Strasburger and Donnerstein are the author of the article, “The New Media of Violent Video Games: Yet Same Old Media Problems?” They are trying to prove that there is a negative result on children and young adults who play video games that are extremely violent, as well as watching violent television shows and violent movies. The authors also believe that children and young adults that are frequently engaged into video games that are really violent and television show as well as movies that are PG-13 or R rated are a result of the mass shooting in 1998 in Jonesboro, Arkansas and in 2012 there was also shooting in Aurora Colorado and Newtown, Connecticut. This has believed to have caused a major issue of media effects, especially violent video games on young people (Strasburger & Donnerstein, 2014).The aurthors, Strasburger and Donnerstein stated that most parents and guardians, including foster mothers in the United States of America thinks that it is a fact that because of extreme exposure to violent video games and television movies have cause children to be aggressive, hostile and having behavioral problems (Strasburger & Donnerstein, 2014). The authors also discussed issues on different major topics, for example, the devices for the confinement of hostile behaviors and attitudes in violent video games, such as hostile virtual reality and continuous violent actions.
1 Wilson Follett, in the article “On Usage, Purism, Pedantry” from Modern American Usage, promotes how two parties view the rights and wrongs concerning the usage of language.
Robert Root-Bernstein and Donald L. McEachron, “Teaching Theories: The Evolution-Creation Controversy,” The American Biology Teacher, Vol. 44, No. 7 (Oct…1982). This article, written by Robert Root-Bernstein and Donald L. McEachron sheds light on the controversy of evolution vs creationism in schools and the validity of each being called a scientific theory. The work was created to answer the questions, “Which of these theories is truly scientific and which is a religious belief? Which should be taught in schools?” The article concluded in favor of evolution as a valid scientific theory that should be taught rather than creationism, but also mentioned the worth of understanding the latter.
Rhetoric in the article by William Covino and David Jolliffe is explained as an art of persuasion that uses communication with a purpose or goal. To add, it is an ongoing conversation between the rhetor and the auditors. In addition to using persuasion, the observance of the audience is used as well. In the article by William Covino and David Jolliffe they talk about the four major elements of rhetoric: the rhetorical situation, the audience, the methods of persuasion, and the 5 canons. As explained in the reading the purpose of rhetorical communication is to teach, to please, and to move.
There is a tremendous amount of things in life that every student at Golden West College should know how to do. High schools do not offer classes that teach their students how to do certain things in life after high school, and instead teach them things that become useless. Therefore, once these students move on to college they think that they know everything that they need to know. However, that is not exactly true for a majority of them. In the article, “How to Make It in College, Now That You’re Here” Brian O’Keeney discusses many different techniques to help freshmen, and any other students in college that need the assistance. O’Keeney’s article is separated into three main sections to help the reader focus on specific things: good grades, organization, and mental health. Personally, I believe that organization and mental health is what students need to be focusing on the most. Once entering college there are certain things that some students do not know, and it greatly affects their mental health. For example, my best friend and I just graduated high school this year, and once we entered college, we felt lost because of the things we did not know how to do. We did not know how to dot some of the most important things: pay our bills, make sure we received our financial aid, how to do our taxes, etc… All Golden West College students should be required to take two semesters of learning how to do some of the most important everyday things, such as: how to balance a checkbook, how to do taxes, what a mortgage is, and many more things.
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 criticism that Anderson is making is that society is controlled and monitored, pushed to conform to set standards, given less information and has relied on technology since birth.
“The Columbine shooters played violent video games; that has to be a factor in their decision to brutally murder their classmates!” Society is quick to point fingers and approach unknown situations with a causal mentality that often results in a false accusation of an innocent bystander. With the advent of the video game era, psychologists have debated their effect on the minds of their youthful audience. Throughout the multitude of studies and the perpetual debate, society still lacks an absolute answer. With this knowledge, when it comes to video games and their impact on the minds of children, researchers must consult a wide variety of subjects with an open mind about the potential outcomes. I conducted my research by examining my personal experience, analyzing studies refuting both sides of the argument, trying to view the American fascination with violence through an outside perspective, and reviewing the thought processes that lead the members of the Entertainment Software Rating Board (ESRB) in order to gain a full perspective of the issue. What correlation exists, if any, between violent video games and the violent tendencies that children exhibit after exposure to said media? Throughout my research, I have discovered that a trend does exist, but it manifests after the child has encountered puberty because of the heightened levels of testosterone that accompany this phase of development, and the trend relies heavily on other factors in a violent disposition. The age factor generally fails to exist in the violent tendencies argument; this is intriguing in that the majority of violent videogames are targeted toward an older audience. In order to truly understand the violent tendencies of mankind, we must first analyze these ...
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.
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.
A Comparison of Two Newspaper Articles In this piece of work I will be comparing two
In this paper I will critically analyse the strength and weakness of using 'qualitative and quantitative' to a specific area of social work practice. The area of choice is children's services with focus on two research findings in the area of performance measurement within social work, with special emphasis on quality services and stability of placements for children looked after away from home.
By: Paul Adachi and Teena Willoughby the article talks about how violent video are influencing people in general and causing them to become influenced by the video game creating conflict to society. In this study, the article did not say how many participants there were, but there were two different groups. One group will play violent video games and the second group will play nonviolent video games. The point this study as mentioned before is to see if video games cause aggression to children, adolescence and even adults. For example, thirty-one percent of adolescents play video every day and another twenty-one percent plays games for about five days a week. What is most concerning is the fact that almost half of the population plays violent, plus five out of ten play violent video games (Adachi, Willoughby, 2011). Both the articles that are mention both have a connection to the perspective theory of conflict and symbolic interactionism when being exposed to video games it causes a major conflict with others around them. Another example was the columbine shooting the shooters were teen boys and had been exposed to video games giving them that opportunity to learn on what they are play. By playing video games it cause danger to society and become highly aggressive (Adachi, Willoughby, 2011). Both articles talk about how video games are a negative influence and how it is being affected in
The purpose of the article I reviewed by Lykeridou, Gourounti, Deltsidou, Lautradis, and& Vaslamatzis (2009) was to examine women’s level of depression, perceived anxiety, and overall stress related to infertility while receiving fertility treatments. It w as hypothesized that the etiology of an infertility diagnoses wouldwill affect female’s psychological vulnerability. The variables that were looked at in the study were infertility diagnoses and psychological disturbances. The levels of infertility diagnoses used in the research were male factor infertility, female factor infertility, mixed, and idiopathic infertility. The various levels of psychological disturbances included depression, perceived anxiety, and overall fertility related stress.
“90% of pediatricians and 67% of parents agreed or strongly agreed that violent video games can increase aggressive behavior among children” ("Do Violent Video Games Contribute to Youth Violence?”). Pediatrics and parents are aware that kids that play violent video games see a change in their behavior. Many cases they see the kids with anger problems and causing them to do violent acts. Violent video games have been around for many years where some older titles, such as ‘Mortal Kombat’ and 'Grand Theft Auto’ both are some of the most controversial ones. The video game industry has been growing and with the large amounts of violent video games being produced. “Total US sales of video game hardware and software increased 204% from 1994 to
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,...