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The relationship between video games and aggressive behaviour
Violent video games cause aggression
The relationship between video games and aggressive behaviour
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1 Summary of Hypothesis
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
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correct. 2 Summary of Methodology As stated earlier, Greitemeyer proposed two different experiments toprovehistheories.
Forthefirstexperiment, theparticipantswere tasked with playing a violent video game or a neutral one. From there, the participants were assessed on a Likert type scale, and answered various questions in regards to their mood, using the seven point scale. Afterwards to measure the perception of daily life aggressive behavior, Greitemeyer adapted a procedure created by another group of researchers. The participants were given fifty two aggressiveactionsthatwouldeitherbeactedoutbyothersorthemselves. From there, the participant would then rank the action dependingonhowaggressivetheythoughttheactionwas. Forthesecondexperiment,Greitemeyermainlywantedtoreplicatetheresults of experiment one and also see if a biased view of what aggressive behavior is considered would possibly account for increased aggression after playing a violent video game. For the first part of the second experiment, Greitemeyer switch the games used for the violent and neutral portion. In order to measure the aggression levels intheparticipantsforthesecondportionoftheexperiment,participantswereaskedtotastehotsauceanddecidehowmuchhotsauce they would taste, as well as the rest of the participants. Based on theamountofhotsaucesuggestedbytheparticipant,theaggression level of the participant would be calculated into the
study. ∗Email: gg222@njit.edu 6 graph.png Figure1: PerceptionofAggresiveBehaviorasaFunctionofVideo Game Condition and Person Showing the Behavior from [Greitemeyer 2014], Figure 1 3 Application of Methodology Between the two tests, there were over a hundred participants, with mostofthemtakingpartinthefirstexperimentandwiththeaverage age of twenty one. With the first experiment, the results show that those who played a violent video game perceived their own actions as less aggressive compared to the actions of others, whereas those who played the neutral game viewed their actions on a higher aggression scale and was also closer to their ratings of other people’s behavior. Similarly to the first experiment, the second one posted similar results. 4 Issues with Methodology I did notfind any glaring issueswith themethodology Greitemeyer used,however,Ifeelliketheuseofhotsauceforthesecondexperimentwasquiterandom,thereshouldhavebeensomethingdifferent thatdoesnotcontainanichegroupofparticipants(peoplewholike spicy food). I also appreciate the paper showcasing that it might be the perception of those playing the violent video game that causes a different aggression level which is different from other studies that just check the aggression levels and do not really dive in from there.
In late July of 1944, the Soviet Red Army comes upon the first Nazi war camp in Poland known as Majdanek that was discovered by the allies. After liberating the people there, they move further west in an attempt to invade Germany". On their conquest to the German homeland, the Soviets liberate hundreds of work camps that ranged from small prisons all the way to full-fledged concentration camps. The Soviet Union, along with other allied powers such as the United States, liberated thousands of people from Nazi rule. For many, the sight of the allied powers signaled a renewed freedom and a better life to come, just as it did for Vladek Spiegelman in his son’s book Maus. Maus is the story of Vladek Spiegelman's life. The book focuses on the time
Edith Wharton's tale of Ethan Frome is a classic story of hopeful romance ending in tragedy. We are introduced to Ethan as he's walking to pick up his wife's cousin Mattie, at a church social. On the way, we witness some of Ethan's thoughts about his life and the people in it. By the end of Chapter One, the readers begin to understand the way Ethan views himself, Mattie, and Zeena, and the way these characters might influence the events in the novel.
In a comprehensive summary and analyzation of the history of mankind’s record of affairs, Mark T. Gilderhus tackles the many aspects of the overall biography of human existence. Through scrutiny of the goals of past and present historians, a brief explanation of the origins of historiography, a thorough exploration of the philosophies behind history, and a review of the modern approach to past events, Gilderhus sums up the entirety of historical thought in one hundred and twenty-five pages. His superior knowledge is exemplified through his work which effectively conveys the full extent of historiography.
Tobias Wolff is a strange writer whose work is "so absolutely clear and hypnotic that a reader wants to take it apart and find some simple way to describe why it works so beautifully"(Tobias Wolff, This Boy's Life [back cover]). Although sometimes taking place in such foreign locations as Vietnam, Wolff's stories are predominantly based on banal situations and people. The magic in his writing though is the fact he draws the reader into the story at all times. He does so by connecting his characters and their conflicts to the reader, be it through quirks, qualities or quandaries. Wolff perfects these concepts by writing in his own lucid, terse style. "The tales in Wolff's [books] are seamless, their characters relentlessly ordinary"(Joan Smith, "Spelunking "). Through personal experience and careful observation Wolff gathers the necessary insight to piece together novels that clearly dealt with the "normal" man and woman, their problems, and their accomplishments. Wolff's stories do not consist of big drug deals or heated love triangles, but instead of prosaic situations. One such is when Wolff's older brother sent him some writing he had done and Wolff considered turning it into his English teacher as his, but dismissed the idea knowing he would never get away with it (Tobias Wolff, This Boy's Life 200-201). Although occurring in hackneyed settings, many of Wolff's characters find themselves in situations they would never have thought possible: "The characters of these stories are basically decent people who discover that they're capable of things they never expected -- and can never again believe themselves worthy of being considered decent.
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 twenty-first century has opened the doors to many innovative and popular media advancements, including video games. Ever since their birth, video games have received unjust blame for many of the problems that corrupt our youth. In Karen Sternheimer’s “Do Video Games Kill?,” she presents many common misconceptions that video games receive claiming that they create violent behavior, and provides counter arguments to these accusations. Given the inaccurate depiction of violence related to videogames, Sternheimer effectively exposes the media for their faulty reports on this topic, and offers other factors as to why video games should not be perceived as “folk devils” (214). In response to the inaccurate depiction of violence related to videogames,
Many People have put their attention directly on the influence violent video games have on the bad behavior of children. People believe videogames intensify aggression in children, while others say it can be a safe getaway for a child to express his aggression. Many opinions on this issue are stated still today, and they remain divided amongst the people who claim videogames to be a cause of aggression and those who claim otherwise. A child’s behavior can not be determined by violent video games, but instead is caused by a variety of environmental and domestic factors. It is easy to blame video games on violence, instead of looking at factors such as economic status, familial issues, and exposure to other entities such as television and media. This paper will bring forward the opinions of those who believe in no relationship between violent video games and bad behavior with one counter argument expressing the opinion of those who believe there is a relationship.
Chapter 9 was mainly about examining spirituality and healing in a critical and creative feminist way. Spirituality can refer to “the quality or state of being spiritual,” (pg. 414) in relating to one’s balanced relationship with self, others, nature, universe, ancestors and scared source and the great mystery of life and death. Spiritual and religious can go hand to hand as seen in section 9.3 “Honor and Ceremony in Women Rituals”. E.M. Broner basically focuses on the true meaning of ritual and how someone can maintain their identity and still choose any religion they please. Broner shares many ceremonies that center women’s experience and roles for example wedding, home birth or male circumcisions. (pg. 417) she also describes the value of
The problem in determining a cause(s) is further compounded by mixed experimental findings. Scott (1995) did not find a positive relationship between video game violence and aggressive feelings among youth. In fact, there seemed to be a decrease in aggressive attitudes after playing violent games. These result seems to run counter to related studies concerned with the re...
Scott, Derek. “The Effect of Video Games on Feelings of Aggression.” The Journal of Psychology 129.2
Thesis Statement: Violence in video games does not affect levels of aggression in people as long as you follow the MSRB rating scale.
The purpose of this paper is to present a literature review on existing articles relating to the possibility of violent video games promoting aggressive behavior. The hypothesis set forth was that people who played non-violent video games displayed more Prosocial behavior versus those who played violent video games displayed more antisocial and aggressive behavior. A search was conducted on regular search engines on the internet, and on EBSCOhost using the title “can violent video games promote aggressive behavior.” The research articles presented are obtained from five case studies each focusing on different measures that were obtained, methods used, the participants involved, the designs of the study, and the results of the studies.
This Boy's Life is the autobiographical account of teenager. Toby and his mother's search for financial stability and a peaceful life. Toby’s family was split down the middle as a child, leaving his father and older brother on the East Coast and, for the most part, uninvolved in Toby’s life. The story begins when Toby and his mother, Rosemary, leave her abusive boyfriend in Florida to take their chances at becoming rich in the uranium mines in Utah. They are short on money, a theme that continually comes up throughout the book, but full of hope and love for each other. Unfortunately, as they arrive in Utah, they discover the uranium resources have already been bled dry and they must go to Salt Lake City where Rosemary manages to get a job as a secretary. Soon afterwards, the ex-boyfriend follows the pair to Salt Lake City and rejoins their life. His abusive behavior continues and Toby and Rosemary are forced to flee again. This time fate lands them on a bus headed for Seattle. Once in Washington, Rosemary finds a group of female friends who encourage her to start dating, eventually landing her with a relationship and later marriage with yet another abusive man, Dwight. The mother and son pair is in a constant fight for a better way to live in terms of security and stability, but their love and loyalty to each other is solid.
Roger Scruton Essay In “The Spector: Humans hunger for the sacred, why can’t the new atheist understand,” Scruton’s main purpose of the article is to educate others about the new atheists strong disagreement on the existence of religion. More so on the value that religious people place on sacred things. Throughout the article he states the new atheists and religious people’s position on certain topics; communism, sacred objects. Roger Scruton’s position on religion seems partially unclear.
Video game violence has become a highly politicized issue for the public due to the rising concerns that there is a high risk in aggression in violent video games. There have been several debates of video game promoting negative effects to the youth. The overall negative and positive influences in violent video games suggest to aggressions and visuospatial cognition (visual perception) in order to understand the development of an adolescent. However, many debates promote positive developments on youth such as visuospatial cognition (visual perception). In a Meta-analysis 1 (The Bad), video games have included a wide range of aggressions leading to behavioral, cognitive, and physiological prosocial measures (Ferguson). This study showed that there was a variance in violent video games and it used latters to determine the distinct of violence exposure and aggression. Although, the results indicated that there was only a 2% overlap in variance between the v...