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Playing with prejudice: the prevalence and consequence of stereotypes in video games summary
Playing with prejudice: the prevalence and consequence of stereotypes in video games summary
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Stereotypes of gamers The whole nation mourns the deaths of many at the Stoneman Douglas school shooting. Prayer sent, and moments of silence passing, everyone eagerly waits for the President’s response to this tragic event. Out of all things, President Trump blames the shootings partially on violent video games. As the result of a few high profile people blaming shootings and other incidents on videogames and how video games and gamers are misrepresented by the media and press, there are now many negative attributes associated with gamers. When things like books and movies portray gamers as things like lazy, and antisocial people caved up in their dark room all day, negative connotations can form between gamers and those things. In my experience, …show more content…
An example of this is when Trump recently blamed violent video games for the Florida School Shootings (Brad Jones). It should dawn upon you that assuming that people that play violent video games are also automatically violent in real life is harmful and wrong, because it can cause a whole group of people who haven’t done anything violent to look violent, and make all gamers look bad. Because this stereotype can cause many people to just assume that someone who plays violent video games is automatically violent in real life, like in this case with Trump, this can cause wrongful accusations on gamers who have done nothing wrong but play video games. Moreover, assuming that all gamers are violent can also be destructive to gamers’ own feelings, in addition to how it makes them look on the outside. It can make gamers feel like people don’t want them in society, because if they see the media or other people saying all these negative things about gamers, specifically them being violent in this case, they will develop an idea that it’s a bad thing to be a gamer, and will feel like the community looks down on them, which will make them less inclined to follow their passion. COUNTER
In the cases of school shootings that took place at Columbine High School, Sandy Hook Elementary, Virginia Tech University and Northern Illinois University, the media highly publicized the fact that the perpetrators were avid video gamers, but why is this important? The media want’s your attention and they are more than willing to say almost anything to get it. They reported that the perpetrators were avid gamers with the implication that there is a well establish connection between the two when there is not. They exploit the fear of parents and concerned citizens by not including relevant corresponding information in order to leave you more interested lea...
The author primarily appeals to the audience using logos. He brings statistics and data from research studies throughout the essay. He either provides background information on why the studies are misleading or just presents a fact. For instance, “According to a 2001 U.S. Surgeon General 's report, the strongest risk factors for school shootings centered on mental stability and the quality of home life, not media exposure” (Jenkins, “Reality Bytes: Eight Myths About Video Games Debunked”). He provides data like this through the essay. He is strongly trying to appeal to the audience’s sense of logic and
The world of gaming is expanding with endless possibilities of ways to play. Gaming has advanced greatly over the years by expanding over many different platforms. Smartphones, tablets, and next generation consoles are just a few of the many possibilities to play. This expansion has broadened the demographic of players and changed the way we play today. Although the demographic has widened and the games have become more advanced, there seems to be a reoccurring theme in gaming. White males make up the majority of video game protagonists, while minorities and women are stereotyped and degraded. The Entertainment Software Association (ESA) recently released its 2013 sales, demographic and usage report for the computer and video game industry. “Numbers show that 58% of Americans play video games. Fifty-five percent of gamers are male while 45% of gamers are female.” These numbers should suggest a change in the look of gaming to support its wide range of gamers. Yet and still nothing is being done. I feel this is due to a lack of women and minorities in the video game development field. If more knowledge of the field were to be presented to the African American youth, I feel there would be more interest and an increase in the number of minority game developers.
Proceeding my perusal of articles and research, written by authors with scientific credentials or otherwise, I have concluded that video games are no more to blame for the ebullition found in today’s society than any other possible cause. However, the incessant brouhaha as well as the negative notoriety surrounding media and video games refuses to cease or let up. These claims—for or against video games—are ultimately subjective and inconclusive and very little can be confidently derived from them. Granted, the violence found in our youth is growing rapidly, and there must be external reasons for that, but using video games as a scapegoat will not rectify anything.
Tom Bissell, whom is the author of the article Extra Lives: Why Video Games Matter starts off his article uniquely by creating a theoretical situation in which he is telling his future children that he missed the 2008 presidential inauguration, because he was playing video games. He talks about Fall Out 3, Oblivion and other games he calls, open world games, which are games with no designated path with the possibilities being almost limitless. Bissell explains how attractive the graphics are along with how interested in the story you can become. He admits how much time he has spent playing and how irritated the games make him at times. Bissell doesn’t clarify anywhere that he believes video games are good or bad for anyone, he just shares his experience with video games for others to think about or relate to.
Gallagher, Danny. “7 Health Benefits of Playing Video Games.” The WEEK. The WEEK Publications, Inc. 10 March 2013. Web. 3 May 2014.
Some people may see a video game as being a negative influence on violent behavior. While others see it as an opportunity to do something they would never do in real life, or a positive way to take out their daily frustrations. Some shooter games have helped people to become better hunters because they can practice their aim without accidentally shooting an unintended target or wasting expensive
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.
tereotypes can be useful and beneficial in certain scenarios. There are many benefits to embracing stereotypes they can help you to make safe or smart choices about people by observing them and weather they look dangerous. Why does almost every person in the world stereotype even though it can hurt people? There must be benefits that drive every human to embrace stereotypes.
This journal article is entirely credible and written by two women who know what they’re talking about. This article discusses how video games form stereotypes about both genders and that they impact both gamers and non-gamers. Men are portrayed as aggressive and women are unsurprisingly portrayed as sex objects. A main issue with this is that video games are mostly played by the younger generation meaning these are the ideas being imbedded into the youth of the world. The...
Whether they be first-person shooters like Call of Duty, sports games like Madden or Fifa, racing games like Forza or Mariokart, or even games and apps on your phones, there are quite a bit of gamers in here. According to the Entertainment Software Association, about 59% of American play some sort of video game, so gaming isn’t all that uncommon (Entertainment Software Association, 2014). As such, there must be some sort of effect on the audience of this growing form of entertainment.
Video games have been an influence part of our society since the early 70’s. The bad named that they are given is false, the only reason they have this bad name is because kids like games, so anything that is fun is bad for you. If a child loved playing chess he or she would be rewarded but it to is a game. Video games can help the learning process and should be incorporated in to the school system. If a child loved playing chess he or she would be rewarded but it to is a game. Video games can help the learning process and should be incorporated in to the school system.
First video games are not harmful to the public quite the contrary actually. Many video games encourage social behavior and team work whether that is the two player cooperative shooter game that two brothers play together working as a team inspiring positive feelings overriding the negative ones as stated in the study coauthored by David Ewoldsen. Or a family on game night all playing a game together and having a great time and bonding together because of the experience. And many games today don’t stop there at just play together and have fun. Many games promote teamwork skills through puzzles which can be solved together, or enemies that the players must work together to defeat. These positive social effects are not limited to one’s family but extend into online play, where one can converse and enjoy his time with others, creating entire
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.
You can’t blame a shooting just because someone plays video games. As a matter of fact, in the Virginia Tech shooting, the shooter did not play video games. Before anyone knew that he didn’t, they quickly assumed that he did. Just because it was a violent act and because everyone plays video games. People believe that violent video games should be banned, but there are no reasons to ban them.