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Video game violence effects on youth
Video game violence effects on youth
Influence of video games on violent behavior
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Video games have become a part of our culture in America as well as around the world. There are a large variety of video games to be played such as sports, non-violent, and violent games. The most dominant genre of video games that out-sells all others is the violent video game. It is hard to explain why they outsell all the other genres, but one reason may be because they allow users to turn their aggression into something simple which may result in less anger for that person. Video games have more recently started to be used as recruitment tools for branches of the United States Military with games such as “America’s Army.” One of the most popular video games of all time was Call of Duty Modern Warfare 3. Despite being one of the most violent video games ever, it sold a record numbers.
Video games primarily focus on the main character as a male, while female characters are usually in the background. The government has had limited success in regulating content in video games as it is viewed as a form of censorship. Many people counter with the argument that violent crimes have actually reduced in the U.S. while video game sales have increased, which makes it have no connection. By raising kids in a society where a killing person on the TV is ok, it could cause some problems in the long run. When you shoot at someone in a video game, respond unharmed, but when you shoot at someone in real life, they are gone forever.
Because of the easy availability of video games to children, more children have become involved in violent crimes. Violent video games allow the use of violence while hiding realistic consequences (Funk 2). Even though violent video games may lead to violence in real life, video games can still serve as learning ...
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...or not, or if it is suitable for there kids.
Work Cited
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Funk, Tracie Pasold, and Jennifer Baumgardner. How Children Experience Playing Video Games. Pittsburgh: Carnegie Mellon University, 2003. 1-14.
Lemmens, Jeroen S., Brad J. Bushman, and Elly A. Konjin. "The Appeal of Violent Video Games to Lower Educated Aggressive Adolescent Boys From Two Countries." CyberPsychology & Behavior s 9 (2006): 638-641. 13 Apr. 2008 .
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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.
Desensitization from video games creates a biological response that leads to a lack of empathy and more aggressive behaviors. Furthermore, violence in video games is rewarded, making one more likely to repeat the behavior in real life. Finally, video games allow people to take on roles, and along with one’s inability to separate reality from fantasy, people will take on these roles in real life, leading to many of the recent mass shootings. The debate on video games and violence will carry major significance over these coming years. Although violent video games will not necessarily be banned, there might be moves to educate parents about the dangers of violent video games so that their children can be monitored in the games they choose. However, the debate will not be completely solved. Video games are a multimillion dollar industry and the companies may pay psychologists to agree with their sentiments, prolonging the debate. Although video games are some of the most popular items in the world to own, one must take caution in purchasing them, especially violent
Many of today's youth are easily influenced by their environment. Their environment can include their family, friends, school, and even media (television, music, video games). With technology rapidly advancing, video games are having an even greater impact on youth. In the last few years, there has been a steady increase in the amount of violence contained in all media, especially video games. According to Alison Motluk, "more than 90 per cent of American children play video games every day, and half of the top sellers contain extreme violence" (10). Playing these violent video games is having a direct effect on aggression levels as seen in the recent rise of school violence. Many times the individuals involved have stated that they got their ideas from playing violent video games. Obviously, with youth violence on the rise, changes need to be made in order to help control this situation. A stricter rating system needs to be applied to video games, and more importantly the new rating system should be heavily enforced wherever video games are sold so that maturity levels are met before being allowed to purchase a video game.
Reilly describes video games as violent regardless of the age, gender, and culture. Reilly explains that video games today are nothing but fuel of aggressive behavior. Reilly does one experiment that s...
Anderson, Craig A., and PhD. ” Violent Video Games: Myths, Facts, and Unanswered Questions.” American Psychological Association (APA). N.p., n.d. Web. 18 Nov. 2011.
Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of violent video game habits on adolescent aggressive attitudes and behaviors. Journal of Adolescence, 27, 5-22
Ever since the creation of video games, people have been entertained without the need to go out to the movies or some other outdoor activity. However, people never realized that video games could influence children emotionally. Apart from the discussion that video games, or other activities that have to do with television, can ruin people’s vision, violent video games can influence children to develop aggressive behaviors. There have been situations worldwide, like the Columbine High School shooters, where video games were to blame. Some laws were even passed to lower situations similar to the Columbine High School Massacre. For example, California passed a law in 2005 that would have required violent video games to include an "18" label and criminalized the sale of these games to minors. Video games can influence children in the US to develop violent 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.
Video games have evolved tremendously since they were released in the early 50’s. The 2D ping pong has evolved into 3D virtual realities that immerse us into another world. There are different genres of games, but the one we’re going to focus on is the action genre. These games are known for their violent content and graphic nature. These games promote harming other individuals to beat the game. Violent video games influence people to behave violently, desensitizes people to violence and makes them see the world as a violent place, and it causes people to act aggressively when interacting with others.
In today’s society we are overwhelmed with technology. Technology is changing everyday, and will forever be a staple in our lives. The effect that technology has on our children has brought on some concerns and some praises. Children these days have no choice but to some how be influenced by the ever growing technology in our societies. Our common concern has been that although digital technology has boosted children’s talent for multitasking, their ability to process information deeply may be deteriorating (Carpenter, 2010). Many people have a wide range of opinions on if technology is having a positive influence on our children or a negative, there is a vast amount of evidence to support both of these arguments. Technology can refer to so many things, but there are three main parts of technology that are having the greatest effects on our children: video games, television/media, and computers. The modern technologies we have today are so powerful because they attract our genetic biases, that the human brain has a tremendous love for visually presented information. Video games, television, movies and computer programs are all very visually oriented and therefore they attract and keep the attention of children easily.
Negative Effects of Technology on Children? Personal. Psu. 21 March 2010. Web.
A survey of 1,102 adolescents found that 97 percent had played video games in the past day. Although most parents checked the censor’s rating before consenting their child to obtaining it, 50 percent of boys and 14 percent of girls favored games with an "M" (mature) or "AO" (adult-only) rating, which suggests a high degree of violence. Social scientists believed that children are more probable to mimic the actions of a character with whom they identify. In violent video games, players participate as a character, and even choose which weapons they’ll use while fighting other characters. Similarly, repetition increases learning. Video games involve a great deal of repetition. If the games are violent, then the effect is a behavioral preparation for violent activity. Violence in society is not solely caused by violent media. But research shows that continuous exposure to violent media causes people to believe that violence can be an acceptable, positive way to solve problems.
...ct violent video games to have a greater effect than violent television, and most of the reasons why one would expect them to have a lesser effect are no longer true because violent video games have become so realistic, particularly since the late 1990s. Controlling an avatar during video games has a much larger influence on the audience’s behavior, thoughts, and beliefs than that of a movie. Children grow up killing others in video games, seeing it in a movie doesn’t have nearly as large of a impact on them as its does when they do it in a video game. Since video games are interactive and you’re fully engaged in the game, it has a larger impact on people as opposed to simply watching a movie. While most parents (88%) report regularly supervising their children's use of television, only about half report regularly supervising their children's use of video games.