore, Greitemeyer proposes that because of the severity of the violence in certain video games, the player’s perception of aggression may be different than the societal norms. Greitemeyer then states that he conducted two separate experiments to test if his two theories were
Most people see a violent video game being sold and do not think twice about it. The sale of violent video games in our current system is normal. In 2008, 298.2 million video games were sold in the US, totaling $11.7 billion in revenue. Six of the top ten best-selling video games included violence, with four of the games carrying a "Mature" rating recommended for persons aged 17 and older (Procon). In June 2011, the case of Brown v. Entertainment Merchants Association California attempted to enforce a statute that gives a punishment for selling violent video games to minors (Herard 515). Entertainment Merchants Association took this statute to court saying it violated rights given to the people under the first amendment. Both sides of the case had a well constructed argument. The Supreme Court had a final decision of seven to two. Even though the decision was not very close, both sides need to be looked at to understand how the decision came about.
Whether violent media content leads to real-life violence is always debatable. And in recent years, school shootings have made video games a new focus of public concern and scientific research. In public opinion, video games cause more aggression in comparison to traditional violent media contents because video games have more features of interactivity, "due to the active engagement and participation of players" (Hummer and Wang et al. 137). But more and more reports tell us that video games are not the main cause of school shooting issues; rather it is the negligence of parents, schools, and communities.
According to Valadez and Fergusion (2012), “The effects of violent video game exposure, both positive and negative, on various behaviors are still highly contested within academia and the general public” (p. 608). Violence in video games is often wrongfully perused as a topic of extreme criticism pertaining to an individual’s act of violence in today society. Examples of such would include the shooting that occurred in April 2007 at Virginia Technical College; where Jack Thompson and Philip McGraw asserted that violent video games were the ultimate cause of the tragic incident, but further investigation suggested that Seung-Hui Cho had never played any such games (Valadez & Fergusion, 2012). Since the early days of mankind, society has often enlisted the service of a scapegoat in the attempt to correct the unethical or immoral conduct of a few individuals; violence in video games is no exception to this type of social misconduct. Possibly, one may want to consider human nature and its unyielding desire to be competitively better than the next person; compared to an individuals need to be excessively violent regardless of visual representation of violence in the first place. Although many will argue the effect that violent video games have on the human psyche; the research is far too inconclusive for one to make an educated assessment of the provided information.
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.
In 1998, the US software industry sold $6.3 billion worth of video games (see Unknown). Not bad for an industry that didn't exist 25 years ago! Yet despite its continued growth, all is not well in the video game industry. School shootings in Littleton, Colorado; Pearl, Mississippi; Paducah, Kentucky; Conyers, Georgia and many other towns have shocked the nation (see Malcolm). Understandably, grieving parents and sympathetic citizens are searching for a cause for this "outbreak" of youth violence. It is natural to assume, "when children, the symbol of innocence, commit the severest of crimes, then something must be going wrong with society." (see Maker)
Since the video games changed dramatically in 1990s, video games have become part of the mainstream of favorite entertainment for children and adults. The violence in video games has caused heated controversy for years over its potential impact on children. The most famous debate has come from the infamous “Grand Theft Auto” game series. In the Grand Auto Theft video game, the players have to kill the police to earn points and become a winner. In the article “Video game violence and our sons,” Rebecca Hagelin claims that the violence in video games contribute to the violent behavior in teenagers. On the other hand, Brandon Nadeau claims in his article “Video Games Do Not Cause Violence” that violent video games do not contribute to the violent behavior in gamers. Although I agree with Nadeau that not everyone who is addicted to play violent video games would become a violent person, I think that children should not be allowed to play violent video games because the violence in video games is strongly related to having more aggressive thoughts, feelings, and behaviors on children.
A long- time misconception that no one can support being true. The link between video games and violence has been worrying parents ever since Mortal Kombat came out and thinking it may have an impression on young minds to become violent when in all reality in today’s world most teenage guys play violent video games. I ask you where is the proof when only one or two guys freak out and we neglect their medical history with any mental issues that the media likes to leave out.
The arguments that video games does not have a causational effect toward real life violence are less publicized. In an article about video games Christo...
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 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.
Throughout history many things in general have been improved upon. Four major improvement areas are: warfare, medicine, education of society, and technology. All of these improvements have brought with them positive effects. Warfare has allowed oppressed people to rule themselves; medicine has saved countless lives with vaccines and treatment programs; education of societies has allowed people to make their dreams come true; and, advancements in technology have made the previous three possible. With these positive effects also come negative effects, which are seen on a grand scale. Advancement in warfare has caused numerous deaths, medicine has advanced to the point where ethical questions arise because of cloning and stem cell research, the education of society in addition with the advancement in technology have allowed these negative advancements to be achieved.